Monday, 20 May 2019

40k Video Battle Report- Deathwatch vs Tau

Today I have another video battle report for you. This warhammer 40k battle report sees my Deathwatch army take on Mike's Farsight Enclaves Tau army. This was a blast of a game, very strategic and tactical. Remember to like and subscribe to the channel if you enjoy the games to keep up to date on all the latest reports. 

Thursday, 9 May 2019

Battle Report 178- Genestealer Cults vs Sisters of Battle

This week's battle report sees my Genestealer Cults take to the field once more to take on Angus' Sisters of Battle and Astra Militarum force. This was a 1750 pts battle, as Angus wanted to practice for Vanquish, a tournament held in Bristol last weekend. 

We randomly rolled for each mission. For the Eternal War mission, we got Vital Intelligence. In this mission, there are 5 objectives. At the start of each battle round, roll a D6. The corresponding number is the active objective (on a 6, all objectives are active). At the end of each battle round, players scored a point for each objective held, getting 2 points for the active objective. In this game, I think we forgot about only having 5 objectives, so scored for objective 6 as well. We also varied the objective placement, different from the places specified in the scenario. 

The maelstrom mission was Disruptive Signals. In this mission, you draw up to four cards per turn. This mission features the Signal Intercept stratagem. For 1CP, you can select a card in your opponent's hand and they cannot score it for that turn. We were also using Dawn of War deployment. 

My army consisted of:
Battalion (Rusted Claw)
Patriarch- Monstrous Rending Claws, Warlord, The Crouchling, Shadow Stalker, Might From Beyond, Mental Onslaught, Mass Hypnosis
Primus- Alien Majesty
Magus- Familiar, Mass Hypnosis, Psionic Blast, Biomorph Adaptation
20 Acolyte Hybrids- 4 Heavy Rock Drills
10 Acolyte Hybrids- 2 Heavy Rock Cutters, 2 Heavy Rock Saws
10 Acolyte Hybrids- 4 Demolition Charges
Clamavus
Nexos

Battalion (Rusted Claw)
Primus
Magus- Mental Onslaught, Might From Beyond
10 Neophyte Hybrids- 2 Mining Lasers, Autoguns
10 Neophyte Hybrids- Heavy Stubber, Grenade Launcher
10 Neophyte Hybrids- Shotguns, 2 Flamers
Goliath Truck- Twin Autocannon, Heavy Stubber
Heavy Weapons Team- Mortars

Vanguard Detachment (Rusted Claw)
Jackal Alphus- Sniper Rifle
8 Genestealers
5 Aberrants- Power Hammers
Clamavus
Nexos
Sanctus- Sniper Rifle, A Gift From Beyond

For my Cult Creed, I tried Rusted Claw for the first time. This gives my infantry +1 save against AP0 and AP-1 weapons. This gives me a 4+ armour save against Bolters and against most infantry in combat. 

I decided to mix up the army now that I have the new characters to add to the army. I went with double Battalion and Vanguard detachment to give me 14 CP to start with. I took the Broodcoven stratagem to give my three characters warlord traits. The Patriarch took -1 to hit, the Primus took the +3" to aura abilities and the Magus took +1 strength and attacks. I also took an extra Relic, taking the sniper rifle relic on the Sanctus and the Crouchling on the Patriarch. 

The new characters were the two Clamavus, the Nexos, Jackal Alphus and Sanctus. These should hopefully provide some nice buffs and abilities to the army. I decided to take a big unit of Aberrants to take on any vehicle threats in the enemy army, along with trying out a big unit of Acolyte Hybrids. 

Wednesday, 8 May 2019

Hobby Update 08/05/19- Genestealer Cult Reinforcements

Today, I have a few models that needed finishing off, namely some Neophyte Hybrids, Acolyte Hybrids and Familiars. 

I had painted up the Neophyte and Acolyte Hybrids a while back, getting up to the first highlight stage with the models before stopping. While painting up the new characters, it was a perfect time to finish off these models. 

The Neophytes are just armed with Autoguns and can be used to expand my squads I already have. 


Tuesday, 7 May 2019

Hobby Update 07/05/19- Genestealer Cults Sanctus

Another hobby update for today sees my completed Sanctus for my Genestealer Cults army. This model is a great Assassin for going after enemy characters, particularly Psykers. 

Again, this model features a pretty simple colour scheme. I decided to go with the blue overalls and a black camo cloak for the Sanctus. I figured that the bright orange overalls would look a bit out of place on a model that was meant to be stealthy.


