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Post by sneggy on Oct 29, 2019 8:22:59 GMT
Won the Hull GT yesterday. My game three was against 6 iron hands fliers, invictors and thunderfires. Game four vs raven guard agressors and sniper spam. game five vs three iron hands fliers, two repulsors, deredeo, three thunderfires. Tabled raven guard and the 3 flier list by turn 3. Beat the 6 flier list with him being 1 model away from boots on the ground and only 2 planes circling. Iron hands fliers is a rough match up Uhhhhh list? lol Next level, I can't imagine how to beat fliers. Genestealer Cult Command points 16 (3+5+5+5-2) Total points: 2000 No reinforcement pts Battalion – GSC Bladed Cog HQ: Patriarch: Warlord- Single Minded Obsession =125pts HQ: Jackal Alpha=70pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 1 webber (1)=75pts Elite: Kelermorph=60pts Battalion – GSC Four Armed Emperor (Vigilus Deliverance broodsurge) HQ: Acolyte Iconward =53pts HQ: Primus =75pts Troop: Acolyte Hybrids:14 Acolytes 1 Acolyte Leader (15x7) 6 rock saws (6x10) Cult Icon (10) =175pts Troop: Acolyte Hybrids:14 Acolytes 1 Acolyte Leader (15x7) 6 rock saws (6x10) Cult Icon (10) =175pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Elite: Clamavus =55pts Elite: Nexos =50pts Battalion – GSC (Mixed cults, noted on units) (Vigilus Anointed Throng) HQ: Magus(80), familiar (12) Four armed emperor =92pts HQ: Patriarch four armed emperor =125pts Troop: Acolyte Hybrids: 19 Acolytes 1 Acolyte Leader (20x7), 20 hand flamers (20x1) Bladed Cog =160pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Elite: Aberrants: 8 Aberrants, 2 Hypermorphs,(10x16) 8 power picks (8x9), 2 Heavy Improvised Weapons (2x10) Twisted Helix= 252pts Elite: Biophagus Twisted Helix=35pts Fast Attack: Atalan Jackals: 4 Atalan jackals, Atalan Leader (5x10), 5 demo charges (5x5), 5 shotguns Rusted Claw=75pts In both flier games I left bait to draw the fliers out of screening and then deepstruck through the gap. 6 Flier game it was exposing my aberrants and threatening the 2cp strat to make them untargetable so he had to hop over with fliers to get visibility. Suicided the aberrants (they killed an invictor on the way out so hey, least they did something as well as being bait.) But opened a deep strike hole which rock saws poured through. That game I mind control/smite to kill one plane, mining laser another off. My rock saws kill another invictor, kill an intercessor squad and wrap a character. Demo bikes use 3" away, split fire and kill both thunderfire gunners. He kills all neophytes in return and a rock saw bomb down to 2 models. I auto pass them, get 5 models back and use the 6 rock saws and banner to kill the last invictor. My hand flamers are used as just 20 punchy acolytes to kill two intercessor squads. I'm basically hiding and leading on points from that stage. Turn 5 the big trick play comes in to win the game. I saved 6cp for this moment. 1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective. 3cp to perfect ambush and fire twice. First shot kills 2 intercessors to claim the objective. second shot kills the librarian for kill more and headhunter. Also scores my final recon. 6cp. kill, kill more, bonus, recon, headhunter. 30-28 to me. Was a biiiiig ending.
