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How to build a GSC army? Crafting a beginner's guide


Dosjetka

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Hi all,

 

Genestealer Cults has been out for a couple of weeks now and already it has generated quite a lot of curiosity. It is also an army that has never had a proper Codex before. Therefore, the idea of this thread is to brainstorm and collate basic information about collecting and, more specifically, playing a GSC army for someone who is new to the faction. Afterwards, the idea would be to organise this into a 101-style guide for GSC that we can pin at the top of the subforum and refer to whenever we need to. This may also spawn some other tactica-style threads/guides as/when/if appropriate though the 101 should definitely be the focus at first since we're seeing quite an influx of new people to the faction. :smile.:

 

Anyway, here's a non-exhaustive list of questions that can help us move forward to that goal:

  • What is the "flavour" of GSC? What kind of playstyles does this army fit?
  • What are some basic army-specific rules, tactics, and Stratagems that a newcomer to the GSC should keep in mind from the get-go?
  • What should be their first few purchases (other than the Codex) in terms of kits and/or units?
  • What are the solid choices in our Codex that someone starting out can safely buy, build and, hopefully, paint knowing that they will perform well on the table?
  • What would a good "starter" 500-point army look like and/or what would be the best way to fill the compulsory two HQs and three Troops required for a Battalion Detachment (without going into too much detail and/or optimisation)?
  • [...]
Feel free to suggest other questions that could be relevant to starting a new GSC army in 8th Edition. :thumbsup:

 

And, of course, don't hesitate to pitch in with whatever thoughts and advice you have on the topic!

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First thought/bit of advice that comes to mind: one of the first rules/keyword distinction that people should be very careful of when building their army is which units are <CULT> units and which are BROOD BROTHERS, and to know which rules, auras, and stratagems affect (or don't) which keyword.

 

As an example, a Goliath Truck cannot transport units that do not have the <CULT> keyword and likewise the Cult Chimera cannot transport non-BROOD BROTHERS units. This is important both when you are building your army as when you are playing games.

Similarly, a lot (if not all?) of the auras that GSC characters have affect <CULT> units only and do not affect BROOD BROTHERS so keep that in mind when planning which units to place where in relation to your buffing characters.
Last but not least, units with the GENESTEALER keyword do not benefit from Cult Creeds but do benefit from auras that affect <CULT> units as they have the required keyword.

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Following with interest, as I'm a newcomer to the gaming side of GSC as well and on the look-out for tips. I'll try to remember to chime in with thoughts I've gleaned from that perspective.

 

First thought/bit of advice that comes to mind: one of the first rules/keyword distinction that people should be very careful of when building their army is which units are <CULT> units and which are BROOD BROTHERS, and to know which rules, auras, and stratagems affect (or don't) which keyword.

 

Related to that, I think it's worth reiterating that anything with the GENESTEALER keyword does NOT benefit from Cult Creeds. Because it's right at the end of the block about creeds, I feel like it's easy to miss that.

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First thought/bit of advice that comes to mind: one of the first rules/keyword distinction that people should be very careful of when building their army is which units are <CULT> units and which are BROOD BROTHERS, and to know which rules, auras, and stratagems affect (or don't) which keyword.

 

As an example, a Goliath Truck cannot transport units that do not have the <CULT> keyword and likewise the Cult Chimera cannot transport non-BROOD BROTHERS units. This is important both when you are building your army as when you are playing games.

Similarly, a lot (if not all?) of the auras that GSC characters have affect <CULT> units only and do not affect BROOD BROTHERS so keep that in mind when planning which units to place where in relation to your buffing characters.

Last but not least, units with the GENESTEALER keyword do not benefit from Cult Creeds but do benefit from auras that affect <CULT> units as they have the required keyword.

 

Don't have access to my codex right. I know brood brother units included in a GSC detatchment don't have access to the benefits of Cult Creed, but do they still keep <CULT> for the purposes of things like aura's and Unquestioning loyalty?

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Solid choices that will always do what they need to and are usually safe bets with little to no support:

Russes: they provide fire power that we mostly lack and they can be good "Distraction carnifex". A little on the expensive side but definitely worth it, imo. Stock is usually the way I take it.

 

Neophytes: Everyone underestimates the neophytes. They're 74 points with two mining lasers and with Bladed Cog and an Alpha they're scary. Even without either of those they can do work. I can't remember the amount of times a mining laser has manged to hit and kill something important even after moving, now that they are D6 damage instead of D3 they're even better imo. If you want to clear chaff, Shotguns and flamers in a big blob is probably your way to do it. With a Kelemorph they can really do work. Only real downside to them is that they will die to a stiff breeze and their ballistic skill can leave a lot to be desired, I also can't count the amount of times I've put all my hope on one mining laser and it's missed. 

