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Warhammer 40,000/7th Edition Tactics/Genestealer Cults
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==Allies== ===Battle Brothers=== No battle brothers for you. ===Allies of Convenience=== *'''Tyranids:''' Makes up for the lack of a good Tyranid ally. Shame that you cannot share Psychic Powers and Warlord traits due to AoC, but them's the breaks. This gives you access to even cheaper tarpits plus the famed Monstrous Creatures the 'Nids are known for. Recommended to grab a Flying Hive Tyrant as allied HQ for some form of flyer/AA. **''Flyrants in a Genestealer Cult:''If you're running Tyranids as your ally rather than the other way around, the most immediate combo is to take the Tyranids either in a CAD or Leviathan Uprising, pay the minimum Mucoloid Spore tax, and take 2-3 Flyrants. Likewise, although Broodmind is an excellent Psychic Discipline, the Cult can find itself easily strapped for Warp Charges and while the Tyranid Psychic Discipline is fairly underwhelming, the Tyrants each provide 2 Warp Charge; an extra 4 Warp Charge can give you a lot more flexibility in playing Cultists as a "Controller" army. **Bear in mind that Shadow in the Warp affects Allies of Convenience. This may or may not be a problem, depending on your army loadout, but it can make Perils more dangerous for your Magus and Patriarch. In addition, remember that GSC and 'Nids count as enemy models for the purposes of things like Infiltration. Keep that in mind, as your dudes might be getting in each others way a lot. **Your 'nids now have access to psykers that can take telepathy and thus psychic shriek. Now think about Deathleaper and his bros from the Assassin brood formation and their ability to lower enemy's Ld. Fuck you, daemon prince. Bonus points, it's fluff. *'''Imperial Guard/Astra Militarum:''' Yes. Apparently IG can ally at AoC with GSC as well, must be to represent when the cult gets into the local PDF. This gives you access to Valkyries, Vendettas, Hydras, and any Imperial Guard vehicle you don't get in the main Cult Codex. For fun, include a Deathstrike in your Astra Militarum detachment for full-on, <s>mustache</s> Feeder Tendril-twirling, super-villain doomsday weapon hilarity. Also, with the benefit of orders, they can do Lasgun Spam much better. You complement them on the Melee side, though. Plenty of options here. ===Desperate Allies=== No desperate allies for you either. ===Come the Apocalypse=== *'''Space Marines''' HERESY! **'''Blood Angels''' They're built for assault and short range mech power. Nids and Guard can cover the bases you can't cover yourself, so look elsewhere. **'''Dark Angels''' MORE HERESY! **'''Deathwatch:''' Extra Heretical. Despite that, you could make use of Corvus Blackstars for some neat drop pod and frag cannon usage, but they have some anti-air problems as well. **'''Grey Knights:''' Also extra Heretical **'''Space Wolves''' EVEN MORE HERESY! *'''Chaos Space Marines''' Space Marines... But less heretical. *'''Chaos Daemons''' No great heavy support options to accompany Genestealers however Daemons of Slaanesh partner well with them. *'''Skitarii''' Their much better shooting skills and Anti-Air may well make up for your problems in both, but at Come the Apocalypse level they really aren't worth the hassle, Guardsmen are a much better choice, seen as they can provide that needed AA and won't waste turns standing around. Pass. *'''Cult Mechanicus''' Holy Requisitioner and Elimination Maniple are neat and fluffwise it fits to an infected mining colony. *'''Adepta Sororitas (Sisters of Battle)''' Have you read the Genestealer Cult novel? There's actually one Sister in the Cult! Rejoice! Could be fluffy for that single purpose, but being CtA, it is extremely difficult to do anything. *'''The Inquisition''' Again, extra Heretical. Their benefits are Imperium army based, so only take them if you're running Guard or other CtA Imperium armies. *'''Imperial Knights/Renegade Knights''' Assorted Nidzillas and Baneblades should do the job. If you play an infected Knight House, best pick a Crusader or dual-wielding Renegade. *'''Eldar''' **'''Eldar Harlequins and Corsairs''' More speed, more deadly close combat potential. *'''Dark Eldar''' Good if you want more fast, squishy hit and run units. They don't add much new, but the playstyles meld nicely. *'''Tau''' If you're running for mostly Melee, a gunline of Pulse rifles could be a great boon. *'''Necrons''' Again, a Necron Gunline could be a helpful thing. Using cult ambush could fuck you up if you roll a 1, but you can also potentially get your forces in a neat close range to your foe, whilst the 'Crons melt tanks. If you aren't looking for anti-tank duty, however, they don't really have much to offer that you or your AoC buddies couldn't already do. *'''Orks''' Adds some much needed WAAAAGGHH!!!(Odd seeing as there are Hybrid Ork Freebootaz, maybe they don't generate the right kind of waaagh field)
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