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Games Workshop - Warhammer 40,000 - Genestealer Cults Atalan Jackals

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Beyond that, the list is entirely characters (including the now-conventional two Patriarchs) and one unit of demo-charge bikes – even at their newly high price the threat these represent coming out of Lying in Wait and deleting something worth far more than them is considerable, and even if an opponent plays around it then it forces them to restrict their play. The “classic” GSC psyker is a lot less impressive than the Patriarch and is actually fairly steeply priced for what they are (a one-cast psyker that can buy familiars to boost to two with naff combat stats). However, at least one still turns up in most lists. The only unique thing on their datasheet is that they grant all cult units within 6″ a deny in your opponent’s psychic phase – nice against some armies, but often not super impressive. Why do they show up so often then? Well, they’ve got a good few uses: Kelermorphs are prolific users of the Lying in Wait stratagem, and the need to screen for a potential 3″ deep strike against a single-model unit that can pop a vital character can give enemy armies absolute fits, the mere threat of this forcing them to move way more slowly than they’d like. Alternatively, if your opponent doesn’t think carefully enough about the prospect, bringing one of these in with Telepathic Summons on turn one can pop a character they forgot to screen properly (although be aware you can’t combine this with Lying in Wait, as that has been errated to specifically only work with units deploying from the underground).

The last major change for Genestealer Cults is the change to Secondaries. Cults players were spoilt for choice in Nephilim with the powerful generic in Broodswarm which you could take into almost any circumstance and bank points. Ambush now joins its older brother in the scoresheet with much more consistent scoring options due to “Kill a unit with a Crossfire Token” moving to a 2VP criteria and the points per turn changing to 5. With 3 very doable criteria, expect to score 12-15 points on this in most games just by playing naturally, which is a very very good thing to have access to. Promoted to getting an actual entry! These, and their best gun (the heavy mining laser) got a big point cut in CA, which along with gaining access to Raking Fire and Overcharged Weaponry in TGG has finally made my long-held dreams of a Hivecult list that goes in on these a reality, with Art of War’s Alex Macdougall popularising their use in lists. There’s basically only one setup for these – full units of three with heavy mining lasers and flare launchers. Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.Power – Undying Vigour – WC6: Give a BLADED COG unit within 12″ a 5+++ until your next psychic phase. In the seeded top 8 Siegler’s next matchup looks to be against Anthony Vanella’s Drukhari and if there’s a list Siegler’s practiced against and knows, it’s Thicc City. The Dark Horses: Anthony Vanella and Alex MacDougall Psychic Ritual (Warpcraft): No really. Most lists are going to contain two Psykers that want to end up near the centre of the board, are reasonably tough and get a lot more of their value from other capabilities than most casters do. I genuinely think there’s a case for trying this one, and more ways to force your opponent to come party with you on your terms mid-board is good. You can also take Mental Interrogation if you’re some sort of coward. A 4AE detachment with Acolytes, giving me a deep strike threat and once per game A Plan Generations in the Making. When forced to lie low for a time, the Alphus will hole up in an abandoned cellar or cave, taking the opportunity to scribe maps and charts with painstaking care as they record every observation for the later assessment of the gene-sect's leaders. It is not unheard of for hundreds of Alphus maps to grace the war room of a Nexos, each of which they and their Primus peer commit to memory for the insurrection to come.

Imperium, Aeldar, or Chaos is basically a unifying key between multiple factions from several codexes. So in the imperium example it’s like IG allied with space marines or space marines with knights. For chaos it would be demons allied with chaos marines. Any army not using a “pure” single faction army would fall into the master categories. Hunters Instincts: During the first battle round, add 1 to your advance and charge rolls. Only being able to use this on turn one, when you can’t deep strike, makes it pretty terrible – the upshot is your opponent has to deploy an extra 2″ away on a turn where you don’t have much of your army on the board anyway. D+ The only other thing to note here is that Familiars got rounded up to 15pts each. Taking one to turn into The Crouchling. Is still fine. Troops Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:Goonhammer Patron Jeffrey Kolodner finished 4-2 with his Adepta Sororitas, going 3-0 on Day 2 with resounding wins against Knights, Grey Knights, and Freebooterz to end up 93rd. That setup puts down lascannon shots and heavy stubber shots at a very competitive price with a lot of different options to buff them up. The key ones are: They Came From Below…– 1CP: Already discussed – lets you pull three units from Ambush into deep strike. Even after all its nerfs, still something you will use almost every game for many lists. A Warlord Trait – Inscrutable Cunning: One re-roll per battle that you can use on a hit, wound or saving roll for a FOUR ARMED EMPEROR unit. In addition, gain d3 extra command points at the start of the game. Finally, Neophytes. One extra point a model here is good too, though there are some side-grades in their equipment. All the special weapons, along with heavy stubbers get rounded up to 5pts, which is bad and probably means most of them aren’t worth it. However, the mining laser and seismic cannon both go down two points to 10, which is good. Realistically, the mining laser is still king here – take it and enjoy it. While you do thus end up with a slight downgrade in the output of the squads without the nearly-free webbers on top, that means 10-model units of these with lasers only climbs up to 80pts instead of 74pts, which is extremely below rate and means there probably is still an angle on Bladed Cog lists flooding parts of the board with them. Elites

GSC have an incredibly deep generic stratagem sheet, and the headache-inducing number of different ways this allows them to mess with their opponents has always been a big part of their strength, especially as two or three battalion lists are the norm, so they have plenty of points to spend. A few additional relevant options have turned up in TGG, but the main list is still definitely the focus, especially the various ways to manipulate cult ambush. CodexThere’s not much more to say about these – outside of Bladed Cog they’re basically the “default” detachment filling troops choice for any mandatory slot that isn’t full of Acolytes, and a fixture of the vast majority of top lists. Elites Hybrid Metamorphs

The only massive outlier is the Primus – unfortunately the fact that his equipment previously cost 3 ends up disastrous for him, because his base cost is increased to 80 and then 2pts added to the sword as well, for a total increase of 10pts on a unit that could comfortably have only gotten 5. He retains a powerful aura effect, but might see a slight drop in utilisation because of it.

Locus – The Shield of the Masters

Neophyte Hybrid (Shotgun): 15x Autopistol, 15x Blasting Charges, 15x Cult Shotgun, 15x Frag Grenades Upgraded Faction Secondaries make scoring points easier, and some of the generic options are very useable now You can use the Meticulous Uprising stratagem to move up to three markers 12″ for one CP just before you reveal one (they have to stay within your deployment zone, and can’t go within 9″ of the enemy). Hopefully you’ve put your plan together such that you can achieve whatever shuffling you need without this, but it does provide yet another way to confound the foe, and a useful “undo button” if you survey your opponent’s first turn movement or deployment and realise you’ve messed up.

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