Warhammer 40k: First Genestealer Cult Game Recap

Warhammer 40k: First Genestealer Cult Game Recap

Here’s a quick blow by blow from last Saturday’s game.

Unfortunately the game didn’t last long and was on a square 4′ x 4″ table. That second part is really important because it meant the options for my cultists to pop up were limited. I’ve just been slogging through infantry painting for the last few months, so as it stands now my Cult army is just a ton of bodies. Battlescribe hadn’t updated with the new data when I made the list so I had to do my own maths, and didn’t realize how off it was at the time.

++ Battalion Detachment +5CP (Tyranids – Genestealer Cults) [55 PL, 1005pts] ++

+ HQ [11 PL, 205pts] +

Magus [4 PL, 80pts]

Patriarch [7 PL, 125pts]

+ Troops [20 PL, 350pts] +

Neophyte Hybrids [4 PL, 70pts]: 5x Neophyte Hybrid [25pts]
. 2x Neophyte Hybrid (Grenade) [16pts]: 2x Grenade Launcher [6pts]
. Neophyte Hybrid (Mining) [17pts]: Mining Laser [12pts]
. Neophyte Hybrid (Stubber) [7pts]: Heavy Stubber [2pts]
. Neophyte Leader [5pts]: Autopistol, Chainsword

Neophyte Hybrids [4 PL, 70pts]: 5x Neophyte Hybrid [25pts]
. 2x Neophyte Hybrid (Grenade) [16pts]: 2x Grenade Launcher [6pts]
. Neophyte Hybrid (Mining) [17pts]: Mining Laser [12pts]
. Neophyte Hybrid (Stubber) [7pts]: Heavy Stubber [2pts]
. Neophyte Leader [5pts]: Autopistol, Chainsword

Neophyte Hybrids [4 PL, 70pts]: 5x Neophyte Hybrid [25pts]
. 2x Neophyte Hybrid (Grenade) [16pts]: 2x Grenade Launcher [6pts]
. Neophyte Hybrid (Mining) [17pts]: Mining Laser [12pts]
. Neophyte Hybrid (Stubber) [7pts]: Heavy Stubber [2pts]
. Neophyte Leader [5pts]: Autopistol, Chainsword

Neophyte Hybrids [4 PL, 70pts]: 5x Neophyte Hybrid [25pts]
. 2x Neophyte Hybrid (Grenade) [16pts]: 2x Grenade Launcher [6pts]
. Neophyte Hybrid (Mining) [17pts]: Mining Laser [12pts]
. Neophyte Hybrid (Stubber) [7pts]: Heavy Stubber [2pts]
. Neophyte Leader [5pts]: Autopistol, Chainsword

Neophyte Hybrids [4 PL, 70pts]: 5x Neophyte Hybrid [25pts]
. 2x Neophyte Hybrid (Grenade) [16pts]: 2x Grenade Launcher [6pts]
. Neophyte Hybrid (Mining) [17pts]: Mining Laser [12pts]
. Neophyte Hybrid (Stubber) [7pts]: Heavy Stubber [2pts]
. Neophyte Leader [5pts]: Autopistol, Chainsword

+ Elites [24 PL, 450pts] +

Purestrain Genestealers [12 PL, 225pts]: 15x Purestrain Genestealer [225pts]

Purestrain Genestealers [12 PL, 225pts]: 15x Purestrain Genestealer [225pts]

++ Battalion Detachment +5CP (Tyranids – Genestealer Cults) [41 PL, 786pts] ++

+ HQ [8 PL, 155pts] +

Magus [4 PL, 80pts]

Primus [4 PL, 75pts]: Bonesword [3pts]

+ Troops [33 PL, 631pts] +

Acolyte Hybrids [11 PL, 191pts]
. 11x Acolyte Hybrid (Hand Flamer) [88pts]: 11x Hand Flamer [11pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Hybrid (Heavy Weapon) [12pts]: Autopistol, Demolition Charge [5pts]
. Acolyte Leader [7pts]: Autopistol, Cultist Knife