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Post by purestrain on Oct 29, 2019 11:10:44 GMT
Uhhhhh list? lol Next level, I can't imagine how to beat fliers. Genestealer Cult Command points 16 (3+5+5+5-2) Total points: 2000 No reinforcement pts Battalion – GSC Bladed Cog HQ: Patriarch: Warlord- Single Minded Obsession =125pts HQ: Jackal Alpha=70pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 2 webbers (2x1)=76pts Troops: Neophytes: 9 neophytes, 1 sergeant (10x5), 2 mining lasers (2x12), 1 webber (1)=75pts Elite: Kelermorph=60pts Battalion – GSC Four Armed Emperor (Vigilus Deliverance broodsurge) HQ: Acolyte Iconward =53pts HQ: Primus =75pts Troop: Acolyte Hybrids:14 Acolytes 1 Acolyte Leader (15x7) 6 rock saws (6x10) Cult Icon (10) =175pts Troop: Acolyte Hybrids:14 Acolytes 1 Acolyte Leader (15x7) 6 rock saws (6x10) Cult Icon (10) =175pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Elite: Clamavus =55pts Elite: Nexos =50pts Battalion – GSC (Mixed cults, noted on units) (Vigilus Anointed Throng) HQ: Magus(80), familiar (12) Four armed emperor =92pts HQ: Patriarch four armed emperor =125pts Troop: Acolyte Hybrids: 19 Acolytes 1 Acolyte Leader (20x7), 20 hand flamers (20x1) Bladed Cog =160pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Troop: Brood Brothers: 9 Brood Brothers, 1 Sergeant (10x4) =40pts Elite: Aberrants: 8 Aberrants, 2 Hypermorphs,(10x16) 8 power picks (8x9), 2 Heavy Improvised Weapons (2x10) Twisted Helix= 252pts Elite: Biophagus Twisted Helix=35pts Fast Attack: Atalan Jackals: 4 Atalan jackals, Atalan Leader (5x10), 5 demo charges (5x5), 5 shotguns Rusted Claw=75pts In both flier games I left bait to draw the fliers out of screening and then deepstruck through the gap. 6 Flier game it was exposing my aberrants and threatening the 2cp strat to make them untargetable so he had to hop over with fliers to get visibility. Suicided the aberrants (they killed an invictor on the way out so hey, least they did something as well as being bait.) But opened a deep strike hole which rock saws poured through. That game I mind control/smite to kill one plane, mining laser another off. My rock saws kill another invictor, kill an intercessor squad and wrap a character. Demo bikes use 3" away, split fire and kill both thunderfire gunners. He kills all neophytes in return and a rock saw bomb down to 2 models. I auto pass them, get 5 models back and use the 6 rock saws and banner to kill the last invictor. My hand flamers are used as just 20 punchy acolytes to kill two intercessor squads. I'm basically hiding and leading on points from that stage. Turn 5 the big trick play comes in to win the game. I saved 6cp for this moment. 1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective. 3cp to perfect ambush and fire twice. First shot kills 2 intercessors to claim the objective. second shot kills the librarian for kill more and headhunter. Also scores my final recon. 6cp. kill, kill more, bonus, recon, headhunter. 30-28 to me. Was a biiiiig ending. In almost every game I bring the keller (when don't you,lol) has always wreaked havoc on my opponent. In casual games, I bring him as my wl for my twisted helix army and I give him the +1 damage warlord trait and just ruin things like primaries: Intercessors to captains. Hell, firing twelve str 4 shots has downed a deamon prince, next time I'm trying for magnus 😛, this is with the accompanying 10/20 abbey when they drop. Totally devastating.
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Post by gorsameth on Oct 29, 2019 11:22:06 GMT
In both flier games I left bait to draw the fliers out of screening and then deepstruck through the gap. 6 Flier game it was exposing my aberrants and threatening the 2cp strat to make them untargetable so he had to hop over with fliers to get visibility. Suicided the aberrants (they killed an invictor on the way out so hey, least they did something as well as being bait.) But opened a deep strike hole which rock saws poured through. That game I mind control/smite to kill one plane, mining laser another off. My rock saws kill another invictor, kill an intercessor squad and wrap a character. Demo bikes use 3" away, split fire and kill both thunderfire gunners. He kills all neophytes in return and a rock saw bomb down to 2 models. I auto pass them, get 5 models back and use the 6 rock saws and banner to kill the last invictor. My hand flamers are used as just 20 punchy acolytes to kill two intercessor squads. I'm basically hiding and leading on points from that stage. Turn 5 the big trick play comes in to win the game. I saved 6cp for this moment. 1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective. 3cp to perfect ambush and fire twice. First shot kills 2 intercessors to claim the objective. second shot kills the librarian for kill more and headhunter. Also scores my final recon. 6cp. kill, kill more, bonus, recon, headhunter. 30-28 to me. Was a biiiiig ending. This is why I love GSC, the amount of trickery and the depth of tactics you have access to is just amazing. Thanks for the write up.
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Post by 1b2a on Oct 29, 2019 13:54:16 GMT
Wait you can take the specialist detachment warlord traits along with your regular warlord? Is that true? Just read that detail.