Monday, 6 May 2019

Hobby Update 06/05/19- Genestealer Cults Jackal Alphus

Today for my hobby update, I have the completed Jackal Alphus for my Genestealer Cults army. This was a great model to paint up, and I am looking forward to getting the other Jackals in my army painted up, not just because they are pretty good on the table, but that doesn't hurt. 

I used the standard scheme, which I think works quite well. The orange breaks up the grey and metal of the miniature as a whole. I think the details on this model mean that a simple colour palette works quite well with it.


Friday, 3 May 2019

Hobby Update 03/05/19- Genestealer Cults Nexos

Today's hobby update sees the completed Nexos for my Genestealer Cults army. The Nexos is a command points farm for the army, his only real purpose is to gain CP back for the army. 

I painted this up in the standard colours for my army; orange clothes and light grey armour. I kept the display panel simple, only a green outline with highlights and picking out the buttons on the console.


Thursday, 2 May 2019

Hobby Update 02/05/19- Genestealer Cults Clamavus

Today, I have the two completed Clamavus (Clamavuses, Clamavusi?!?) for my Genestealer Cults. Much like the Primus and Magnus before, I painted one in orange overalls and one in blue overalls to help distinguish between them on the battlefield. 

These two will provide some nice boosts for the army, giving nearby units +1 to charge and advance moves, as well as +1 Ld to help with morale. They also prevent enemy reserves from deploying within 12". In addition, they can belt out some bangin' tunes with those sound systems! 


Tuesday, 30 April 2019

Hobby Update 30/04/19- Genestealer Cults Characters

I managed to get some more work done on the new Genestealer Cult characters, painting the flesh and adding some of the highlights to the robes and suits. 

I also did some work on a few Familiars, Neophyte Hybrids and Acolyte Hybrids that were waiting around for finishing. 



Monday, 29 April 2019

Hobby Update 29/04/19- Genestealer Cults Characters

This past week, I have been painting up some of my new characters for the Genestealer Cults army. These characters are badly needed in the force to give me some nice buffs to the army and I am looking forward to getting them on the tabletop. 

I have painted up the characters together in a batch to get them done quicker. I've done the basecoats, washes and some of the highlights so far. Hoping to get the rest of them painted this week for a game on Friday. I've also got a few Acolyte and Neophyte hybrids that I wanted to finish off as well. 



Wednesday, 24 April 2019

40k Video battle report- Genestealer Cults vs Space Wolves

Today, I have a new video battle report. This sees my Genestealers Cult take on Chris' Space Wolves army in a maelstrom of war mission. 

Hope you enjoy! 

Thursday, 18 April 2019

40k Battle Report 177- Genestealer Cults vs Space Marines

This week's battle report sees the first outing for my Genestealer Cults army with the new Codex, taking on Chris' Salamanders Space Marine army in a maelstrom of war mission. 

We were playing the Tactical Cascade mission with Search and Destroy deployment. In this mission, you pick the first two maelstrom cards you wish to score. In each subsequent turn, you draw two cards for each maelstrom card you scored in the previous turn, up to 6 cards in total. 

My army consisted of:
Brigade Detachment (Cult of the Four-Armed Emperor)
Patriarch- Monstrous Rending Claws, Shadow Stalker, Might From Beyond, Mental Onslaught
Primus- Sword of the Four-Armed Emperor, Alien Majesty
Primus- Needle Pistol, Bonesword
Magus- Inscrutable Cunning, The Crouchling, Mental Onslaught, Mass Hypnosis
Magus- Psionic Blast, Might From Beyond
10 Acoltye Hybrids- 2 Heavy Rock Drills
10 Acoltye Hybrids- 2 Heavy Rock Saws
10 Acoltye Hybrids- 2 Heavy Rock Cutters
10 Acoltye Hybrids- 4 Demolition Charges
10 Neophyte Hybrids- Autogun, Grenade Launcher, Heavy Stubber
10 Neophyte Hybrids- Autogun, Grenade Launcher, Heavy Stubber
15 Purestrain Genestealers
15 Purestrain Genestealers
5 Aberrants- Heavy Power Hammers
Scout Sentinel- Missile Launcher
Scout Sentinel- Autocannon
Scout Sentinel- Lascannon
Leman Russ- Battle Cannon, Lascannon, Heavy Bolter Sponsons
Goliath Rockgrinder- Clearance Incinerator, Heavy Stubber
Heavy Weapons Team- Mortars

I chose the Cult of the Four-Armed Emperor for the additional charge distance and advance distances, as well as the Vect-type stratagem, "A Plan Generations in the Making". 
It wasn't until I had the army made that it was pointed out that you can only have one of each character in a detachment. I had completely missed this rule when reading the codex, so played with the army I had made. I have no idea why this is a necessary rule. 

