Post by mrpins on Jan 23, 2022 9:04:35 GMT
Hello all,
First time posting in nearly 6 years and decided to share both a list idea / custom cult combination that I have found success with thus far.
The Combination of custom cult traits are:
War Convoy: 6+++ on all Vehicles and Bikers
Agile Guerrillas: Move or Advance and still be able to fire as if you had remained stationary
Industrial Affinity: When using Industrial weapons you can ignore Any or all modifier to hit, WS or BS.
The List: 2 Patrols Containing
Patriarch, WL Trait: Preternatural Speed, Relic: Unwilling Orb, Psychic Powers: Might From Beyond/Psionic Blast.
2X Magus, Powers: Might from Beyond on both then Mind Control and Mass Hypnosis Split between the two.
2X 10 man Neophyte Squads W/ Bolt Pistol/ Chainsword on leader, Shotguns 2 Mining Lasers, 2 Grenade Launchers
1X 10 man Neophyte Squads W/Bolt Pistol/ Chainsword on leader, Shotguns, 2 Seismic Cannons, 2 Flamers
2X 10 man Purestrain Genestealer Squads.
2X 5 man Aberrant Squads.
2X Kellermorphs
2x 5 Atlan Jackal Squads W/1 being a Wolfquad W/ Mining Laser
3 man unit of Achilles Ridgerunners W/ Heavy Mining Lasers, Flare Launchers, From Every Angle
2X Goliath Rockgrinders W/ Heavy seismic Cannons, Cache of Demo Charges
Deployment:
Usually the main plan for deployment is as follows
1. Place the Achilles Ridgerunners on the board in the dead open as W/ their Proficent planning they are going into strategic reserve at the start of the first battle round. This gives us an extra drop to observe our opponents deployment before showing our own hand a drop sooner. Also you may find that even after explaining what the proficient planning is to your opponent they still may have momentary lapses in judgement and actually deploy in a way that thinks that is actually a deployment you did. ((This has come up in two of my games. I gave the Dex to my opponent for them to read, even explained what it did so there was nothing I was hiding that I wasn't allowed to hide, like with our blips, and just the models being on the board had an effect on their deployment even with them being aware of the rules.))
2. I have for all my games had the Following deployed on the board, Atlan Jackels, Goliath Rockgrinders w/ Aberrant squads and the Purestrains.
3. The floater units remaining are the two Magus and the Patriarch. I have found that mattering on the matchup I will do either two things, Deploy the patriarch alongside the boots on the ground if I feel he is in little to no threat of being taken out before being delivered into the enemy lines. For the Magus however I will have them Deep strike if they would be able to use smite efficiently though this is outweighed if i feel that having them use might from beyond on turn 1 would be more prudent. If that is the case then i will either have one or both within a Rockgrinder with the Abberants.
Reasoning behind the creed choices:
1 Most of my forward facing units that will be starting on the board either have Vehicle or the biker keyword making it so I will benefit from that all units having a 6+++ in addition to either -1d In the case of the Rock grinders or will have -1 to hit in the case of the bikers.
2. Agile Guerrillas will allow for much better positioning with my firepower as well as hopefully getting better lines for triggering exposed.
3. Industrial Affinity helps keep both our melee and ranged power consistent. I may be a bit biased as in my area there are three constants I've found, 1 lots of Eldar of all varieties, 2 Most payers who have good aircraft options are still taking their max they can in games, 3 -1 to hit terrain is prevalent on the tables I frequent. Also I may not be using it in this list but something else that i find quite nice is replacing your rock saws with rock cutters as this creed trait allows you to essentially get those the cutters benefit of additional damage without the cost of -1 to hit.
FAQ's I expect to receive:
Q: Don't you miss the 2 extra cp from running 2 patrols?
A: Yes and no. Always want more Cp but we are alot less cp hungry then last edition so ive been making due. End most games with a cp or two left and not feeling like i missed out on something because I was down 2.
Q: Why don't you take [Insert Relic/WL Trait here]?
A: Personally as of right now I am testing what is and isn't needed as baseline. Therefore i am starting off minimal in order to see what the foundation is we are working with.
Q:Why a custom cult and not a predetermined?
A: Honestly i think every cult has its place but for testing thus far I've seen has been everyone else jumping on the premade so I can gather information from them on those cults. I hope to help bring light to our other choices that may not seem to have caught everyone's attention as the others have.
Q: What have you played this list against so far?
A: Custodes, Was Close but the 4++ is still powerful if dice deviate even slightly in their favor. Imperial Knights, another close one wiffed with my Heavy mining lasers so all it did damage wise was the cp loss for them rotating ion shields but this is a dice game after all. Admech, Turn one they wiped both my purestrains but the crackback from the rockgrinder in both melee and shooting, the aberrant in melee and the Atlan getting those exposed lines made their army shrivel up quickly which made it easy to wipe out the remaining on turn 2. Dark Eldar, Did a bit of a mix of raiders and Venom spam. Venoms died in the opening volley thanks to the no negatives to hit on industrial weapons, any infantry was blended by my small arms fire with the +1 to wound from exposed and the Purestrains.
Things I have been considering:
Changing out the pair of magus and kellermorphs for 2 Primus instead as on page 88 for being set up underground the primus can use its command phase ability when its set up the turn it arrives as if it were the command phase. This would work excellently with the Seismic/flamer neophyte squads i run as rerolling 1's to both hit and wound out of deep strike would be quite a boon. At the moment though i am at a loss for what i would use the replaced Kellermorph pts for as of yet so ill keep you all updated on what i decide to do.
