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Warhammer 40,000/7th Edition Tactics/Genestealer Cults
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====Auxiliary (1+)==== *'''Subterranean Uprising:''' 0-1 Primus, 1-3 Hybrid Metamorph units, 2-4 Acolyte Hybrids units, 0-3 Aberrant units. All units gain ''Infiltrate'' and have to deploy by Ambush at the start of the game they roll 2 dice on the table to choose how they arrive, or 3 dice if the Primus is attached. Note that when this is coupled with Cult Insurrection, everyone gets ''Shrouded'' on the first turn. *'''Deliverance Broodsurge:''' 2-6 units of Neophyte Hybrids, each <u>must</u> take a Goliath Truck transport and start the game embarked upon it. During the game, they may dismount their vehicle even if it moves at Cruising Speed. But have to take a dangerous terrain check, because they've just leapt off at full speed. Also, the Goliaths just ignore Crew Shaken/Stunned results. So basically this formation is a good way to deliver your Neophyte squads around the battlefield, and as open topped vehicles it means they have quite a considerable charge radius, if a bit risky to undertake. **'''WITNESS ME!''' This formation is a great way to spam fast, cheap transports in a way that would make Orks and their trukks green(er) with envy. First off, all the Neophytes gain Infiltrate/Outflank if you bring them as part of a Cult Insurrection detachment, meaning the Goliaths also gain it as they are dedicated transports for the Neophytes. This lets you close the distance between you and your opponent insanely fast compared to some other armies, as you can Infiltrate, drive forward 6", and be within rapid fire range (or shotgun range) in a lot of cases, especially if you can get the truck behind LOS blocking terrain. In addition, the Goliaths are open topped so your Neophytes can all fire out of the top, giving you a cheap, mobile anti-infantry firebase. If you give all the Neophytes shotguns, they can take the most advantage of the Goliath's open topped status as they can fire 20 shots out the top at close range, or leap out, fire a volley of shotgun fire, and charge into melee. Just remember that if the Goliath moves 12" your dudes will all be snap firing. Because of this, it's best to avoid webbers, grenade launchers, and flamers, as they won't be able to fire if you take advantage of the formation's special abilities. It's generally best to keep these suicide squads cheap. Give them a Cult Icon so they're WS4, and maybe a sergeant with a power weapon. Load up your cheap goons and seek to die historic on the fury road. Bonus points if you paint chrome around the mouths of all your Neophytes. *'''Demolition Claw:''' 2-3 units of Acolyte Hybrids (and each unit must take at least one Demolition Charge) team up with 2-3 Goliath Rockgrinder units (which must take the "Cache of Demolition Charges" upgrade for free). They all get ''Tank Hunter'' and may reroll scatter on their Demolitions charges. What's more, if they throw the charge while within 6" of one of the Goliath's, they replenish it on a D6 roll of 4+. **''Summary:'' This formation looks meant to team up with the Neophyte Calvacade for players wanting to do a mechanized Cult. The formation's implementation is somewhat Skornergystic at first. The Acolytes receive assorted bonuses to throwing Demolition Charges...while they're embarked on a Goliath Rockgrinder from the formation itself. The problem is that the Acolytes have Infiltrate and want to get up-close to the fight, while the Rockgrinders must deploy conventionally. Add to the fact that the Rockgrinders have abysmal side armor and their only "firing point" is from the rear of the vehicle, and using the Claw for its intended role of chucking lots of Demolition Charges will fall flat the moment you come across any army that can bring flanking S6 shots. Rather, consider the fact that the entire formation gets Tank Hunter, and there remains no restriction on the Acolytes taking their own Goliaths as dedicated transports. You have the potential to bring 2-3 Infiltrating twin-linked Tank-Hunting autocannons to the fray in a lightly-mechanized alphastrike that would give old-school Dark Lance DE players fits of envy. The Goliaths, in turn, have the option to more comfortably run Clearance Flamers for anti-infantry duality since their Drilldozers would also benefit from Tank Hunters. **''Alternative Take:'' This formation makes a bloody fantastic [[DISTRACTION CARNIFEX]]. The Acolytes/Rockgrinders are damn cheap, coming in at 135 all told. The Rockgrinder ignores dangerous terrain, so you can plow straight through ruins to maximize your usage of block line of sight cover and cover saves. Played smartly, one of two things will happen. Your opponent will waste time shooting at them, and with good positioning your cover saves will force them to dump a lot of fire into you. Alternatively, they'll ignore the cheap little truck full of bombs, and you'll be able to hit them with 2 Twin-Linked S8 AP2 pieplates. If you get lucky and wipe a squad of Crisis Suits or Terminators, the unit pays for itself. If the enemy blows it up immediately, you aren't out that many points. The formation also makes an exceptional unit to keep in reserves against drop pod or deep strike heavy armies. Let them all land and pile out, then drive out of reserves, tank shock the unlucky saps, then hit them or their drop pod with a fuckload of demo charges and the guns on the Rockgrinder. It'll clean up your backfield pretty damn quick. *'''The Doting Throng:''' 0-1 Magus, 3-6 units of Acolyte or Neophyte Hybrids ''(in any combination)''. They all get ''Zealot'' while within 12" of a Magus (note: <u>any</u> Magus and not just the one from this formation) and any unit joined by a Magus rerolls fails to hit in every round of close combat, not just the first. Also, any blessings that fail to get cast on the Doting Throng may be rerolled. Seeing as this formation is so heavily invested in having a Magus, you'd wonder why the guy is optional. But remember: your Cult Insurrection can only ever have one in the entire detachment, so this formation loses effectiveness the larger it becomes or if you have more than one ''(in a cult detachment)''. **This is the evil, mustache twirling doppelganger of an Imperial Guard Platoon. You can nearly match their numbers, and your dudes are noticeably better than your standard loyalist Guardsmen with +1 Initiative and Leadership over the poor unenlightened dogs. Neophytes benefit tremendously from both Zealot and the Psychic buffs. Your little half-alien Guardsmen are surprisingly adept in melee with I4 and an easily attained WS4, so giving them Zealot and Might from Beyond or Psychic Stimulus can really push them over the top into being a nasty CQC force in significant numbers. This formation helps you do that without bringing in Psychic allies or a CAD to squeeze in an extra Magus or Patriarch. Neophytes don't really need the same buff to the Cult Ambush table Acolytes do, as they're a lot more tactically flexible with their shooting and can make good use out of every option but the first if they don't have heavy weapons. You can really load this formation up with dudes on the cheap, with 20 bodies costing a bit less than a 5 man squad of Tactical Marines in a Drop Pod. For a little over 600 points, some careful positioning can put 120 fearless bodies and a Magus on the field. Just remember to shout "SEIZE THEM!" every time you declare a charge. *'''Shadow Skulkers:''' 1 unit of Purestrain Genestealers. No rules, but a good way to squeeze in more squads without paying the huge brood cycle taxes. *'''Cult Mutants:''' either 1 unit of Aberrants or 1 unit of Hybrid Metamorphs. Again, no rules but another way to get these units while avoiding taxes you've already paid. *'''Brood Brothers:''' here, have a Leman Russ Squadron, or some Sentinels. After filling your Core requirement you can have as many of these as you like, so Genestealers can spam tanks if they wanted.
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