For the HQ units I took a Patriarch and two Magus and Primus. I used the Broodcoven stratagem to give three of them warlord traits. The Patriarch got -1 to hit, the Primus got +3" to his aura abilties and the Magus got a free re-roll and a bonus D3 command points (I got three bonus CP in this case). I took a spread of the new psychic powers in the force to try them out. 



For troops, I took four units of Acolyte Hybrids with heavy weapons and two units of Neophyte Hybrids with some heavier firepower. I was keep to try out the Demolition charges on the Acolytes to see what havoc they could wreak. 

For Elites, I went with two units of Genestealers for taking out the enemy forces and a unit of Aberrants with Power Hammers to deal with any armour in the enemy army. I kept the Fast Attack choices cheap with three sentinels, armed to give me a bit more armour-busting potential. 

For Heavy Support, I took the Leman Russ and the Goliath Rockgrinder to try out its boosted combat potential. I also took a Heavy Weapons Team armed with mortars for some good firepower that I could hide out of sight. 

Monday, 15 April 2019

Hobby Update 15/04/19- Genestealer Cult Reinforcements

It's been a while since I've posted one of these! (October last year to be exact). With the release of the Genestealer Cults codex, I picked up a number of new units to add to my force. These were mostly some of the new buffing characters that are available to the army. 

This weekend, I finally got round to assembling the new units, ready for painting. First up, we have two of the new Clamavus models (Clamavuses, Clamavi?!?). These units provide some great buffs for the army, giving you +1 to charge and advance rolls in range, as well as a leadership bonus. Two of these should be a big boost to charging units, especially with the Cult of the Four-Armed Emperor Cult Creed. 

Next up, we have a Sanctus. I wasn't aware that the kit came with the sniper rifle variant, as only the knife variant has been pictured so far, so I was happy to have the rifle, as I think this is the better option. 

Friday, 5 April 2019

North East Open Tournament- Army Review and Tournament Review

Welcome to my review of my Deathwatch army from the recent North East Open tournament. This will look at how the army performed and what changes I could make to the force in order to try and improve my performance. I will also be reviewing the tournament itself, taking a look at what was great about the event and which areas could use improvement. 

Deathwatch Army Review
My Deathwatch army consisted of:

Battalion Detachment
Deathwatch Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher 
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield 
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords 
Rhino- Two Storm Bolters 
Rhino- Two Storm Bolters 
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords 
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords 
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords

The tournament did not allow double detachments, otherwise I would have started with a couple of Battalions to give me access to more command points. As it was, I started with 9 command points, but only 6 really after using the three command points on the Teleportarium stratagem that I need to use to get my reserves set up.

HQ Units
The army featured a Watch Master and two Watch Captains with Jump Packs.

The Watch Captain is still a solid addition to the army. He provides some great re-roll buffs to the force and tends to shadow the Storm Bolter Veterans, and the Meltagun Veterans in this list.

The Smash Watch Captain is also a nice addition to the list. He provides some strong melee support for the army, able to do a lot of damage to an enemy unit in combat and has some decent durability thanks to the Storm Shield.

The final Watch Captain tended to hang back with my firebase. With the Tome of Ectoclades, I could pick the key Mission Tactics re-rolls for my anti-tank firepower each turn, as well as getting re-rolls of 1's to hit in the shooting phase. As my warlord, he was able to stay relatively safe at the back of my deployment zone, but has the mobility with his Jump Pack to move out and threaten the enemy army if necessary.

I would consider making the Smash Captain the warlord and give him the trait that makes his Thunder Hammer 4 damage. Coupled with the +1 to wound stratagem, this may give him some strong combat ability to go after Knights or other enemy vehicles.

Kill Teams
The Storm Bolter Kill Team is a key part of the army. The firepower that this unit can put out is incredible, able to decimate most enemy units with ease. With re-rolls to wound and the +1 to wound stratagem, they can do a lot of damage to an enemy Knight warlord if you can position them right.

I would probably look to add more Storm Shields to the unit. They are cheap enough to equip everyone in the squad and give me some very strong defensive abilities against units such as the Castellan.

