Warhammer 40k General

Based OP Edition

>Genestealer Codex Picture
imgur.com/a/tncVh

>Half of October's White Dwarf
mediafire.com/?7roqnuiij16umwr

>Rules Databases
mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

>FAQ’s and Errata (outdated but official)
games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s).
dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forgeworld Book index
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

>The Black Library
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb

Last Thread.

Is it true that I can call up a GW and order a Deathstrike missile on someone from my house?

Only if you get a hold of their legal department and the house is of a recaster.

Who was looking for info on genestealer cults?

I got memed on by Eldar today.

>strength D artillery tank with Fast Skimmer
>315 point superheavy with two heavy d3+2 36" range multi-meltas
>lol warp spiders, we get to move in every phase including on the other player's turn!
>lol windriders, let's make a squad equivalent to devastators for the same points, and then put them on bikes with jump shoot jump for free!

What the hell were GW and Forgeworld thinking.

I asked this before but I'd like some more opinions on the matter.

Given that I already own the Deathwatch Overkill box, what's the best use I can get out of the models I already own? That is to say, the 12 autopistol/rending claws Acolytes, and the 10 Neophytes with Autoguns, 2 with Mining Lasers and 2 with grenade launchers.

I'd like to get something reasonably competitive together out of this, without having to basically scrap everything I already own and buy a shitload of new models. I plan on getting at least one of each of the new kits, maybe two each of the multi-unit kits for variety's sake.

...

Your mistake was agreeing to play a guy running a cancerous list like that.

In my FLGS there's only one Eldar player remaining, because he runs fun, fair lists of mainly aspect hosts and wraithlords (not wraithknights) with well-painted models. All the grey tide WAAC faggots were driven off.

I want this so badly ever since I found out it was a thing.

It was a tournament, I should have expected it and brought my own cheese desu

Anyone know what a servo-skull next to a board on B&C means?

If you're planning to do the Cult Insurrection Detachment with a Brood Cycle as Core, you're going to need one more box of Acolytes on top of the one-of-each you plan to get, as well as a box of Purestrains.

This will give you a total of 17 Acolytes, 5 Metamorphs, 26 Neophytes, 10 Genestealers, 4 Aberrants, and one of each HQ - you can convert one of the Acolytes into an Iconward if you don't want to buy the expensive clampack.

With a lot of upgrades this can make a decent low point list but you're really missing out if you don't grab an additional 10 stealers and 3 more Acolyte boxes to run the First Curse and Subterranean Uprising Formations.

I own quite a lot of genestealers already, thankfully. I converted my Space Hulk dudes for tabletop use not long ago.

I'm interested in some of the armor available. Never played guard but the idea of having some tanks and heavy weapons interests me. Though I think sentinels are really doofy looking and don't care for them.

I can get most of that, but who thought the Warp Spider thing was a good idea? That's too much mobility for 1 unit, no one can handle moves as sick as that.

Most things are online, but the scans are missing the rules for the army detachment, cult ambush, and return to the shadows.

To the rescue!

If there's anything people have trouble reading I can give you the exact text.

>3+ cover on battlements
>camo cloaks give my joes terminator armor without the up-downs of aegis & orders
Neat. I want this almost solely for the purpose of a fluff battle between garrisoned IG and attacking deldar.

Well, it's gonna be interesting to see the Swarmlord surfing a Leman Russ battle tank into battle

>Swarmlord
>interesting
Name checks out.

Why cant gsc take the other russ variants?

I want my brrrrrt damnit

Yeah, but without upgrades that's still a 1/3rd of your points in a 1,500pt game so whatever else you bring really has to make up for that.

Also, I know the chick in your pic doesn't actually have skull pasties, but I wish she did.

Is that picture a cropped pornographic image?

Because they want to give you a reason to take allied IG detachments so you need to buy another Codex + HQ etc.

So since a Patriarch is fearless and auto passes all look out checks even in challenges, he can basically survive any challenge.

They nerfed it so it can't be used consecutively. Just shoot at them twice.

yes

Now if only I had enough income to buy some genestealers and actually finish my tyranid army

As long as he still has ablative Wounds from his attached squad, yes.

But even without that there are very few things that are going to defeat him in a challenge for equivalent points.

On behalf of pdfags everywhere, thank you.

Considering the current power level of DE, I'd say that balances it out neatly.

>Compulsively bought 3 of each hybrid box, 2 guard getting started boxes, 3 Goliaths and 2 copies of overkill

Spiral help me

Rumor is that there's apparently GW's biggest kit ever coming in November. Some speculate that that's it. I don't know, though.