Acolyte Hybrids [11 PL, 220pts]
. 14x Acolyte Hybrid (Hand Flamer) [112pts]: 14x Hand Flamer [14pts]
. Acolyte Hybrid (Heavy Weapon) [19pts]: Autopistol, Heavy Rock Cutter [12pts]
. Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Heavy Rock Drill [17pts]
. Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Heavy Rock Drill [17pts]
. Acolyte Hybrid (Heavy Weapon) [17pts]: Autopistol, Heavy Rock Saw [10pts]
. Acolyte Hybrid (Heavy Weapon) [17pts]: Autopistol, Heavy Rock Saw [10pts]
. Acolyte Leader [7pts]: Autopistol, Cultist Knife

Acolyte Hybrids [11 PL, 220pts]
. 14x Acolyte Hybrid (Hand Flamer) [112pts]: 14x Hand Flamer [14pts]
. Acolyte Hybrid (Heavy Weapon) [19pts]: Autopistol, Heavy Rock Cutter [12pts]
. Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Heavy Rock Drill [17pts]
. Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Heavy Rock Drill [17pts]
. Acolyte Hybrid (Heavy Weapon) [17pts]: Autopistol, Heavy Rock Saw [10pts]
. Acolyte Hybrid (Heavy Weapon) [17pts]: Autopistol, Heavy Rock Saw [10pts]
. Acolyte Leader [7pts]: Autopistol, Cultist Knife

++ Total: [96 PL, 1791pts] ++

I was playing against my own Salamanders army. It’s a list I’ve tweaked quite a bit to try to make it effective against hordes and armor. It actually has three tactical squads to fill it out to a Brigade Detachment plus a few in the dev squads to soak hits. Since we used the new Bolter Beta rules, just the regular marines were pretty devastating.

++ Brigade Detachment +12CP (Imperium – Space Marines) [124 PL, 2006pts] ++

+ No Force Org Slot +

Gametype: Matched

Gametype

+ HQ [15 PL, 270pts] +

Captain [6 PL, 124pts]: Angel of Death, Jump Pack [1 PL, 19pts], Storm shield [10pts], The Salamander’s Mantle, Thunder hammer [21pts], Warlord

Lieutenants [4 PL, 77pts]
. Lieutenant [4 PL, 77pts]: Combi-grav [13pts], Power sword [4pts]

Techmarine [5 PL, 69pts]: Chainsword, Combi-grav [13pts]
. Servo-harness [1 PL, 11pts]: Flamer [6pts], Plasma cutter [5pts]

+ Troops [33 PL, 450pts] +

Scout Squad [6 PL, 63pts]
. Scout Sergeant [19pts]: Chainsword, Combi-flamer [8pts]
. 4x Scout w/Shotgun [44pts]

Scout Squad [6 PL, 63pts]
. Scout Sergeant [19pts]: Chainsword, Combi-flamer [8pts]
. 4x Scout w/Shotgun [44pts]

Scout Squad [6 PL, 63pts]
. Scout Sergeant [19pts]: Chainsword, Combi-flamer [8pts]
. 4x Scout w/Shotgun [44pts]

Tactical Squad [5 PL, 87pts]
. 3x Space Marine [39pts]
. Space Marine Sergeant [24pts]: Chainsword, Combi-plasma [11pts]
. Space Marine w/Special Weapon [24pts]: Plasma gun [11pts]

Tactical Squad [5 PL, 87pts]
. 3x Space Marine [39pts]
. Space Marine Sergeant [24pts]: Chainsword, Combi-plasma [11pts]
. Space Marine w/Special Weapon [24pts]: Plasma gun [11pts]

Tactical Squad [5 PL, 87pts]
. 3x Space Marine [39pts]
. Space Marine Sergeant [24pts]: Chainsword, Combi-plasma [11pts]
. Space Marine w/Special Weapon [24pts]: Plasma gun [11pts]

+ Elites [18 PL, 293pts] +

Company Ancient [4 PL, 63pts]: Boltgun

Dreadnought [7 PL, 115pts]: Assault cannon [22pts], Twin autocannon [33pts]

Dreadnought [7 PL, 115pts]: Assault cannon [22pts], Twin autocannon [33pts]

+ Fast Attack [23 PL, 349pts] +

Attack Bike Squad [3 PL, 37pts]
. Attack Bike [3 PL, 37pts]: Heavy bolter [10pts], Twin boltgun [2pts]