In a change from my normal gameplay, I chose to keep the Intercessors on the board in all three of my games. I normally put these in the Teleportarium at the start of the game. However, I decided to have the Meltagun kill team take the second spot in this tournament. The change to the Bolter rules meant that the Intercessors could still put out a lot of strong firepower at ranges up to 36", so there was good use for them in my games. I would consider adding another squad to help me grab objectives and give some strong firepower in the future.

In this list, I added a Kill Team with 4 Meltaguns in order to give me some anti-tank firepower. I thought they would help me to take on Knights and finally do some damage to them. However, this proved to be much less effective than I had hoped for. The ability to easily access a 3+ invulnerable save on a key Knight means that single shot anti-tank weapons are much less effective than they should be. In order to have a decent shot, I would probably need to go for a whole squad of combi-Meltas, which would get ridiculously expensive. Plus, they would only get one turn of shooting before being targeted and eliminated with ease in most cases.

The Missile Launcher Kill Team was also a new variation. With the reduction in points for the Cyclone Missile Launcher Terminator, he is now a good addition to the army, giving the squad four Missile Launcher shots, as well as a 2+ save against small arms fire. The squad performed pretty reasonably, able to take on a number of vehicle threats. However, any invulnerable saves still prove difficult for them to take on.

The Heavy Bolter Kill Team was a new addition. I took these to allow me to use the Hellfire Shells stratagem, giving me the chance to do more mortal wounds to tough enemy targets. This squad was ok, but didn't really do much in my games. The lack of command points in the force meant I couldn't use the mortal wounds stratagems too often, limiting their use in my games.

Monday, 1 April 2019

North East Open Tournament- Armies on Display

Here are photos of some of the armies that were present at the North East Open tournament that I attended a while back. 




Friday, 22 March 2019

North East Open Tournament Battle Report: Game 3- Deathwatch vs Imperial Knights/Astra Militarum

Welcome to my third battle report from the recent North East Open tournament. In this game, my Deathwatch army would be facing off against Connor and his Imperial Knights and Astra Militarum force. 

Ugh, another three Knights at the same tournament! I really hate Imperial Knights. They are no fun for the game and make most mono-Codex armies completely useless. They invalidate so many army builds in the game and are pretty boring to play with or against, in my opinion. With the Castellan in the game, there is little point in taking other vehicles, Knights or monsters in an army. If you don't get the first turn, they are dead. 

The mission was modified Frontline Warfare, but scoring at the end of each turn rather than at the end of the game, and using Hammer and Anvil deployment. The mission would also use kill points. There were one objective in your deployment zone (worth 1 pt), two in the centre of the battlefield (worth 2 pts each) and one in your opponent's deployment zone (worth 3 pts). 

Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Wednesday, 20 March 2019

North East Open Tournament Battle Report: Game 2- Deathwatch vs Imperial Knights/Adeptus Mechanicus

Welcome to my second battle report from the recent North East Open tournament. In this game, my Deathwatch army would be taking on Adam with his combined force of Imperial Knights. Adeptus Mechanicus and Astra Militarum. 

Mission 2 was Big Guns Never Tire with Vanguard Strike deployment. This gives you points for holding objectives at the end of the game, with extra points for destroying Heavy Support units. 

My army consisted of:
Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Monday, 18 March 2019

North East Open Tournament Battle Report: Game 1- Deathwatch vs Death Guard

Welcome to my first battle report from the recent North East Open 2019 tournament. I was invited up to Newcastle to take part in this ITC event and was looking forward to testing my Deathwatch with the new Chapter Approved points drops and Beta Bolter rules in effect. 

The first mission was against Luke and his Death Guard army. The mission was Dominate and Destroy with Search and Destroy deployment. This gives you one point for each objective held at the end of the game turn, as well as a point for each enemy unit destroyed. The mission would also use First Strike, Linebreaker and Slay the Warlord. 

My army consisted of:
Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

The tournament restrictions prevented double detachments, otherwise I would have tried to field a couple of Battalions for the extra command points. I had been having some fun with the army with the new beta bolter rules, giving a lot of firepower for the Bikers and other elements of the army.

Monday, 11 March 2019

8th Edition Assassins Codex Review

This month's White Dwarf featured updated rules for the Assassins you can field in an Imperium army. This review will look at the new rules for using the Assassins in your army.  

General
The Assassins can be fielded in any Imperium army, each costing 85 points. You can field them in a Vanguard Detachment, or they can be fielded for the cost of 1CP using a new stratagem called Operative Requisition Sanctioned. In matched play, this costs 1CP and you can choose to field any of the four Assassins, but must pay the reinforcement points for them. 

