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Games Workshop - Warhammer 40,000 - Genestealer Cults Jackal Alphus

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The Deliverance Broodsurge brings two incredibly powerful effects to the table for Acolytes, which are one of the game’s best Troop choices. A re-roll charge aura makes them way more reliable out of deep strike, especially as 4AE, while +1 to wound either lets a bit squad kill damn near anything or a smaller squad punch up for a turn. Not complicated but extremely potent, and seen in most lists, and definitely worth buying Field Commander on. Anointed Throng When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. The Locus gives his unit Fights First, and buffs other characters in his unit to have a 4+ FNP. I’m not sure how much this will help some of them as they are very squishy already, but the fight phase control is certainly nice. Mass Hypnosis – WC7: Make an enemy unit suffer a -1 penalty to hit, not be able to fire overwatch and fight last until your next psychic phase. All nice debuffs, and great for softening up a target like a Knight before your Patriarch goes in. Often somewhat overshadowed by the Amulet of the Voidwyrm relic, but still a great choice. B+ However, it’s the addition of various additional effects and stratagems that make this even more potent. The most important of these is They Came From Below. For one CP, just before you reveal an ambush marker, you can remove three markers from the board, and move three of your units underground, to deep strike on turns 2 or 3 as normal. This is great, because:

Munitions Experts: +1S to grenades. Absurdly narrow, needing a stratagem to get any real benefit from it. D Unnatural Symbiosis: If a CULT psyker within 6″ of another CULT unit takes a psychic test you can re-roll 1s. Remembering that Gene-Sect is a rule and that Patriarchs don’t get Creeds, you can have at most one model per detachment of this you take who gets any benefit at all, and it’s an incredibly mild boost. F The units able to exploit this rule best are BATTLELINE, but all the infantry and biker units in here are able to regenerate in this fashion on a 4+. Your vehicles and characters may fall permanently, but an endless swarm of minions is now at your disposal. Units also don’t leave ambush just because your opponent manages to tidy up all your markers on a given turn, so if you lose a high-value unit early and manages to get rid of the marker that was placed the first time, you can spring it on them later on during a turn where enough markers get placed that they can’t clear them all. 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.Okay, we can’t promise these dice will always succeed, but they will indicate your allegiance to the Genestealer Cults, and come complete with the faction’s icon on one face. Preternatural Speed: Always fights first. Always a bad ability unless it’s near army- wide, because your opponent’s first charger still gets to go. D The Reductus Saboteur can dish out D3+3 mortals to an approaching enemy once per battle via Planted Explosives, can use the Grenade strat for free in addition to another unit, and boasts a range of weapons including some INDIRECT FIRE Remote Explosives. Lone Operative allows her to sneak about. Twas Space Marines that killed the beast. Optimised, top-end Iron Hands, Fists and Raven Guard builds were all a complete nightmare for this army to deal with, and really any Marines gave them a tough run. The firepower that the devastating artillery or plane builds could bring to bear could literally wipe GSC armies off the table in a few turns, while Centurions with Long-Ranged Marksmen were a pain too.

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 You’ll be able to arm your Sanctus with your choice of silencer sniper rifle or Sanctus bio-dagger – the former is superb for killing psykers, while the latter makes the Sanctus into a brutal close-combat fighter. The Tectonic Fragdrill is designed to fit in with the range of Sector Mechanicus scenery, and boasts many of the same design features and components. The rails included with it are also compatible with the Galvanic Servohauler kit. 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: A 4AE detachment with Acolytes, giving me a deep strike threat and once per game A Plan Generations in the Making.

Prepared Ambush– 1CP: A unit of Neophyte Hybrids that set up on the battlefield this battle round makes their autoguns assault 2 instead of rapid fire 1. The ceiling here is wildly low, and even in perfect circumstances with a 20 model full squad (which you don’t take) this is adding 16 BS4+ autogun shots. This needed to give rapid fire 2 instead. C Every time someone tries to hurt him the wounds bounce onto the acolytes, who can then fire their hand flamers at point blank range when they die half the time.

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