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Warhammer 40,000/Tactics/Genestealer Cults (7E)/Kill Team
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==Why Play Genestealer Cults== Because you want to out Imperial Guard the Imperial Guard, son. 40 Models with Lasguns, and better base statlines to boot. That, or you could look at spamming Genestealers, using Cult Ambush on a model by model basis, or even exploting your mech. You've got choices, plenty of them. Just depends on what you want to do. ==Unit Analysis== ===Troops=== *'''Neophyte Hybrids:''' 50 points for 10 sets of lasgun/autogun goodness, with the added bonus of leadership 8 and initiative 4. You have the option to add another 10 models, and with another squad of 20, you have 40 models ready to run at the enemy in waves. Most kill teams are made for somewhere between 6 and 20 models, give or take, and dealing with 40 very angry men who CAN shoot straight at least half of the time. You'll find yourself on equal footing against GEQ's, sending in waves of people to die against MEQs. A bolter might negate your armour, but it can't hit two of you at once. That might work in the normal game, but this is Kill Team. *'''Acolyte Hybrids:''' 45 points for 5 guys with pistol/rending claws fun. Probably not the best foundation for a list simply due to the place assault holds in kill team, better as a supplement to a few squads of Neophytes. they CAN get hand flamers though, so thats cool if you like the smell of unenlightened GEQ in the morning ===Fast Attack=== *'''Chimera:''' Can't go wrong with this in killteam, tough front armour that small guns can't hurt, can carry your guys nice and safely around the table to be spewed out 1 by 1. Beware meltas and heavy weapons as this will be a point sink that could have got more neophytes. *'''Scout Sentinels:''' Weapons platform on legs, squishy in normal 40k, tough(ish) in kill team. 2 hull points and armour 10 but open topped. Take the auto cannon or heavy flamer, stay in cover and watch as your opponent throws everything at it. Can be a great distraction and if it gets a couple of kills then awesome (aim for your opponents expensive stuff to try and make points back). Beware melta ignores cover specialists, they WILL kaboom you. *'''Armoured Sentinels:''' See above but Armour 12 front, could take plasma cannon to literally kill anything it hits. *'''Goliath Truck:''' ===Elites=== *'''Hybrid Metamorphs:''' *'''Purestrain Genestealers:''' 5++ Invulnerable, initiative 6 rending attacks, stealth. Expensive, but nice. Will kill most guys in combat, but remember most combats will be 1v1 in killteam, and while that favours you in the combat, a lucky overmatch will kill your expensive 1 wound 5++ model. And if you don't get rending prepare for your attacks to bounce of that marines armour before you get curb-stomped by said marine. If you take then, keep them in cover and support them with neophytes. *'''Aberrants:''' ==Tactics== ===Army variants=== ===What to buy=== Building a army for Killteam is relatively easier due to the limited force org chart and points. Though, with the Cults, if you plan to use troops you should still expect to be shelling out for at least 2 boxes, perhaps more. [[Category: Warhammer Tactics/KillTeam]]
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