I'll help you by buying those spare deffwatchies off you.

Because PDFs cant have nice things.

Reposting a list, 1850 points:

Primary Detachment - Cult Insurrection

The First Curse - Total 400 pts

Patriarch (ML2, Familiar) - Total 120 pts

Purestrain Genestealers (20 Genestealers) - Total 280 pts

Neophyte Cavalcade - Total 660 pts

Neophyte Hybrids (2 Mining Lasers, Chimera DT) - Total 155 pts

Neophyte Hybrids (2 Mining Lasers, Chimera DT) - Total 155 pts

Scout Sentinel Squadron (2 Sentinels w/Autocannons) - Total 90 pts

Leman Russ Squadron (2 Exterminators) - Total 280 pts

The Doting Throng - Total 410 pts

Magus (ML2, Crouchling) - Total 85 pts

Neophyte Hybrids (15 shotgun Neophytes, Leader, 2 Flamers) - Total 95 pts

Neophyte Hybrids (15 Neophytes, Leader, Seismic Cannon, 2 Grenade Launchers) - Total 115 pts

Neophyte Hybrids (15 Neophytes, Leader, Seismic Cannon, 2 Grenade Launchers) - Total 115 pts

Secondary Detachment CAD

HQ

Magus (ML2) - Total 65 pts

Troops

Acolyte Hybrids (9 Acolytes, Rock Drill, Leader, Goliath DT) - Total 152 pts

Acolyte Hybrids (10 Acolytes, Rock Drill, Leader, Goliath DT) - Total 160 pts

play guard then, alien scum

I always wanted to give Salamanders (The Guard vehicle) a shot. I'm thinking about buying two Genestealer Goliaths, place Cadians on it, and use it as a bastardized proxy.

Would this be acceptable?

>mfw first game with GSC I roll a 6 for Warlord trait
>First turn charge into IG platoon with 20 scytal purestrains within 12" of Primus (rolled a 4 for ambush and came up right next to them) and buffed with Might From Beyond
>Laugh off their Overwatch with 4+ cover in the open, T4, 6+ FnP
>6 attacks each at WS6 S6 I6 AP 5 re-roll misses
>Literally body his entire gunline
>Haven't even resolved my two other charges yet
>He hasn't even had his first turn

Oh boy, GW may have gone a bit overboard.

so, what date are the genestealer cult models actually going to be released?

Yesterday.

Is this in relation to the fortification or the titty-tape?

So, anti-GSC question. Will servo skulls mess with the cult ambush rule?

Rock Drills are bad, take the Saws.

Cavalcade is mehhhhh, boring. Brood Cycle a best.

Doting Throng loses out by running all Neophytes instead of Acolytes to benefit from the Hatred.

Not enough stuff Ambushing, those Genestealers aren't going to have any support turn 1.

No Primus to give out more Hatred?

During deployment, yes.

When they're Ambushing from Reserves on turn 2 onwards, no.

Only the initial deployment, any units using ambush while coming in from reserves on the 2nd turn or onward are unaffected.

Of course those guys will trigger interceptor units, but unless you're Tau good luck getting your hands on that in any significant capacity.

Cannot wait for the Tzeentch dex to come out and spell familiars are nerfed.

Ambush doesn't count as infiltrate incoming in 3...2...1..

Don't tempt the shitposters.

GSC, even if they don't unseat Eldar or Space Marines, are going to be fucking awful to play against casually.

As much as Assault desperately need redone, mass Turn 1+Assault from Pseudo-reserves with high initiative, high strength, cheap Rending units is not the solution.

Not looking forward to the months of GSCfags in denial that their army is hella unfun to play against.

>Implying anything will be changed for CSM at all

Advice on optimal load outs for Death Company?

I'm leaning towards Power Mauls over Power Fists.

To be honest they might unseat Eldar and Space Marines.

It's Tau they need to worry about.

We might see the top lists become a rock-paper-scissors of Tau beats GSC which beats SM/Eldar which beats Tau

Good, good...the wyrm speaks within you, brother! Do not fight it, for it speaks the truth in a world of liars!

what's the background of your cult, friendo?

...

Put your ass in transports or fortifications, have units that can counter-attack their assaults. GSC have plenty of weakness, genestealers are the only scary shit in CC for them and the rest dies to a stiff breeze when faced with any other close combat unit and also the fact that they dont have a lot of access to anti-tank.