 

Purestrains: These guys are your fast combat unit that shreds most things. Keep the patriarch around and they'll be hitting on 2s 3 attacks when they have less than 10 in a squad but 4 when they have more than 10. IMO minimum squad count for these guys is 11-13, you have enough that some can die in overwatch and they'll still have 40+ attacks on the charge. Very durable if you keep a Banner bearer around.

 

Patriarchs: They're terrifying in combat, they're terrifying in the Psychic phase and they're so terrifying that they'll make everyone fearless within 6". His claws are insane, -6 AP 3 dmg on 6s to wound with rerolling all failed wounds. You can beef him up even more to make him toughness 6, strength 8 with 8 attacks with a warlord trait and a relic. Or give him the deny overwatch relic to make sure that he can get into whatever he wants. Comboing him with Purestrain and/or acoyltes is truly a sight to behold. Blobs of 20 acolytes can die (and trust me they will die) and still not be fazed by morale, Purestrains get to hit on 2s around him. I honestly can't say enough about him, he's an absolute monster potentially a better smash captain for raw damage output.

 

Acolyte with banner: 53 points is a bargain for what he does. 6" 6+ FNP is great and I don't think I've had a game where I've regretted taking one. Rerolling ones on bestial vigour is a great buff that I didn't even realise it had gotten. I sometimes take multiples they're so great and easily make their points back every time.

 

Magus: Great for Psychic support easy for them to not die (Even easier now that Unquestioning Loyalty is basically shield drones), just smiting and moving up the board with Neophytes is great, allowing units within 12 to deny if targetted makes him a great support unit as well as all the powers that he has access to. 

On a side not, my Magus has a lot of kills to his name through charging into unsuspecting characters and getting beaten to death by his staff. Maybe I just roll lucky most of the time or because it's the awesome old IG primaris psyker :whistling:

 

Personal favourite: Goliath Rock Grinder

Now at 105 points with HML: it's scary in CC, shooting and its resilient, maybe I just get lucky but the thing doesn't die and always makes it's points back. And it gets buffs from the Primus to make it hit on 3s :unsure.:

 

I didn't include Acolytes because they need a lot of support (being a 20 man blob, Banner, Primus and Patriarch) but can do really well.

 

Feel free to point out if I got anything wrong or missed anything

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Re: Rock Grinders.

Per the new FAQ "Perfect Ambush" can be used on units coming out of ambush markers. It might be a nice way to get a flamer rock-grinder an extra D6 down the field at the start of the game.

Re: Purestrains

They are good, but they are really expensive. Abberants have gotten me more mileage so far as much as it pains me to say it.

Re: Acolytes

20 dudes, Hand Flamers, "Lying in wait" strategem.
Deletes an enemy unit without tying up your support characters.

Also 5 man units are dirt cheap and ambushing them ontop of objectives will get you lots of points, especially in malestrom.

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I think the units that you just can't go wrong with are Acolyte and Neophyte Hybrids. The majority of the characters too, the Primus, Magus, Patriarch, Clamavus, Acolyte Iconward and most times the Nexos, will see use in almost everygame. The others, Sanctus, Locus, Jackal Alphus and to some degree the Kelermorph will depend on playstyle and flavour.

Aberrants also will see alot of games.

 

Rules wise, new players should be careful when mixing Cult Creeds. The Nexos gets CP back on a 6+ when you or your enemy spend CP on strategems, this goes to 5+ if, respectively, you have a Primus and Clamavus on the board, but they must be the same <CULT>

I've seen alot of lists where players have got these characters in different detachments with different <CULTs> and overlook this fact

 

Strategems Wise, there are quite a few that will see alot of use by any GSC player:

-They came From Below (bypasses the max 1/2 army in reinforcement)

- A Perfect Ambush (help gaurantee those charges and couples nicely with a Sanctus/Kelermorph)

- Lying in Wait (useful with demo charges)

- Brood Coven (3 WT for 1CP, yes please. Better if you take the Cult of the Four Armed Emperor WT giving d3 CP, making this free)

- Return to the Shadows (help to redeploy mid game for objectives)

- Extra Explosives (use with demo charges and Lying in Wait)

- Grandsire's Gift (we have some very nice relics)

 

Specialist Detachments also are very useful and will see a lot of use.

