Thursday, 9 March 2017
Going first with GSC is relatively straight forward. There are a number of decisions you need to make, but they are limited within the same general purpose – getting of the most effective Alpha strike you possible can. Going second is harder. In fact I suspect the best GSC players will be those who win consistently, while going second. So, how do you go second and win with GSC – well I wish I knew. To be honest I’ve not been very good at it! So far most of my losses have been when going second
Friday, 3 March 2017
Does a Genestealer Cult Army have the ultimate alpha strike? That’s the question I want to explore in this post. However, first “spoiler alert” I think it does! So the rest of the post is really about why! The thing that makes GSC so effective at hitting hard in turn one is the ability to roll on the Cult Ambush table. I’ve talked about the mechanics of Cult Ambush in a previous post, so I won’t repeat myself here. Suffice to say, it’s the ability to deploy using Cult Ambush at the infiltration stage, setting up close range shooting attacks and first turn charges, that makes GSC such a potent Alpha Strike weapon. Maximising the potential of that Alpha Strike is an important element of playing GSC well, although perhaps not the most important element. I suspect the ability to play well when going second is more important. I’ll deal with that in a later post.
Thursday, 2 March 2017
Initially I was going to have 2 posts, one on Cult Ambush and the other on Return to the Shadows, however they are so connected that it was hard to write about one without the other.
Cult Ambush (CA) is the “big rule” for GSC. But it’s a “fickle” rule, typically relying on rolling a “6” to have direct impact, and having a number of “hard” counters that limit its usefulness in certain situations. It seems to me that the key to success is a thorough understanding of how to use it and when. I don’t pretend to have that understanding yet, but thinking through a few options might help.
Tuesday, 28 February 2017
Disclaimer - I am not an expert on Psychic Power. This is the first army I've really used where psychic powers are a feature.This post is looking for advice more than anything else.
So, with that out of the way (!), here are a few thoughts on the Cult's psychic powers, as it applies to my list.
Monday, 27 February 2017
I attended a small 4 game RTT at the weekend. There were 6 of us, and we only played 1250pts on 4’X4’ tables. I took a different list, with 2 main changes. I didn’t take a Cult Insurrection Detachment, just a CAD and one SubT, and I took Metamorph Leaders in the 3 units of Metamorphs in the SubT. I wanted to see if I missed the bonuses in the Cult Insurrection Detachment, and assess whether the Leaders were worth it, given the not insubstantial extra cost (32pts per model).
Thursday, 23 February 2017
Now that I've played a few games, and been to a couple of tournaments with my Cult, I wanted to stop obsessing about lists, and set out a few thoughts on the units I've used, and how I use them.
Bear in mind, I run a pure GSC army, using the Insurrection Detachment with a Brood Cycle and 2 SubTs. So, loads of units and loads of bodies. My thoughts need to be viewed in that context. If you run a different style of GSC army, "your mileage may vary".