>Mass turn 1 assault

The guy above really lucked out with getting a 6, if he hadn't that 400+ unit would've either done nothing or sat in front of a gunline and been utterly destroyed.

I'm not saying GSC won't be frustrating to play against, I completely agree with that, just that these things need to be viewed in context. The guy above got really, really lucky when he needed it, that's all.

Power Maul benefits
+10 pts cheaper
+not specialist, so +1 attack for having two weapons
+hits at initiative
+concussive
-only S7 on the charge, S6 otherwise
-AP4

Power Fist benefits
+AP2
+S9 on the charge, S8 otherwise
-Unwieldy
-Specialist

Well considering they get 3 chances to roll that 6 before the game starts, and even if they fail they just go into Ongoing turn 1 and try again on turn 2...

While Rock Drills are still a power fist and thus still useful, I'd agree that I'd rather take Rock Saws over those if I find the points. Maybe drop the Acolyte leaders or something, was worried about the small squads running away too easily.

I disagree with your detailed analysis of Cavalcade with Brood Cycle, plus that core choice has less mandatory requirements. I also just don't like Metamorphs.

You say that like you can't charge with Magus boosted Neophyte squads and get good returns. Since this is where most of my foot sloggers are, I wanted to take the option that gives me the most ranged oomph for the 2-5 Cult Ambush results while still having nice options for a charge thanks to Magus buffs.

The fuck are you talking about "not enough stuff ambushing", the entire Doting Throng can ambush first turn, and if I'm really worried I can just go the 2nd turn deploy route by tucking away the Goliaths somewhere safe for the first turn.

I will admit genuine regret for not finding a place for a Primus but I can't give up those delicious psychic powers.

So I have a far fetched dream of building a whole regiment of my guard.

What's the minimum number to have a reasonably sized regiment? The minimum period seems to be indicated towards being three companies of three platoons.

>The fuck are you talking about "not enough stuff ambushing"
The lists people are brewing right now on Dakka have 26 units ambushing turn 1. You have... what, 5 or 6?

>Put your ass in transports
Terrible idea. Large units that can infiltrate before charging will surround the vehicle and blow it, and the entire unit inside, up.

It's even easier now with the larger base size.

>The guy above really lucked out with getting a 6
Not particularly. There are a lot of ways within the army to reliably choose your ambush result. And if that fails, you can just spam out inexpensive acolyte units with the detachment and brute force it.

Not to mention the fact that you can do this at pretty much any time during the game thanks to return to the shadows.

And unless an army has a boatload of interceptor, there's nothing they can do to really stop it. It's like a drop pod army that can get back into their pods and drop again on the next turn to delete another unit.

To clarify, not saying all GSC lists should go full pelt ambuscade.

But if the minmaxed lists can hit over 25, you can hit at least 10-12.

Hey guys, I was thinking about autoguns vs stubbers.
Stubbers are direct blowback, autoguns are gas-operated, maybe?

...

You can however, use transports as pseudo barricades that said infiltrating chargers must break through first to get at the juicy infantry behind. Though this probably only works for factions that have cheap and/or large transports that can be used specifically to block movement paths.

The power of the imperial guard, son.

Autoguns are caseless firearms, stubguns are just anything lower tech than that.

Pretty much, yeah. Stubbers can be compared to an AK. Heavy stubbers are just machine guns

I want to buy a physical codex for tyranids, but it seems a lot of people are telling me to wait. Any merit to the idea?
On a side note
>be repaiting termagant leg thats only half broken off
>drill from back of shin up into calf
>slide pin in
>model is slightly tilted upwards due to the new pinning
>looks better than it was before
I'm okay with this

Quick! What's the average points in a game?

I need to know before I begin writing up my first Tyranid list. I don't care how bad it is, I just want to be able to use mass melee with giant monsters, anons.

Okay so for a decent list

>Brood Cycle at minimum for neophytes
>First Curse for Patriarch and purestrains
>Subterranean Uprising for Primus and Acolytes

Is doting throng worth running for the Magus? I'm going to have to buy so many Acolyte boxes that all look the same, I'm gonna want to shoot myself.

Don't give GW money for printing a piece of shit book like that. Definitely wait til 8th when they get a Codex written by the guys that just did Genestealer Cults.

my flgs commonly plays 600-800 games, maybe once a month if someones feeling cocky they do over 800

1850 to 2000.

I prefer 2000 myself.

1500.