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Re: Rock Grinders.

 

Per the new FAQ "Perfect Ambush" can be used on units coming out of ambush markers. It might be a nice way to get a flamer rock-grinder an extra D6 down the field at the start of the game.

 

Re: Purestrains

 

They are good, but they are really expensive. Abberants have gotten me more mileage so far as much as it pains me to say it.

 

Re: Acolytes

 

20 dudes, Hand Flamers, "Lying in wait" strategem.

Deletes an enemy unit without tying up your support characters.

 

Also 5 man units are dirt cheap and ambushing them ontop of objectives will get you lots of points, especially in malestrom.

 

Purestrains just seem to work better in a separate Nids detachment where they actually get to benefit from Faction rules, and are something like 3pts cheaper.

Specifically just for GSC I would also side with taking Aberrants over Purestrains, although they could be a good distraction against a horde army

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The cheapest battalion you can make is Jackal Alphus, Iconward and 3 barebones Acolyte squads of five (228 pts) - while this allows some silly things like taking 2 Rockgrinders in a 500 pts list, it's not the best way to fill a battalion.

 

Something like 3x 10 Neophytes, Magus, Iconward is a bit more expensive but provides much more bodies and can bring some firepower, e.g. 6 heavy stubbers cost only as much as one mining laser.

 

There is some interesting discussion about 1 brigade vs 2 battalions vs 3 battalions in the following thread:

http://www.bolterandchainsword.com/topic/354012-gsc-brigade-a-trap/

 

 

Random notes:

  • An Achilles Ridgerunner with heavy mining laser and spotter (+6" range option) is the unit with the longest range for (heavy) mining lasers (36" + 6" = 42"). It is not very durable though.
  • cheapest HS slot unit: brood brother HWTs w/mortars
  • cheapest FA slot unit: 4 atalan jackals w/zero cost weapons or a cult scout sentinel
  • cheapest ELITE slot unit: locus (or the biophagus without familiar)
  • Acolytes are great points fillers if you have one unit which isn't maxed out - for every X points left over, add one acolyte, for the rest of the points add hand flamers.
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Cheers for the input so far. :tu:

 

I'll start working all of this into a basic guide format sometime next week. In the meantime, please feel free to continue contributing (I'll try and do the same). :)

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So I've been musing on a few things, just in the context of models I currently own;

 

Lying in Wait (2CP) allows you to Cult Ambush as close as 3" from an enemy (!!) at the cost of not being able to charge that turn. I'm thinking of using it to dump a squad of Neophytes with Flamers and Shotguns (their +1S under half range is relevant against my usual opponents, Marines) close enough to delete infantry units. Also seems like it would be a really nice way to get either Acolytes or Jackals in range to drop Demolition Charges on things (and combine with Extra Explosives for 1CP to allow up to 5 models to throw Demolition Charges in the same phase).

 

Nice character combos with this;

  • Primus (Meticulous Planner allows units within 6" to re-roll 1's to wound against a target nominated when the Primus is set up)
  • Jackal Alphus (Priority Target sighted allows units within 6" to add 1 to hit rolls against a target nominated by the Alphus at the start of the shooting phase)
  • Kelermorph (units within 6" re-roll 1's to hit if the Kelermorph killed anything with it's guns that shooting phase)

So potentially you could be launching 5D6 S8 AP-3 DD3 demo charge shots, with +1 to hit, re-rolling 1's to hit AND to wound. Seems pretty good.

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A note on Russes, and while I'm normally not an advocate of usng "soup" for army power reasons, it does seem better to take an Imperial Guard detachment (as Brood Brothers) for this rather than taking them straight from the Cult Codex.

 

This gives you access to slightly cheaper tanks, Tank Commanders and a whole raft of other Guard units like Basilisks. The Tank commanders higher BS is a no-brainer, and the ability to dish out an order to a neighbouring Russ (re-roll 1's) makes them a lot more reliable. A Spearhead detachement with a Tank Commander, Leman Russ, Basilisk and HWT with mortars (converted using the Ridgerunner mortar to make them more Culty is my plan) has made it's way into my lists and looks like a great addition for reliable long range firepower.

 

Of course I mainly play Guard, so am probably very biased!

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Keep in mind that this is for players wanting to starting playing Genestealer Cults. While we can mention that there are options with allies, that will not be the focus of the 101 guide. :)
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Having a quick look at a basic 500pt battalion.