Inceptor Squad [10 PL, 177pts]: 2x Inceptor [50pts], Inceptor Sergeant [25pts], Plasma Exterminator [102pts]

Inceptor Squad [10 PL, 135pts]: Assault bolter [60pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]

+ Heavy Support [30 PL, 522pts] +

Devastator Squad [11 PL, 184pts]: Armorium Cherub [5pts]
. 3x Space Marine [39pts]
. Space Marine Sergeant [24pts]: Combi-plasma [11pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]

Devastator Squad [11 PL, 173pts]: Armorium Cherub [5pts]
. 3x Space Marine [39pts]
. Space Marine Sergeant [13pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]
. Space Marine w/Heavy Weapon [29pts]: Plasma cannon [16pts]

Hellblaster Squad [8 PL, 165pts]: Plasma incinerator [75pts]
. 4x Hellblaster [72pts]
. Hellblaster Sergeant [18pts]: Bolt pistol

+ Dedicated Transport [5 PL, 122pts] +

Razorback [5 PL, 122pts]: Storm bolter [2pts], Twin assault cannon [44pts]

++ Total: [124 PL, 2000pts] ++

As I had a pure infantry list, I didn’t see the use in deploying any models as blips. Half my force, in the form of all the Neophyte units and two magi were deployed on the battlefield against an intimidating Salamander gunline. The rest were ready to ambush.
img_3388
Fortunately I went first and I had a pretty major success in blasting a twin-assault-cannon-armed Razorback to bits with some mining lasers. Unfortunately numerous autoguns, grenade launchers and even some psychic attacks downed less than half the scouts my opponent was wisely using to bubble wrap his lines.
The following Salamanders shooting phase was devastating with literally every single Salamander shot hitting its target (sometimes with the help of Master Artisans but still). I lost nearly all of the fifty Neophytes I had started the game with. The cover on the table wasn’t great, but maybe I could have done a better job of protecting these guys. I already had my mind made up that they were disposable, and now I couldn’t believe they were all dead.
I still had plenty in reserve so I scouted the table for opportune ambush zones. There were a couple of spots behind the lines that I managed to squeeze into. On the Salamanders right flank I used Lying in Wait to send in some Acolytes close enough to toss some Extra Explosives. I explained Auspex Scan to my opponent (who had never played Space Marines before) and he picked a nearby Devastator Squad to shoot with. The ensuing volley took out slightly fewer genestealers than I expected. I don’t think it would have been worth it to use A Plan Generations in the Making (The counter-stratagem stratagem). Lying in Wait specifies the unit can’t charge. Spending 3 CPs to save them when they were probably dead anyway seems like a waste.
There didn’t seem to be a decent place to put my other models with the Scouts spread perfectly across the small 4′ x 4′ table. I decided to hold them in reserve hoping the ones on the table could do the job.
img_3390
All my Demolition genestealers survived to throw their charges. One of the two Dreadnoughts I targeted went down. With extra explosives letting me throw five charges I split them between the ancient salamanders as best I cold. Strangely the one that only took two charges was destroyed while the one that took three stuck around. All six of the hand flamer wounds I inflicted to a nearby Devastator squad were saved.
img_3389-1
Closer to the middle I sent in a squad armed with heavy mining weapons along with a Primus. I used A Perfect Ambush to get them a little closer to their prey and got a 2. It seemed worth it to spend another CP for Command Re-roll and I got a 3. The genestealers weren’t even close enough to use their hand flamers (although that can be risky because you could kill too many and not have room to charge). More or less the same thing happened in the fight phase: a pair of twos for the charge. Command Re-Roll yielded another 2. Even with the Cult of the Four Armed Emperor Genesect I didn’t make the charge. I would have included a Clamavus in the list but I had just bought him on this same trip.
Only the Primus was alive after the following shooting phase. I’d killed a tank, a dreadnought, and a few scouts and lost nearly a hundred models. I still had over fifty models in reserve, including the patriarch and Purestrains, but it would have been exceedingly hard to pull a win off.
~Despite the brief length of the game, I did feel like I learned some valuable lessons. I’ve already made another list and I plan to post it soon.
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