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Games Workshop - Warhammer 40,000 - Combat Patrol: Genestealer Cults

£9.9£99Clearance
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Wyrmtooth Rounds- A KELERMORPH can load any number of their Autostubs with this ammo instead, hitting at a whopping Str 6 -3 Dmg 3. There are some trade offs however, namely becoming Heavy 1, not doing Mortal Wounds, and not being able to target Characters, so this is more for the utility of dealing with big things and heavier grade units. You still get the Gunslinger and Sensory abilities though, letting you fish for more shots and get to safety after shooting, however you need to weigh up what you’re shooting at each time you fire.

War Convoy- All your VEHICLES and BIKERS get a 6+++. Obviously only useful if going heavy on these units, this can make a fairly tough to shift armoured wall. With your tanks being somewhat pricey however, be careful about overloading on them to make use of this, at the expense of other units. The core of the new box (as with all T’au Empire armies) is a Fire Warriors Strike Team – ten troops to lay down withering storms of pulse fire while they claim objectives.* Leading them into battle is a Cadre Fireblade , an expert commander with years of battlefield experience. The new Genestealer Cults Combat Patrol box contains a decent number of minis, but what kind of value is inside the box?In addition, they don’t stop you from using Crossfire (again, see Special Rules), provided you have 25% or less of your total Points as Brood Brothers. Industrial Affinity- Ignore any WS/BS and Hit Modifiers for Industrial Weapons. There’s a lot of Industrial Weapons across the army, both Melee and Ranged, so this can actually afford a fair bit of reliability for your heavier hitting weaponry. If you have the first turn, you reveal them all at the start of your Command Phase, if you go second reveal them at the end of the enemy Movement Phase. Enemy units can’t end a move within 9” of the centre of any Marker, and likewise when you reveal them the units have to be more than 9” away from enemies. In addition, you have to set up the first model within 1” of the centre, and the rest of the unit if applicable wholly within 6”, with all models wholly in your Deployment Zone. Chaos Daemons have – appropriately, given the arrival of Angron – manifested as a huffing and slavering crash of Khornate nightmares. 10 Bloodletters and 10 Flesh Hounds are led by Khorne’s favourite hunter – Karanak, the Hound of Vengeance. In the cramped confines of a space hulk, these frenzied killers will close the distance between enemy guns with warp-flushed speed and savagery. For those occasions where you need a little sneakiness, the Combat Patrol box features three Stealth Battlesuits , and for when you just need raw firepower, there’s a Ghostkeel Battlesuit . Finally, you also get an Ethereal to provide some spiritual guidance to the army and scoot around dramatically on their hover drone.

Shadow Stalker- -1 to be Hit. It’s a simple but effective defensive ability, useful on pretty much any HQ, except really the ALPHUS who already has -1 innately. Infiltrate’ or something on those lines means the unit can be deployed anywhere on the table over 9” away from enemy models and the enemy deployment zone, instead of deploying normally. Fanatical Devotion- For a CP, a CORE unit can Heroically Intervene 6”, but only against one enemy unit that is within Engagement Range of a PATRIARCH , MAGUS , or PRIMUS , and only if they don’t get in Engagement Range of any other enemy units when they finish the move. There’s obviously a number of restrictions here, and whilst it can be useful to add in a big unit of ACOLYTES into a melee, oftentimes you won’t find yourself able to use this much, precisely due to the limitations. Good to have, but not something that will see much use outside of niche scenarios.The only problem? Everyone else wants in on the action, and now the whole galaxy is boarding the Arks of Omen in search of glory, treasure, or just a big punch-up. In fact, four more Boarding Patrol boxes are preparing for launch in the near future – and only one of them might be said to have the Emperor’s best interests at heart… Underground, however, is where things get really interesting for the Genestealer Cults. This ability lets your unit be set up anywhere as long as it’s more than eight inches away from an enemy model, or outside of six inches, at the cost of being unable to charge that turn. This lets your army tunnel under the battlefield, popping up where they’re least expected – and least wanted.

As always, keep your astropathic choir trained on the searing light of the Astronomican – or just sign up for the Warhammer Community newsletter for more up-to-the-millennium communiqués as they’re revealed.

How to start collecting Genestealer Cults

Thankfully, Games Workshop agrees, which is why it’s provided free Genestealer Cults Necromundarules– allowing you to take your genetically twisted army with you when you visit the Hive.

Overloaded Fuel Cells- A unit’s Industrial Weapons become mini-plasma, granting either +1 Dmg for Ranged Weapons, or +1 Str for Melee, at the cost of suffering 1 Mortal Wound for each 1 to Hit. The Ranged boost is much stronger than the melee one and so use of this should be concentrated there, though the Str boost can be useful depending on the unit (Twisted Helix Aberrants hitting at Str 10 vs T5 units, for example). The Mortal Wounds can be passed off to other members of the unit, not just the wielder of the Industrial Weapon, so feel free to sacrifice some Autoguns for that tasty +1 Dmg on some Mining Lasers. There are several abilities which reflect the Genestealer Cults’ propensity to strike from unexpected directions. Conceal allows units to be set up in Ambush instead of on the battlefield during deployment. Ambush lets you place an ambush marker in your deployment zone instead of placing the actual unit – to be revealed later on (during your Command phase if you go first, or at the end of your opponent’s Movement phase if you go second). Return to the Shadows- An INFANTRY unit can, instead of Moving or Consolidating, can be placed into Reinforcements, provided they are more than 3” away from enemy models. Great for moving around the board in following turns for late game Objective or Secondary grabs, or to avoid reprisal after wiping a unit in melee. All round great utility for only a CP, though do note they must arrive over 9” away when returning, not the usual 8” when coming from Underground, so account for that when they return. Genestealers make their way through the galaxy to infiltrate Imperium planets, taking control of the minds and bodies of the populous to create mindless cults… just like the Kardashians. It feels like two full decades since the GSC box was announced, so it’s nice to finally see it hit shelves, then the Chaos one didn’t have quite the buildup, but we’re still happy to see it coming out!Bring about the long-awaited day of ascension with Combat Patrol: Genestealer Cults! This boxed set provides you with all the units you need to start your collection or reinforce an existing army. The contents of this set have been specifically chosen to provide you with a Genestealer Cults force ideal for Combat Patrol-sized games – approximately 25 Power Level's worth of models, which can be built in a variety of ways – and you will also save you money compared to buying the contents individually. Sword of the Void’s Eye- Replaces a Bonesword or Locus Blade with +2Str -3 D2, and rerolls all Hits and Wounds to boot. Great for making a decent mid level combat Character, though not really a first choice as there are better all purpose Relics, and the below exists if you want to make a fighty PRIMUS . If you need the models then it does save you a decent amount of cash and will get you a lot of minis for fairly cheap. If every model is CULTS (or UNALIGNED , or <25% of the army is BROOD BROTHERS ) you can use the Crossfire rules. If it’s Exposed as well, you get +1 to Wound on top of that, making even the humble Auto weapons you have capable of wounding most things on 4s, and enhancing your heavier weapons into the lofty heights of wounding most things on 3s if not 2s.

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