This is a good stratagem, as you don't need to specify which Assassin you are taking before you use it. For example, you could see your opponent's army and decide which Assassin is best suited to enhance your army during the game. 

Each Assassin has a 4+ invulnerable save and a similar general profile. They have 7" move, BS and WS 2+, strength and toughness 4, 5 or 6 wounds and between 4 and 6 attacks. 

The Assassin cannot be your warlord and can deploy from reserves using the standard rules. 

They also get another stratagem called Priority Threat Neutralised for 1CP. This can be played when an Assassin kills an enemy character. You gain 2CP (or 3CP if it was the enemy warlord). This is a nice way of getting a free command point if you have some left and kill an enemy character. 

Vindicare Assassin
The firepower specialist of the Assassins has gotten better in this new version of the codex. One big boost is that if he remains stationary, he always hits on a 2+ in the shooting phase. This is great for ensuring that he will have a great chance of hitting his target and is a great counter to negative to hit penalties from enemy abilities and stratagems. 

His primary weapon is the Exotus Rifle, which is range 72", Heavy 1, S5, AP-3 and D3 damage. It always wounds infantry on a 2+, giving you good odds of hitting and wounding with his shots. It also ignores invulnerable saves, as well as the Vindicare ignoring cover saves, so you have a good chance of getting through all but the toughest armour with ease. He can also target characters, even if they are not the closest. 

Tuesday, 5 March 2019

8th Edition Genestealer Cult Codex Review: Part 8- Heavy Support and Dedicated Transport

The final part of my 8th Edition Genestealer Cults codex review will take a look at the Heavy Support, Dedicated Transport and Fortifications sections of the book. 

Heavy Support
Cult Leman Russ
The Cult Leman Russ got a 10 pts reduction over the index version, making it slightly cheaper to take it.
The Leman Russ provides a nice weapons platform for the Cult. It also benefits from the Cult Ambush rule, which is great for it. This allows you to deploy it in optimal position after seeing your opponent's deployment, either to go after the best targets or to stay safe from enemy guns or attacks. This gives it a nice bonus to help it stay alive for longer.

It comes with the Battle Cannon, Eradicator Nova Cannon, Exterminator Autocannon or Vanquisher Battle Cannon. With Grinding Advance, this gives you some decent firepower on a fairly durable tank platform.

Another nice bonus is that you can purchase an Augur Array for only 5 pts. This gives you a single re-roll to hit once per game. This is a nice bonus for the Vanquisher Battle Cannon, allowing you to save your CP re-roll on a to wound roll or damage roll.

I like the Russ, it gives some much needed heavy firepower to the Cult, at a pretty reasonable cost. However, one of the problems is that it is a Brood Brothers vehicle, meaning it gains no benefit from Cult Creeds or some of the useful special abilities and stratagems in the codex. It does benefit from the Devoted Crew stratagem, allowing the vehicle to act as if it was in its top wounds bracket, so you can get a turn or two of strong firepower from it if you have the CP to spare.

Monday, 4 March 2019

8th Edition Genestealer Cults Codex Review: Part 7- Fast Attack

Part 7 of my 8th edition Genestealer Cults Codex review will take a look at the fast attack options for the army. The codex features a couple of new units in this section, which should be useful for giving the Cult some fast mobility on the board before the reserves arrive. 

Fast Attack
Achilles Ridgerunners
The Cult gets a new buggy, fitted with a heavy weapon for some mobile firepower on the battlefield. First off, I think these are some great models and I look forward to adding one to my army. 

The Ridgerunner has a standard profile for a light vehicle. It has move 14", which makes it one of the fastest units in the game outside of flyers. It has the standard WS6+ for vehicles and BS4+ for standard infantry. It is strength and toughness 5, has 8 wounds, 3 attacks and a 4+ save. It is only Ld 7, which may make it susceptible to psychic powers that use Leadership values. 

It can be armed with either a Heavy Mining Laser, a Missile Launcher or a Heavy Mortar, in addition to two Heavy Stubbers. The Heavy Mining Laser is 36", Heavy D3, S9, AP-3 and D6 damage, so is a great anti-tank weapon. The Heavy Mortar is 48", heavy D6, S5, AP-1, 1 damage and can fire at units not visible to the firer. 

You can also take either a Survey Auger, which denies enemy cover saves, or a Spotter, which increases the range of its weapons by 6". I think I prefer the Spotter, allowing you to go longer range with your firepower. 

The vehicle also gets the Cult Ambush rule, as well as a 6+ save against wounds. It can also make a 9" Scout move before the game begins, though cannot move within 9" of an enemy model. While the Scout move is a nice rule, you cannot use it if you begin the game in Cult Ambush, so may have limited utility in practice. 