 

HQ

- Acolyte Iconward w/ Relic Icon

- Primus

 

TROOPS

- 10x Acolytes w/ Cult Icon, 2x Heavy Rock Saws, 9x Hand Flamers

2x - 10x Neophytes w/ 2x Mining Lasers

 

ELITE

- Clamavus

- Kelermorph

 

gives a good number of bodies on the board, can take on armour with the mining lasers, clear chaff with hand flamers, take out characters with Kelermorph, which also supports the neophytes. Or you could swap the kelermorph out for a sanctus.

The star is probably the Acolytes (re-rolling 1's from Cult Icon) being supported by the Primus (+1 to hit and potentially re-rolling wounds) and the Acolyte Iconward (+1S from the relic, FNP 6+) and the Clamavus (+1 to charge, +1 Ld)

 

For the above list the best creeds I see are Cult of the Four Armed Emperor (giving a 7" charge out of reinforcements) or Bladed Cog (survivability and moving the neophytes and shooting the mining lasers on 4+)

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Counter point on taking stuff,from the guard dex: Only models from the cult codex have cult ambush and thus can be deployed as radar blips. I dont use allies so I can play the radar blip shell game at the start so my opponent really has no idea where the attack is coming, or even what my line is anchored around.
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Deployment is potentially a huge phase, despite the option of placing no units on the table.

 

As with any deep-strike analogues, it's best to deploy those first, increasing the chance of the other side having to put down several units on the table before you have to.

 

Our stratagems that play with the blips are really useful. For a couple of CP we can put down three extra blips, and then put additional units underground, and then move blips as well, making our deployment zone incredibly fluid in response to whatever the other side does in deployment and even their first move.

 

The counterpoint to the deployment shenanigans is that if we stick too much underground (and so not arriving till turn two at the earliest), then the remaining blips might have to endure two turns of fire before support turns up; although that's mitigated a little by the opportunity to deploy out of sight (where possible) because the enemy will have moved without knowing quite where we are.

 

And if we get turn one, we can overload a flank and be threatening one half of the enemy lines whilst leaving the other half flat-footed...

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Deployment shenanigans that came with the new codex are what is making me super hyped to play my first official game with them. I'd say one of the biggest benefits to a new player is learning when, where, and how to deploy units. Dont put a bunch of shotgun/flamer neophytes underground against armor, dont throw away mining lasers into endless hordes, I think the lessons most important are to learn what your units counter and what counters your units and to put them in the right place
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Remember that if you want your Nexos to be CP farming from turn 1 then he has to be set up on the table. No ambush or reserves of any kind. Personally I will set him up at the back of the field in cover and let him do his stuff. He's not there to kill anything.

 

this army is very much a 'horses for courses' army. Very few parts of the army specialise at more than one thing - Purestrains are devastating shock troops but suck at everything else, same with aberrants, Neophytes are there to add bodies to the fight and scary short ranged firepower but will die very very quickly, Magus are there to support troops by both buffing them and disrupting the enemy but lack the resilience to be a field commander, Primus lack almost all utility in the shooting and psychic phases in exchange for a good troop support position. Kelermorphs should not be in combat - ever :).

 

More bodies on the field is better - making your guys expensive isn't going to work very well as they die just as easily as the cheap guys but each one will hurt more.

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Putting some more thought into a proper answer...

 

  • What is the "flavour" of GSC? What kind of playstyles does this army fit?

Many GSC units supplement a horde and meelee playstyle, but there's also the option of creating a gunline with infantry and vehicles. Ambush rules add a mind games/shenanigans factor to games. GSC units tend to be glasscannons: hiting hard but die fast.

 

  • What are some basic army-specific rules, tactics, and Stratagems that a newcomer to the GSC should keep in mind from the get-go?

The army wide rules like cult ambush (blib deploy shenanigans), unquestionable loyalty (better look out sir), gene sect (character limits).
The rules of the chosen <cult> subfaction (and the <cult> stratagem).
If making use of cult ambush, all the stratagems which help with ambush.

 

  • What should be their first few purchases (other than the Codex) in terms of kits and/or units?

The codex contains information about a "start collecting: genestealer cults" box, which is unfortunably not available yet.

If the box contents stay the same, it will contain 1 Iconward, 1 unit of Acolytes, 1 unit of neophytes and one goliath/rockgrinder, which would be a solid start.
Neophytes are cheap infantry with guard-like shooting, Acolytes an ambush/meelee threat which can pack mining tools or handflamers, the iconward is the cheapest HQ and buffs stuff and the goliath/rockgrinder is either a transport (goliath) or a fire support/meelee tank (rockgrinder).
Grabbing 2 boxes and converting one of the iconwards into a Kelermorph using pistol arms from the acolytes would provide a nice variety of units to start out with, providing some basic redundancy.
 
