Warhammer 40,000/10th Edition Tactics/Genestealer Cults
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This is the current 10th Edition's Genestealer Cults tactics. 9th Edition Tactics are here.
Why Play Genestealer Cults
Pros
- Your forces have a lot of ways of not staying down between Cult Ambush resurrecting your troops and Icons resurrecting models.
- Deep Strikes everywhere.
Cons
Faction Rules
- Cult Ambush: Any time a unit dies, roll a d6, adding +3 if the unit is Battleline. On a 4+, the unit gets thrown back into reserves with a special marker being placed anywhere on the board at least 9" away from an enemy. On the next reiforcements step, the unit comes back.
- This comes with two major caveats. The first is the fact that any attached characters won't return with any attached units, meaning a dead hero is truly dead. The second is the fact that if any enemies end their movement within 9" of a marker, that marker will go away - In these cases, you really need to be careful where you deploy your reinforcements.
- Brood Brothers: The anticipated rule that lets you ally in the Imperial Guard. You can ally in a fixed amount of Guard units (250/500/750 points depending on size). Though allied, these units can't be used for a Warlord and can't accept Enhancements.
- There are restrictions to what you can take, but none too shocking. No Epic Heroes, no Tempestus, no Commissars, no Preachers, no Ogryns or Ratlings, no Techpriests or Servitors. The one surprise here is the lack of aircraft, which can be very crippling since the army has absolutely no aircraft to consider.
- Because your Imperial Guard allies won't have their Army rule of Orders (or your Army rule of Cult Ambush, of course), if you stick to units that can't be ordered anyway, you lose nothing in the transition. Similar logic applies to Detachment rules. An excellent example is Inferno Cannon Hellhounds.
Detachments
Ascension Day
Special Rules
- They Came From Below: Any units that emerge from reserves gain Sustained Hits 1 and Ignores Cover until the end of the Fight phase. Both of these are excellent for your gunlines as well as for any ambushing Purestrains and Aberrants.
Stratagems
- Coordinated Assault (1CP): Get two units to shoot or fight the same enemy. All attacks either unit makes against this enemy get to re-roll 1s to wound, which you'll definitely need with how flimsy they are.
- Tunnel Crawlers (1 CP): When a unit deep-strikes, you can have them arrive much closer, making them only need to stay at least 3" away from an enemy. Sadly, they can't charge after arriving, but they can still open fire with anything Rapid Fire.
Equipment & Weapons
Unit Analysis
Characters
Epic Heroes
- Patriarch: The absolute unit, maintaining their small-monster tier T5 W6 and 4+/4++. Their lone weapon is their set of talons, a devastating S6 AP-2 D2 claws with Devastating Wounds and Twin-Linked so you can guarantee their effectiveness. They can also share Devastating Wounds with any units (presumably Purestrains) they lead.
- Sadly one of the more serious losers in the psychic culling, as they only get Cosmic Horror as a power, which forces one unit within 6" to take a Battleshock test. Their familiar similarly has lost a lot of value, only being a single-use item to double the range of their single power.
Battleline
- Neophyte Hybrids: Your basic gunline remains as piddly as you'd imagine, with their
AutogunsHybrid Firearms (which also accounts for things like lasguns) remaining an unimpressive 24" A1 BS4+ S3 AP0 D1 with Rapid Fire 1. Melee for your forces is similarly lacking, with your leader's only options being either a Chainsword for more attacks or a Power Weapon if you're looking for punch.- Alongside Cult Ambush, these hybrids have the Cult Icon to let them resurrect 3 models or 3+d3 if you have them on an objective, the latter hooking neatly onto A Plan Generations in the Making, which gives you a chance to generate free CP for each unit on an objective. Simply put, these bastards refuse to go away unless you throw artillery at them. That said, this protection isn't extended to any attached characters.
- Gun choices: Flamers are useless (Webbers are better in virtually every circumstance), and the tl;dr here is that if you take special weapons, you want Webbers and Seismic Cannons.
Infantry
- Purestrain Genestealers:
- Cadian Shock TroopsImperial Guard: Cadia's finest can now be inducted into the cult, guess they spread out onto so may worlds after Cadia fell that some of them were bound to find some Genestealers, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you'll always put on the sergeant), but you can't pick the same one twice without doubling up on the unit's size. This doubling-up confirms the fears that unit sizes will now be fixed like in AOS, but unlike that game, you're not stuck in a specific budget for making bigger units.
- Regardless of size, the Cadians remain valuable bodyguards, being able to accompany two Imperial Guard leaders (regardless of size), provided that only one of them is a Command Squad unit. Any sort of officer is useful even outside of the squad, as buying a Vox-Caster lets the squad roll 1d6 whenever you use a Strat on them and any Officer units within 6" of them add +1 to the roll so you can refund the CP spent on a 6.
- Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you'll be needing that bit of security as you press on the offense.
- Unlike the Neophytes, these guys can't respond after death, so you should be much less tempted to take these instead of said neophytes.
Vehicles
- BanebladeImperial Guard: The big boss clearly benefited from the edition change, as it's now at a monstrous T13 W24. Hell, now it's big enough that it can count as cover for any models hiding behind it.
Dedicated Transports
- ChimeraImperial Guard: Any Officer units inside this unit are still able to issue orders. Useful if you're running an infantry-heavy force since you'll be able to keep them at their best.
- TauroxImperial Guard: Lets its passengers disembark after having advanced, giving the squad an extra bit of mobility - while this makes the unit count as if they moved and unable to charge, this won't matter much since Guardsmen aren't usually keen on actually fighting up close.
Dedicated Transports
Tactics
General Tactics
Specific Tactics
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