The Flare Launcher also allows you to make a Biker unit automatically advance 6" once per battle, which is a nice bonus for some of your Bikers. 

Tuesday, 26 February 2019

8th Edition Genestealer Cults Codex Review: Part 6- Elites

This part of my 8th Edition Genestealer Cults codex review will take a look at the Elites section. The Cult got a lot of new support characters, who mostly reside here, along with the classic units. 

Elites
Hybrid Metamorphs
I never tended to run these guys in the Index. They seemed to be very expensive for what they could do. 

They Hybrid Metamorphs have a pretty strong profile. They are similar to Acolyte Metamorphs, but get 3 attacks base, one more than the Acolytes (though with their Cultist Knives, it adds up to the same, but without the weapons bonuses). 

Where the squad gets their difference is in the metamorph upgrades they can take. They come with a Rending Claw and Metamorph Talon as standard, for 10 points per model. This gives them three attacks with the Rending Claw and one with the Talon (at S4 and AP0). This gives the squad four attacks as standard, which is pretty good for the unit, though I'm not sure the extra attack is worth 3 pts per model over the Acolyte Hybrids. The Talon also gives +1 to hit, which is a nice bonus, but you lose the AP. 

They can also take a Metamorph Claw, taking them up to S6 and AP-1. This is pricey, taking them up to 13 pts per model. S6 is pretty good on the squad, with 3 attacks each at AP-1, they should do a lot of damage to a number of units. Again, I'm not sure this is worth it over the Heavy Mining Combat weapons the Acolyte Hybrids can take. 

The can also replace their rending claw with a Metamorph talon. this takes them up to 11 pts each, but each Hybrid Metamorph then gets 5 attacks in combat (though at no AP). This is actually a pretty strong option against horde armies with poor armour saves, such as Orks or Guardsmen (or other Genestealer Cults armies!). All the attacks also get +1 to hit, allowing them to hit on a 2+ in most cases. 

They can also take Metamorph whips, allowing them to strike again if they are slain. 

I think the double Talons is a good option. A squad of 10 will get 50 attacks that hit on a 2+ at S4 for only 110 pts. That is pretty strong for going through horde units and weakly armoured enemy units. Throw on Might From Beyond to take them to S5 and 6 attacks each, and even vehicles may be threatened by this unit. 

I think the Metamorphs have improved a bit over the index from getting cheaper. They can easily put out a lot of low AP attacks and should be able to do a lot of damage against selected enemy units. They still suffer from the poor durability of the Genestealer Cults units though, so will be easy to take out with enemy firepower. 

Thursday, 14 February 2019

8th Edition Genestealer Cults Codex Review: Part 5- Troops

The next part of my 8th edition Genestealer Cults Codex review will take a look at the Troops choices available to the Cult. 

Troops
Acolyte Hybrids
For me, the Acolyte Hybrids are one of the core choices for the Genestealer Cults army. They have access to some great combat weaponry, as well as the powerful Demolition charges. 

The Acolyte Hybrids have dropped to 7 pts each in the codex (down from 11 pts each in the Index). This was a necessary reduction, in my opinion. They are a strong combat unit when armed correctly, but their durability was very poor, due to being T3 with a 5+ save. They hit really hard on the turn they arrived, but quickly fell to enemy firepower in retribution.

The points reductions in the squad make them an even more viable choice to make up the bulk of the army.

The squad all get rending claws and cultist knives, giving them some strong AP attacks and an extra attack with the cultist knife.

The squad gets access to a number of strong combat weapons in the form of the Heavy Rock Cutter, Heavy Rock Drill and Heavy Rock Saw. All these weapons are Sx2, AP-3 or -4. None of them suffer -1 to hit in combat, so you can get some good accuracy with the squad, especially when combined with a Primus, giving +1 to hit. Some of the choices also have the option to do additional mortal wounds or slaying models outright. You can take two of these for every 5 models in the squad, so these are very powerful weapons to take in a larger squad.

Wednesday, 13 February 2019

8th Edition Genestealer Cults Codex Review: Part 4- HQ Units

Part four of my 8th Edition Genestealer Cults codex review will take a look at the HQ units in the codex. There are a few new additions to the army that give you some nice combat and firepower bonuses. 

HQ Units
All Genestealer Cults characters get the benefit of Unquestioning Loyalty, allowing them to pass on wounds to nearby units. This boosts the durability of your characters significantly. 