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Post by killercroc on Oct 29, 2019 14:25:34 GMT
Do you run the Kelermorph with or without the relic pistol? When I look at him the pistol just makes him that much better, honestly so do a lot of the relics. Unlike Nids I have a hard time picking which relics to take because they're all so good, but I guess you need to focus on utility over power. Personally I really like the Void Eye and think it's perfect for the primus and gives him some serious killing power, but reasonably you should just take him for his re-roll aura and combat buff not trying to get him to do all the damage himself, and a relic slot would be better off to take the banner to make all your big combat units even better.
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Post by hiveoverall on Oct 29, 2019 14:50:04 GMT
@ sneggy : first thanks for the write up, very inspiring man !! But I have a question: "1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective" Is this still legal ? I thought you no longer could bring any reserves in after turn 3 ? I hope it still is, indeed we need our tricks lol
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Post by kazetanade on Oct 29, 2019 14:56:40 GMT
Thanks for teaching the rest of us scrubs how to play, sneggy.
Personally I have never successfully baited the enemy even once - my baits have always created more problems for me than opportunities, so I find clean play rewards me best.
Do you think infiltrators would have made things difficult to deal with, if he had any?
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Post by kazetanade on Oct 29, 2019 14:57:40 GMT
@ sneggy : first thanks for the write up, very inspiring man !! But I have a question: "1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective" Is this still legal ? I thought you no longer could bring any reserves in after turn 3 ? I hope it still is, indeed we need our tricks lol Its just They Came From Below that doesn't allow reserves to stay past T3. RTTS wasn't affected.
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Post by No One on Oct 29, 2019 14:59:33 GMT
The restriction on reserves having to come in by T3 was (and still is) just for units that haven't been deployed. They came from below and drop pods used to bypass this since they're on the board for the purposes of the rule: the change so that they can't is specific to those rules, and isn't a general rules change. Any other bounce (e.g. mawloc) still works fine.
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Post by sneggy on Oct 29, 2019 15:40:46 GMT
Thanks for teaching the rest of us scrubs how to play, sneggy. Personally I have never successfully baited the enemy even once - my baits have always created more problems for me than opportunities, so I find clean play rewards me best. Do you think infiltrators would have made things difficult to deal with, if he had any? Without a doubt, though he'd have had to drop something to take them, it forces you to place the game differently/spend more cp to perfect ambush to still get charges off.
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Post by sneggy on Oct 29, 2019 15:42:47 GMT
@ sneggy : first thanks for the write up, very inspiring man !! But I have a question: "1cp kelermorph leaves the table. turn 6, 2cp, drops within 3" to take the bonus objective" Is this still legal ? I thought you no longer could bring any reserves in after turn 3 ? I hope it still is, indeed we need our tricks lol Yeh you can leave the table and come back the following turn with Return to the shadows past turn 3 as the tactical reserves FAQ specifies units which have not yet entered play. If you have been on the table you may leave and come back any turn. Swooping hawks and Mawlocs are prime examples of this too.
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Post by xsquidz on Oct 29, 2019 17:12:52 GMT
Wait you can take the specialist detachment warlord traits along with your regular warlord? Is that true? Just read that detail. Oh yes, I routinely have 4 warlord traits. Broodcoven lets the Patriarch, magus and primus each get one and then the iconward gets one from vigilus, so it costs 2 CP since the patriarch is the true warlord, but one of my trait is the one that gets me back D3 CP!
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Post by hiveoverall on Oct 29, 2019 17:25:21 GMT
Ah cool ! Thanks. Very smart move that kelemorph coming back on board with a vengeance
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Post by sneggy on Oct 30, 2019 7:52:01 GMT
Wait you can take the specialist detachment warlord traits along with your regular warlord? Is that true? Just read that detail. Oh yes, I routinely have 4 warlord traits. Broodcoven lets the Patriarch, magus and primus each get one and then the iconward gets one from vigilus, so it costs 2 CP since the patriarch is the true warlord, but one of my trait is the one that gets me back D3 CP! Exactly what I was doing.
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Post by shudmell on Oct 31, 2019 9:03:01 GMT
Thanks for the insight on your list and really only players with your experience and quality can beat these kind of armies "easily".
I would like to know what your choices are for who starts at the table and who goes underground. some units are obvious, like the BB, but I am curious to see which units you choose according to the opponent.
Tkanks my friend and keep up the good work decimating these annoying imperial forces.
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