First time posting in nearly 6 years and decided to share both a list idea / custom cult combination that I have found success with thus far.
The Combination of custom cult traits are:
War Convoy: 6+++ on all Vehicles and Bikers
Agile Guerrillas: Move or Advance and still be able to fire as if you had remained stationary
Industrial Affinity: When using Industrial weapons you can ignore Any or all modifier to hit, WS or BS.
The List: 2 Patrols Containing
Patriarch, WL Trait: Preternatural Speed, Relic: Unwilling Orb, Psychic Powers: Might From Beyond/Psionic Blast.
2X Magus, Powers: Might from Beyond on both then Mind Control and Mass Hypnosis Split between the two.
2X 10 man Neophyte Squads W/ Bolt Pistol/ Chainsword on leader, Shotguns 2 Mining Lasers, 2 Grenade Launchers
1X 10 man Neophyte Squads W/Bolt Pistol/ Chainsword on leader, Shotguns, 2 Seismic Cannons, 2 Flamers
2X 10 man Purestrain Genestealer Squads.
2X 5 man Aberrant Squads.
2X Kellermorphs
2x 5 Atlan Jackal Squads W/1 being a Wolfquad W/ Mining Laser
3 man unit of Achilles Ridgerunners W/ Heavy Mining Lasers, Flare Launchers, From Every Angle
2X Goliath Rockgrinders W/ Heavy seismic Cannons, Cache of Demo Charges
Deployment:
Usually the main plan for deployment is as follows
1. Place the Achilles Ridgerunners on the board in the dead open as W/ their Proficent planning they are going into strategic reserve at the start of the first battle round. This gives us an extra drop to observe our opponents deployment before showing our own hand a drop sooner. Also you may find that even after explaining what the proficient planning is to your opponent they still may have momentary lapses in judgement and actually deploy in a way that thinks that is actually a deployment you did. ((This has come up in two of my games. I gave the Dex to my opponent for them to read, even explained what it did so there was nothing I was hiding that I wasn't allowed to hide, like with our blips, and just the models being on the board had an effect on their deployment even with them being aware of the rules.))
2. I have for all my games had the Following deployed on the board, Atlan Jackels, Goliath Rockgrinders w/ Aberrant squads and the Purestrains.
3. The floater units remaining are the two Magus and the Patriarch. I have found that mattering on the matchup I will do either two things, Deploy the patriarch alongside the boots on the ground if I feel he is in little to no threat of being taken out before being delivered into the enemy lines. For the Magus however I will have them Deep strike if they would be able to use smite efficiently though this is outweighed if i feel that having them use might from beyond on turn 1 would be more prudent. If that is the case then i will either have one or both within a Rockgrinder with the Abberants.
Reasoning behind the creed choices:
1 Most of my forward facing units that will be starting on the board either have Vehicle or the biker keyword making it so I will benefit from that all units having a 6+++ in addition to either -1d In the case of the Rock grinders or will have -1 to hit in the case of the bikers.
2. Agile Guerrillas will allow for much better positioning with my firepower as well as hopefully getting better lines for triggering exposed.
3. Industrial Affinity helps keep both our melee and ranged power consistent. I may be a bit biased as in my area there are three constants I've found, 1 lots of Eldar of all varieties, 2 Most payers who have good aircraft options are still taking their max they can in games, 3 -1 to hit terrain is prevalent on the tables I frequent. Also I may not be using it in this list but something else that i find quite nice is replacing your rock saws with rock cutters as this creed trait allows you to essentially get those the cutters benefit of additional damage without the cost of -1 to hit.
FAQ's I expect to receive:
Q: Don't you miss the 2 extra cp from running 2 patrols?
A: Yes and no. Always want more Cp but we are alot less cp hungry then last edition so ive been making due. End most games with a cp or two left and not feeling like i missed out on something because I was down 2.
Q: Why don't you take [Insert Relic/WL Trait here]?
A: Personally as of right now I am testing what is and isn't needed as baseline. Therefore i am starting off minimal in order to see what the foundation is we are working with.
Q:Why a custom cult and not a predetermined?
A: Honestly i think every cult has its place but for testing thus far I've seen has been everyone else jumping on the premade so I can gather information from them on those cults. I hope to help bring light to our other choices that may not seem to have caught everyone's attention as the others have.
Q: What have you played this list against so far?
A: Custodes, Was Close but the 4++ is still powerful if dice deviate even slightly in their favor. Imperial Knights, another close one wiffed with my Heavy mining lasers so all it did damage wise was the cp loss for them rotating ion shields but this is a dice game after all. Admech, Turn one they wiped both my purestrains but the crackback from the rockgrinder in both melee and shooting, the aberrant in melee and the Atlan getting those exposed lines made their army shrivel up quickly which made it easy to wipe out the remaining on turn 2. Dark Eldar, Did a bit of a mix of raiders and Venom spam. Venoms died in the opening volley thanks to the no negatives to hit on industrial weapons, any infantry was blended by my small arms fire with the +1 to wound from exposed and the Purestrains.
Things I have been considering:
Changing out the pair of magus and kellermorphs for 2 Primus instead as on page 88 for being set up underground the primus can use its command phase ability when its set up the turn it arrives as if it were the command phase. This would work excellently with the Seismic/flamer neophyte squads i run as rerolling 1's to both hit and wound out of deep strike would be quite a boon. At the moment though i am at a loss for what i would use the replaced Kellermorph pts for as of yet so ill keep you all updated on what i decide to do.