Patriarch
The Patriarch is a very strong combat monster for the Genestealer Cults, as well as providing some nice buffs to nearby units. 
He has a solid profile, hitting on a 2+, with 6 attacks at S6, AP-3 and D3 damage that allows you to re-roll failed to wound rolls with his Monstrous Rending Claws. He will chew through most squads that don't have a good invulnerable save. He is T5 and 6 wounds, with a 4+ save and 5+ invulnerable save. He is fairly durable, but will fall to high toughness, high AP weaponry. 

He also gives +1 to hit for Genestealer units within 6" (Genestealer units, not Genestealer Cults units), as well as a 6" immune to morale bubble. Like other Genestealers, he can advance and still charge. 

He also gets a boost over the Index version, now knowing 2 psychic powers from the Broodmind discipline, giving him more utility. However, he can still only cast one power per turn, unless he takes a familiar. 

There are a few of the warlord traits and relics that are of good use to the Patriarch. Unfortunately, he doesn't get any Cult Creeds, so won't receive these bonuses. 

He has dropped down to 125 pts in the codex, a 25 pts reduction over the Index. He is good value for points and will crush most units in combat. A solid choice for the Cult. 

Tuesday, 12 February 2019

8th Edition Genestealer Cults Codex Review: Part 3- Warlord Traits, Relics and Psychic Powers

Part 3 of my 8th edition Genestealer Cults codex review will take a look at the Warlord Traits, Relics and Psychic powers available to the army. Check out the previous parts of the review if you missed them; part 1 looking at the generic army special rules, while part 2 looked at the new Stratagems. 

Warlord Traits
The Genestealer Cults get 6 new generic warlord traits, as well as the Creed-specific ones. 

Focus of Adoration- Friendly Cult Infantry and Biker units can perform a heroic intervention whilst they are within 6" of your warlord, even if they are not characters. 

This was the one from Chapter Approved. It is ok, but I rarely found myself in a situation where it would come into effect. I would probably give it a miss. 

Shadow Stalker- Subtract 1 from hit rolls for attacks that target your warlord. 

A solid warlord trait. Will help out a Patriarch in combat against enemy shooting attacks. A great one for a Jackal Alphus, making it -2 to hit in the shooting phase. 

Biomorph Adaptation- Add 1 to your warlord's attacks and strength characteristics. 

Another nice bonus for a Patriarch, giving him 7 attacks at S7. Just a pity the patriarch doesn't get the Creed bonuses, as he would go up to S8 with Twisted Helix! Works well for a Primus, going up to S5 or S6 with the Twisted Helix creed. 

Born Survivor- Reduce any damage inflicted on your warlord by 1 (to a minimum of 1). 

Another nice bonus for keeping your warlord alive for longer. Good for attacks that get through the Unquestioning Loyalty save. 

Alien Majesty- Add 3" to the range of your warlord's aura abilities. 

I think this is a very strong warlord trait. This gives you a 9" bubble of +1 to hit in the fight phase with a Primus, or a 9" immunity to morale bubble with a Patriarch. I think this also increases the range of the Unquestioning Loyalty ability to 6", so gives you more chance of keeping your warlord alive for longer. 

Preternatural Speed- Your warlord always fights first in the Fight phase, even if they did not charge. If the enemy has units that charged or has a similar ability, then alternative choosing units to fight with. 

A nice bonus for a combat character. However, if you are getting charged, you are not going to be able to use it in most cases. 

Monday, 11 February 2019

Winters SEO Battle Report- Tyranids vs Deathwatch

I recently played Winters SEO in another great battle report on his channel. This time my Deathwatch took on his Tyranids. 

If you want a good laugh, check out the comments section. I had no idea that so many stranglers disliked me. I mean, I had my suspicions, but it's nice to have it confirmed! :)

8th Edition Genestealer Cults Codex Review: Part 2- Stratagems

Part 2 of my 8th edition Genestealer Cults codex review will take a look at the great new stratagems available to the army. 

Stratagems
Clandestine Goals (1CP)- If the mission you are playing uses Tactical Objectives, you can keep your objectives secret from your opponent until they are scored. 

This is similar to the Dark Angels stratagem allowing you to keep the cards drawn a secret. I'm a big fan of maelstrom games and this is a huge boost, keeping your opponent guessing as to what you are trying to achieve each turn. I will probably use this one in most of my games. 

Lurk in the Shadows (2CP)- Play at the start of your opponent's shooting phase on an Infantry unit that is entirely in terrain. Until the end of the phase, enemy units cannot shoot the unit unless they are the closest visible target. 

