Warhammer 40,000/Tactics/Genestealer Cults (7E)/Kill Team
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 (nope can't enter ongoing reserve in killteam so no cult ambushing) 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:
- Scout Sentinels:
- Armoured Sentinels:
- Goliath Truck:
Elites
- Hybrid Metamorphs:
- Purestrain Genestealers: 5++ Invulnerable with a 1 in 6 chance to charge on your first turn. Expensive, but nice
- 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.