Run Toxicrenes and Haruspexes in Tyrannocytes for fun kaiju stomping times.

So its shit? thats a good enough reason for me. any idea how long till a new nid codex may be released? With the genestealers being out, i feel like its coming soon

The Acolyte boxes have like a billion options, they won't all look the same, they're not just the snapfits from Deathwatch Overkill repackaged.

Probably go down to 1/use per turn and increase in cost.

Does a "stubber" even exist? I hear people talking about stubbers as some small arm between a stub gun (the pistol) and heavy stubber (machine gun) but I have never seen anything outside of FFG and fanon.

I'd say roughly a year at the earliest.

Stub guns and heavy stubbers are still stubbers. And they are generally considered bottom of the barrel when it comes to weapons. So only poor PDF, gangers, and lower tech worlds will use them in any numbers. Heavy stubbers get a pass because it's basically a .50 cal machine gun which is still somewhat useful even in 40k.

I still don't want to have to load down my list with no less than ten units of them if I just want to run all of my HQ characters.

>You can however, use transports as pseudo barricades that said infiltrating chargers must break through first to get at the juicy infantry behind.
If there's enough impassable terrain to allow you to block off the unit 100%, sure. Most of the time you're not really going to be able to have that luxury since they can drop units down anywhere on the table. It's not like you can stick your guys by/in cover/the edge of the table and hope for mishaps.

And you have to deal with this shit the ENTIRE game, instead of just the first turn like you would a drop pod army. With them replenishing casualties for free. And possibly summoning more units for free, with free upgrades.

There's a lot of fun to be had with the cult and I'm looking forward to painting mine, but as far as mechanics go Cult Ambush is fucking cancer for casual games.

I don't think there's ever been a stub rifle or carbine in the fluff, but that's likely just because there's no real need to give it rules or mention it when the autogun exists.

Well you can run the characters outside of the Formations with the Acolyte taxes.

But the Codex really shines by spamming Acolytes, so...

>With them replenishing casualties for free.
Wait what?

>And possibly summoning more units for free, with free upgrades.
Don't forget these units automatically come in with the Cult Ambush rule instead of Deep Striking like normal summons, and also they can replenish their casualties as well.

One of the Decurion benefits.

Every time a unit with Cult Ambush comes back from Ongoing Reserves it replenishes d6 models lost earlier in the battle.

There's a Formation that turns a Patriarch, Magus, and Primus into a single unit that can abuse this to rez a dead Warlord as long as one of the three is still alive and able to escape at the start of one of your turns.

Thats fucking stupid

Ah, I missed the "Lords of the Coven" formation.

That works I suppose. The buffed blessings and zealot are cool I suppose, but I'll keep thinking about it.

I wonder how worthwhile transports are for a list like this. I might just hook up a single Rockgrinder because they're sweet looking.

The Emperor's Barbeque.

HQ
-2xCompany Command Squad, 60
+Master of Ordinance,20
+Commissar, 25
+Heavy Flamer, 10
+3xFlamer, 15
Total, 130 (260)

-2xPrimaris Psykers, 50
+Mastery Level Two, 25
Total, 150

Troops
-x6Veteran Squad, 60
+Heavy Flamer, 10
+2xFlamer, 10
+Autocannon, 10
Total, 90 (540)

Dedicated Transports
-x8 Chimera, 65
+Hull Heavy Flamer, free
+Turret Heavy Flamer, free
Total, 520

Fast Attack
-Hellhound Squadron, 125
+2xHellhound, 375
+Hull Heavy Flamer, free
Total, 375

Complete Total, 1845

Why autocannons though when you need lascannons for AT

Nah man.

hellhounds are better without being squadroned, I find

Ah, I see. So usual tactics one would do to influence your opponents movement don't really work here due to new rules for the GSC? What then, just put all the important stuff in reserve and hope for the best and avoid a turn 1 alpha strike?

user, that's 33 Heavy Flamers, 18 Flamers, 3 Inferno Cannons, 2 ML2 Psykers whom I can only assume are rolling on Pyromancy, 6 Autocannons, and 2 Orbital Barrages.

BS4 S7 AP4 Heavy 3 is enough to glance most things to death, user. Especially 6 of them.

>33 Heavy Flamers
Wat.

Anything Armor 14 will wreck everything though, since there's no melta unless you roll it on the pyromancy table (which you very well may not).

Relying on orbital bombardment with full scatter to take out any av14 opponents just won't work.

user please don't scare the Assault armies. All that Wall of Death will scare them off.