A strong stratagem to help keep a unit in cover safe from enemy firepower. I can see this being of use if you have a unit holding an objective in cover to stop your opponent from shooting them off of it to stop you from scoring points. Also good for a Lascannon Heavy Weapons squad sitting back in cover to help keep your anti-tank firepower safer. I don't see it being used all too often, but could be very strong in the right circumstances. 

They Came From Below (1CP)- Use before revealing a Cult Ambush marker. Up to 3 units (excluding vehicles) from your army can be removed from the battlefield and set up underground as described in Cult Ambush. 

A strong stratagem for putting more of your units in reserve after deployment. This allows you to get selected units in a better position if you have not placed the ambush markers well, or your opponent has gone for a refused flank. Also, would allow you to pull a fake refused flank, getting enemy units out of position before the game starts. 

Saturday, 9 February 2019

8th Edition Genestealer Cults Codex Review: Part 1- Special Rules, Cult Creeds

Welcome to my 8th edition Codex Review for the new Genestealer Cults army. This first part will take a look at some of the various special rules in the new book. 

Genestealer Cults, for me, are one of the best looking armies in the current 40k range. I picked them up in 7th edition, and they have been a favourite of mine. It doesn't hurt that there is a great new range of models coming out for the army as well. 

Cult Ambush
The Genestealer Cults' defining special rule has seen a big change in the release of the codex. Previously, any units in reserve rolled a D6 on the Cult Ambush table and deployed according to the result. This meant you could either have to deploy from reserve normally (9" away from enemy unit), deploy on a random table edge, or be able to move or shoot after coming out of reserve. 

Obviously, this was entirely variable and games were either won or lost on the Cult Ambush roll. In some situations, your giant Genestealer unit would come out of reserve and get to move and charge, pretty much guaranteeing a charge. However, at other times you could struggle to roll high on the table or roll well for the wrong units, making the game a real uphill struggle to do well in the later turns. 

The new Cult Ambush rules don't have the potential for sheer raw power of the old version, but it seems to be a lot more reliable than the previous version, allowing you to substitute random rolling for tactical ploys. 

Thursday, 7 February 2019

40k Battle Report 173- Deathwatch vs Chaos Space Marines

This week's battle report features my Deathwatch army taking on Alex's Chaos Space Marines in a Chapter Approved 2018 maelstrom of war mission. 

We were playing the Scars of Battle maelstrom mission. This is the mission where you roll a D6 on the first battle round. If you roll a 1, you remove cards 11-16, if you roll a 2 you remove cards 21-26, etc. This limits the cards you can score and can really hurt your game depending on what cards you need to remove. 

My army consisted of:
Battalion Detachment
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield 
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords
Rhino- Two Storm Bolters
Rhino- Two Storm Bolters 
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords

This was my first game with the new Beta Bolter rules. Due to this, I wanted to try out some Biker units, given the additional shots at long range they now get. I took three units to allow me to fill an Outrider detachment. 

I didn't take a double Battalion, as I wanted to practice the list for an upcoming tournament, the North East Open. They don't allow double detachments, so I wanted the extra command point in the army. 

Monday, 4 February 2019

Better Know A Blogger: Part 55- The WoffBoot Chronicles

This week's Better Know A Blogger features Stylus and Kraken from the WoofBoot Chronicles.

This is an unusual one this week, as the questions feature answers from both writers of the blog. The WoofBoot Chronicles features writers from Wales and Sweden, a very international blog with two great points of view.

I was first drawn to the WoofBoot chronicles for the fantastic written battle reports that you can find there. Their battle reports feature plenty of written details, great photos of the action and turn overview maps. If you are a fan of the battle reports on St Andrews Wargaming, you will most likely enjoy these battle reports too!

On top of that, you will find some great hobby content, dioramas and reviews.

Here are the answers to my questions:

The WoffBoot Chronicles is a gestalt entity that simultaneously exists in Wales and Sweden. So you’ll be getting two different sets of answers, much in the way we write out battle reports. 

I, Stylus, will be writing in text as plain as stale BelVita 

Whereas I, Kraken, I’ll just go with plain Bold. 

1. What age did you get into gaming and what started it off? 
I was ten years old when HeroQuest came out. Space Crusade followed the next year, and shortly after that, my first copy of White Dwarf. The rest is history. 

I was eleven when HeroQuest hit, but it was too late for me by then – I’d already played Space Hulk at a friend’s house. Much to my parents’ dismay, it was downhill after that.