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Games Workshop - Warhammer 40,000 - Genestealer Cults Atalan Jackals

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Each time you fail a saving throw for a GSC CHARACTER or they suffer a mortal wound, while they are within 3″ of a unit with this ability that is either from the same or BROOD BROTHERS, you can roll a d6. On a 4+, a model from the unit is slain instead. As a final thing to look at then, are any of the core secondaries ones that GSC are especially good at? I think three stand out (happily from three different categories) that they’re above average at achieving, and they’re definitely also an army that should look at mission secondaries. One thing to always look for on a table after the objectives are placed is whether any of them are within 3″ of a terrain feature – when that’s true, you can often use the Lurk in the Shadows stratagem to keep a unit safe while performing an Action. Acolyte Hybrid (Hand Flamer): 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades, 2x Hand Flamer

When forced to lie low for a time, the Alphus will hole up in an abandoned cellar or cave, taking the opportunity to scribe maps and charts with painstaking care as they record every observation for the later assessment of the gene-sect's leaders. It is not unheard of for hundreds of Alphus maps to grace the war room of a Nexos, each of which they and their Primus peer commit to memory for the insurrection to come. If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase. Ridgerunner first. This gets a very modest increase and remains extremely cost effective, with the chassis going up 5 and the two heavy stubbers by 3 each. At 70 for a HML/flare launcher build (which even if you weren’t already, you should now take 100% of the time as the other main guns went up), these are still very relevant threats and I expect most lists will run the full nine, maybe only considering pulling down to 6 to avoid giving max points on the Bring It Down secondary. If you have a Nexos, he can redeploy one ambush marker anywhere in your deployment zone >12″ from the enemy after he arrives. Not all lists include one, but if yours does this can link up with removing three to further reduce the number of valid targets in a particular part of the board.Overcharged Weaponry – 1CP: A unit shooting clearance incinerators, heavy mining lasers or heavy seismic cannons gets +1 to wound. Extremely good on Ridgerunner squads with 3 HMLs, and part of the reason they’re making a big splash in lists. Doesn’t even require them to focus fire on a single unit like some similar abilities. A Unlike a lot of stuff in this book the rate on these is pretty steep for what they do, but the flexibility having one around offers you sometimes turns out to be enough that they’re still worth it, especially now you can upgrade the first one in your list. Worth having access to. Primus Moreover, all arms in the kit are fully interchangeable, offering seamless adaptability for your strategic needs. Not to mention, you’ll have a wealth of choices for heads and accessories, allowing you to truly individualize your models and make them stand out on the battlefield. Some units in the codex have this keyword instead of a keyword, while still having the GENESTEALER CULT and TYRANID faction keyword. They can thus be included in your detachments as normal, and also don’t break your Cult Creed. They don’t get cult bonuses and aren’t affected by some abilities. Of these units, the most relevant one is the basic Brood Brothers Infantry Squad, which lets you fill out a troops slot for 40pts. Mortar teams are also pretty common, especially in lists filling out a Brigade. The Pauper Princes are probably the weakest cult, now that Hivecult is on the up, but when compiling the original version of this I found a list that used them on 40kstats, so in they went.

Patriarch [8 PL, 165pts]: Familiar [10pts], Meditations in Shadow [1 PL, 15pts], Patriarch’s Claws, Power: Mass Hypnosis, Power: Might From Beyond, Power: Mutagenic Deviation Thralls of the Patriarch: Halve the number of models that flee. In an army that can trivially become fearless. The bad morale-mitigation siren is going again. F The other thing that’s pretty handy here is the warlord trait. Via the Broodcoven stratagem cult can hand out extra warlord traits to a Magus and a Primus, and this is a great one to put on a random Magus for some extra CP if you have nothing better to use it on. There is a tradeoff for that though – these are exceptional at playing the 9th Edition missions and slot nicely into a role the army needs something to fill. 9th’s primary scoring means you can’t afford to give your opponent an early turn with no response, instead needing at least a few things that can move up, durably seize a mid board objective and dare an opponent to come and do something about it. Even at the eye-watering 40% price increase there still isn’t that much that can match up to these in terms of soaking wounds for the price, especially as Rusted Claw and especially if you bring an Iconward for the 6+++ – really only the Ad Mech Pony Club of Doom comes close. For the first time since codex release in February last year we have changes for Genestealer Cults that weren’t just secondary related, and we even saw some changes there.All units have the BROOD BROTHERS tag instead of a regiment keyword (or MILITARUM TEMPESTUS). This gives them +1Ld and the Unquestioning Loyalty ability as their regimental trait. You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.

