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Made in fr
Mekboy Hammerin' Somethin'






So the list below aims to max out Broodswarm, Nephilim Data and Ambush secondaries. If you see anything in this list that will hinder me from getting these secondaries, please tell me. A few things:
- Myriad cults: ALIEN FURY: the extra inch for pile in and consolidate is very helpful in some situations. I think giving a 6+++ to bikes and ridgerunners is not great in my list, as I am not playing many bikes (I have tons of them, but after testing large squads, I am not convinced they help the gameplan much). I don't want to spend points on a magus (I really think 1 psycher is enough for gen cult), so the psy reroll of 1s and 2s aint great with just one psyker. So i am torn between alien fury + cold eye and Deep Supplies, which my list really doesn't benefit that much from.
- Patriarch with orb offers a nice counterpunch and messes with psyker based strategies. Our HQs are really bad so him and primus seem like the least bad choices.
- 3*5 acolytes with flamers squad there to hit 5 times and provide a second crossfire token this turn (nexos giving first every turn). I am torn between giving lying in wait to one of these squads (instead of one of the blobs of neophytes) to ensure Nephilim Data secondary a "packed with models" opponent table quarter. Good opponents (and those with armies which have a large enough footprint) will try and prevent us from dropping iinto the last quarter to score Data, who else has experienced this at least once ?
- the neophyte squad with autoguns is the one dropping 1st turn, as I may need drop more than 12 from my target (turn 1 it is often safer to do so) and then shotguns don't do anything.
- hybrid metamorphs are our only melee dudes who can get around fight first fight last stuff (and the counterattack strat), and I don't want to rely on mass hypnosis. Abbies and rock cutter acolytes are just too expensive for 2 attacks per model, and although acolytes are obsec, I just prefer having fight on death dudes to not care so much about "order of fighting manipulation". GW really needs to drop 5 pts on abbies, 1 or 2 on metamorphs, 1 on acolytes, but until then metamorphs seem like the least bad choice. Purestrains are strengh 4 so they bounce on toughness, so the autoinclude 1 squad with pregame move is enough for non helix lists IMHO.
- bikes at a minimum is a test, if i take away other things in the future, i will up their count
- ridgerunners: so the fire and fade strat, on wtc terrain, is i think worth trying, I have 0 idea if they might be worth it. Has anyone tried recently ?
- the rest is pretty standard.

Thanks for you thoughts !!

Army points : 2000 ; Unit count : 17 ; Strats : Relic (-1 PC), Extra relic (-1 PC), Extra relic (-1 PC)
PC : 6 -1 -1 -1 = 3 ; Warlord : Patriarch
Myriad cults - 1. INDUSTRIAL AFFINITY, - 1. ALIEN FURY, - 1. ACCUSTOMED TO TOIL, - 1. COLD-EYED KILLERS
The list gives : Bring it down : 3pts, Assassinate : 13 pts, Abhor the witch : 3 pts, no prisoners : 136
+++++++++++++++++++++++++++++++++++++++++++++++
== DETACHEMENT Batallion : Genestealer Cults (0 PC) [105PP, 2000pts] == Myriad cults
HQ 1 : Patriarch [140pts] [WL] Relic (-1 PC) : THE UNWILLING ORB : Psy Powers : MASS HYPNOSIS, MIGHT FROM BEYOND
QG 2 : Primus [80pts]
TR 1 : 5 Acolyte Hybrid [3PP, 45pts] - Acolyte Leader (0)
TR 2 : 5 Acolyte Hybrid [3PP, 45pts] - Acolyte Leader (0)
TR 3 : 5 Acolyte Hybrid [3PP, 54pts] 2 Hand flamers - Acolyte Leader (0), Hand flamer
TR 4 : 20 Neophyte Hybrid [9PP, 195pts] 4 Seismic cannon, 15 Cult shotgun, Proficient planning : A Perfect Ambush
--- Neophyte Leader (0), Cult shotgun
TR 5 : 20 Neophyte Hybrid [9PP, 190pts] 4 Seismic cannon, 15 Autoguns, From Every Angle
--- Neophyte Leader (0), Autogun
TR 6 : 20 Neophyte Hybrid [9PP, 200pts] 4 Seismic cannon, 15 Cult shotgun, Lying in wait
--- Neophyte Leader (0), Cult shotgun
Elite 1 : 10 Purestrain Genestealer [8PP, 150pts] They Came From Below
Elite 2 : 10 Hybrid Metamorphs [7PP, 120pts]
--- Metamorph Leader (0) Autopmistol replaced by Cult lash whip
Elite 3 : 15 Hybrid Metamorphs [12PP, 195pts] A Trap Sprung
--- Metamorph Leader (0), Autopmistol replaced by Cult lash whip
Elite 4 : 10 Hybrid Metamorphs [7PP, 120pts]
--- Metamorph Leader (0), Autopmistol replaced by Cult lash whip
Elite 5 : Kelermorph [3PP, 80pts] - Relic (-1 PC) : WYRMTOOTH ROUNDS
Elite 6 : Nexos [3PP, 50pts] - Relic (-1 PC) : CRANIAL INLAY
Attaque rapide 1 : 4 Atalan Chacals [3PP, 48pts] --- Atalan Leader (0)
Attaque rapide 2 : 4 Atalan Chacals [3PP, 48pts] --- Atalan Leader (0)
Attaque rapide 3 : 3 Achilles Ridgerunner [12PP, 240pts] Heavy Mining Laser ; Flare launchers

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Regular Dakkanaut




I don't know a lot about gene stealers so I will just ask about tactics. What is the general plan and how does it give you the initiative?

For Tau for example I tend to have three kinds of units - a large amount to secure center-board Ob. Sec either with bodies or lots of firepower. Both if possible.

A big gunline to reinforce positions, deal with nasty threats or help the backline if necessary.

A fairly cheap/screeny backline to help prevent or at least slow down Deep Strikes and other shenanigans.

It isn't full proof, but it does let me take the initiative by seizing or applying immediate pressure on center objectives, while reducing the risk of backline disruptions as much as I can, while keeping the main strategy viable.

So if you could explain your overall plan and where or why these units help with that, I think I could help you make sure it's the best list you are able to make.

It does seem like you put a lot of thought and work into it btw - which is quite commendable.

This message was edited 1 time. Last update was at 2022/11/03 01:51:45


 
   
 
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