While the following boxes are out of print (or going out of print), they're still available in some places and can be a good deal when starting out or expanding:
The "deathwatch: overkill" board game contains a deathwatch kill team (trade, sell or start death watch), acolytes, neophytes, aberrants, broodcovn and a few gene stealers. While the models are all monopose, the box is a great deal, especially when you can find it for less than MSRP. Acolytes and Neophytes are troops, aberrants a rather durable elite slot meelee unit and the broodcoven contains HQ characters: a magus (psyker), primus (buff), patriarch (meelee, psyker) and familiars. Also contains mining colony themed game boards, rules for the dw:ok game and some other game material (e.g. cards, a ruler on transparent plastic foil, dice).
 
The "tooth and claws" box contains primaris marines (space wolves) and GSC. All kits within are multipart with all options: genestealers, iconward, acolytes, aberrants, abominant (meelee hq). Also contains a booklet with rules and a mini campaign of 6 missions.
 
The cristmas battleforce "cult insurrection" contains a broodcoven, rockgrinder/goliath, acolytes, neophytes, brood brother neophytes (neophytes with astra militarum bodies) and a heavy weapons team (HWT).

 

  • What are the solid choices in our Codex that someone starting out can safely buy, build and, hopefully, paint knowing that they will perform well on the table?

Troops choices (acolytes, neophytes).
The magus is a cheap psyker.
The patriarch is a wrecking ball and psyker.
Most of the hq/elite characters are good for utility/buffs.
 
Things to be aware of:
Vehicles (ridgerunners, goliath/rockgrinders, brood brother vehicles) will get targeted by enemy anti tank weapons, so bring none or multiple.

 

  • What would a good "starter" 500-point army look like and/or what would be the best way to fill the compulsory two HQs and three Troops required for a Battalion Detachment (without going into too much detail and/or optimisation)?

Here's two lists (both battalions) which are low on special rules (e.g. no complex strats) and show a bit of GSC flavour.
 
List 1:

Acolytes and Rockgrinders(500pts, battalion): two squads and primus in rockgrinder, magus and the third ambushes. Use with <twisted helix> (buffs meelee). Tactic: cross the table and hit things in meelee.
 
HQ
Magus, Familiar
Primus
 
Troops
5 Acolytes w/1 rock saw
5 Acolytes w/1 rock saw
5 Acolytes w/1 rock saw, 1 hand flamer
 
Heavy Support
Goliath Rockgrinder, hv seismic cannon, hv stubber
Goliath Rockgrinder, hv seismic cannon, hv stubber

 

 

Pro: fast, 2 vehicles in < 500 points, strong meelee

Con: presents only 2 targets to the enemy, only limited ranged anti tank, really lacks in bodies/models


 
List 2:
Neophytes and outriders(500pts, battalion): The neophytes provide bodies, the iconward buffs neophytes, the ridgerunners and jackal form a firing base in the back. Atalans are free to roam the flank. Use with <rusted claw> (buffs defense and bikes). Tactic: gunline (stand and shoot) with a bit of mobility/harassment.
 
HQ
Jackal Alphus
Acolyte Iconward
 
Troops
10 Neophytes, 1 heavy stubber, 1 webber
10 Neophytes, 1 heavy stubber, 1 webber
10 Neophytes, 1 heavy stubber, 1 webber
 
Fast Attack
Achilles Ridgerunner, 2 hv stubbers, missile launcher, spotter or flares
Achilles Ridgerunner, 2 hv stubbers, missile launcher, spotter or flares
4 Atalan Jackals, 1 Wolf quad, hv mining laser, 4 shotguns, 1 grenade launcher, 4 cultist knives

 

 

Pro: lots of bodies, threatens vehicles at range

Con: weak meelee, no long range anti infantry, suboptimal unit choices (e.g. atalans would benefit from demo charges and the demo charge stratagem)

 

A bit of caution/warning though: Better lists would use more infantry or a different mix of units.

 

 

Well, that's that. Now there's only one thing left to do with this wall of text:

I, the author, hereby release/put this post and my previous/other post in this thread under the CC0 license.

 

 

edit:

fixed list 1 tactics: magus + familiar are 2 models, acolytes 5 models, but rockgrinders only have 6 transport slots, so the magus must ambush.

fixed list 2: had to turn hv mining lasers on ridgerunners into missile launchers to stay within points limit.

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