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

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Dig Them Out- When a model in a unit shoots at an enemy within 12”, it’s Industrial Weapons get Exposed. Whilst strong, careful positioning is needed here, as it’s on a model by model basis, so you could encounter some models not getting the benefit. Regardless, it’s a powerful buff at 1CP, letting your heavy hitting shooting become extra reliable in close range, and particularly if you know you won’t be able to set up Exposed from another unit. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves. The first generation offspring of the Genestealer is always a terrifying sight: engorged craniums, too many limbs, and mauve skin make them unrecognisable as even half-human progeny. The second generation maintains an extra arm, but the march towards passing as human has begun. The third generation is more humanoid than those before, though still alien in appearance.

Combat Patrol box : r/genestealercult - Reddit GSC Combat Patrol box : r/genestealercult - Reddit

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). Hand of Aberrance- A PRIMUS upgrades his Toxin Claw with an extra AP and a whopping +2 Damage. Whilst as useful vs VEHICLES and TITANICS as it’s normal version (ie not at all), this makes the humble Primus capable of punching out things many times its size and power should you get the jump, though bear in mind that anything that survives your Falcon Poison Punch will probably kill you in return.Objective Secured– All your Troops are get this, pretty standard. Whilst they aren’t the toughest Infantry around, they’re cheap enough for you to have lots of them, and your deployment abilities gives you a surprising amount of flexibility to nab Objectives. 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. 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. Mind Control* (WC 6) (M)- A visible enemy unit within 18” is -1 to Hit, and if the Psychic Test was equal or greater than their Ld, they are also -1 to Ld and Combat Attrition. The second part is generally neither here nor there, and shouldn’t be aimed for, rather consider it a useful bonus should it arise, the main selling point is an on tap minus to both Ranged and Melee, ideal for neutering a key unit in your foe’s army.

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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… You can only have REGIMENT or UNALIGNED in them (note that DEATH KORPS, CADIAN and CATACHAN are not explicitly , so no you can’t have Genestealer Cult Death Korps Rough Riders) In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com.Getting another Combat Patrol box is a must to fill awkward model counts (Arco-Flagellants and Repentia)

Genestealer Cults army guide | Wargamer Warhammer 40k Genestealer Cults army guide | Wargamer

If every model is CULTS (or UNALIGNED , or <25% of the army is BROOD BROTHERS ) you can use the Crossfire rules. Broodcoven- A PATRIARCH must be the WARLORD if it’s in your Army, otherwise it must be a PRIMUS or MAGUS. In addition, only HQ CHARACTERS can have Warlord Traits. A fluffy enough rule, and you’d probably want one of those as the Warlord anyways. No Traits on the Elite Characters is a bit of a blow, reducing some combo and power potential, but it’s not the end of the world. Any of the rules discussed below apply only to GENESTEALER CULTS models with the same Keyword , so no overlapping or crossing of Auras (no HIVECULT Auras or powers affecting RUSTED CLAW units, for example). There are occasional exceptions that will affect all CULT units, these will be called out.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. When it comes to the actual units, there are several standouts. The Genestealer Patriarch is an obvious inclusion for many, given that it really is the father of your cult. The Patriarch is swift, deadly, and even comes with two psychic powers. For a true, thoroughbred psyker you may want to look at the Genestealer Magus, a pure psyker character that also comes with an aura letting nearby units ignore mortal wounds inflicted by psychic abilities on a 5+ roll. The Outriders give you speed, and the Bladeguard Veterans give you a real punch in combat. Support their assault by charging your Assault Intercessors at the same time, and give everything buffs from the aura abilities of your Primaris Lieutenant and Bladeguard Ancient. Next up is the enigmatic Grey Knights of the Imperium. The Grey Knights Combat Patrol has an outstanding model range. Every model kit the Grey Knights has, save the characters, is literally in the box. The Terminator squad in the box could be built as either Paladins or even characters such as Grandmasters, Apothecaries, and the like. The Strike squads could be built as Interceptor, Purifier, or even Purgation squads. 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.

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