Warhammer 40,000/Tactics/Genestealer Cults (7E)/Kill Team: Difference between revisions

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[[Category: Warhammer Tactics/KillTeam]]
[[Category: Warhammer Tactics/KillTeam]]
[[Category: Warhammer Tactics/KillTeam]]
[[Category:Warhammer 40000 Tactics]]

Revision as of 17:43, 4 January 2017

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:

Fast Attack

  • Chimera:
  • Scout Sentinels:
  • Armoured Sentinels:
  • Goliath Truck:

Elites

  • Hybrid Metamorphs:
  • Purestrain Genestealers:
  • 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.