If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase. Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers. Relic – Really Big Blessed Sledgehammer: A relic hammer for the Abominant without the -1 to hit and a bonus point of Ap. Fine, but you aren’t taking it over the real goods. C+ Every time someone tries to hurt him the wounds bounce onto the acolytes, who can then fire their hand flamers at point blank range when they die half the time.Acolyte Hybrid [36pts]: 4x Autopistol, 4x Blasting Charges, 4x Cult Claws and Knife, 4x Frag Grenades Devout Worshippers: Units within 3″ of Hybrid Metamorphs can re-roll charges. OK, cool, at least we’re being up-front about literally focusing on a single unit now. Hilariously, this isn’t completely irredeemable simply because Metamorphs are priced to move now, and a Vanguard of three units with this plus Innate Fighters is one of the more plausible detachments you can throw together out of these. Still not competitive, let’s be clear, but nearly plausible. Oh, also can’t be comboed with Hunters Instincts, which is fine because you in no way want to. C+ You can use the Scanner Decoys stratagem to place up to three additional ambush markers during deployment for 1CP (and can only do so once). This often isn’t needed, but can be good against a combat army that might try and rush you like Orks – combined with They Came from Below and a Nexos you can essentially afford to put a line of 7 markers across the front of your deployment zone that will all disappear, likely leaving your opponent with nothing to charge. This list doesn’t really struggle with getting enough units on the board – the 4AE patrol plus the Kelermorph is 7 units (out of 19 total) and just under 800pts, letting you flex a couple of Neophyte units into reserve if needed. Unnatural Symbiosis: If a CULT psyker within 6″ of another CULT unit takes a psychic test you can re-roll 1s. Remembering that Gene-Sect is a rule and that Patriarchs don’t get Creeds, you can have at most one model per detachment of this you take who gets any benefit at all, and it’s an incredibly mild boost. F

The Crouchling: A relic familiar for a Patriarch or Magus (side note – is this the only relic that can actually be killed?). Acts as a normal familiar, and lets the owner know an additional power and adds +1 to all their casts. This is really good – I, an Eldar player, would commit a not inconsiderable number of crimes to be allowed to give my Farseer one of these. Generally taken on a Patriarch to help with landing key psychic powers on an alpha turn, and very good there. A The game being one turn shorter reduces the time the enemy has to recover from an early lead, which GSC certainly used to be able to build. As with many of the Genestealer Cults' activities, this hunt for new territory and resources is carried out under a shield of legitimacy. Almost all mining corps in the Imperium's rapacious industrial machine search out new seams and quarries using teams of scouts. After all, geologicum servitors and terramantic augurs can only be trusted so far, and there is no substitute for the eyes of a well-trained reconnaissance operative. The “classic” GSC psyker is a lot less impressive than the Patriarch and is actually fairly steeply priced for what they are (a one-cast psyker that can buy familiars to boost to two with naff combat stats). However, at least one still turns up in most lists. The only unique thing on their datasheet is that they grant all cult units within 6″ a deny in your opponent’s psychic phase – nice against some armies, but often not super impressive. Why do they show up so often then? Well, they’ve got a good few uses: For the bikes and ATV, use metallic paint for a realistic appearance. Leadbelcher or Iron Warriors are great choices for the metallic parts. Additionally, add red details to their bodies, using Blood For The Blood God or Evil Sunz Scarlet, to give them a striking and dynamic look.

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The Deliverance Broodsurge brings two incredibly powerful effects to the table for Acolytes, which are one of the game’s best Troop choices. A re-roll charge aura makes them way more reliable out of deep strike, especially as 4AE, while +1 to wound either lets a bit squad kill damn near anything or a smaller squad punch up for a turn. Not complicated but extremely potent, and seen in most lists, and definitely worth buying Field Commander on. Anointed Throng Dagger of Swift Sacrifice: Relic Cultist Knife of Sanctus Dagger that stabmurders characters real good. This has a lot of words on it and is even quite powerful in the abstract, but the three things that can wield it are a melee Sanctus (which you aren’t taking), a kelermorph (who you don’t want in melee and would buy the gun first) or a Magus (who you really don’t want in melee). Because of that, it’s bad. D

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