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.

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

  • 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 8" 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 Autoguns Hybrid Firearms (which also accounts for things like lasguns) remaining an unimpressive S3 AP-. 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.

Infantry

  • Purestrain Genestealers:

Vehicles

Dedicated Transports

Tactics

General Tactics

Specific Tactics

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