Thursday, January 19, 2017

Genestealer Neophyte

I am in the process of assembling some test models for a small genestealer cult kill team … nothing too big or fancy, just a bunch of models that I like the look of in real terms. This is the first of them. 

He is a genestealer cult hybrid of the latter generations, featuring some upgrades as would befit a squad leader. No doubt he will get shot off the board on turn 1. But hey, their toughness is 3 and they have a poor 5+ saving throw. So I guess that's part of the course. I've not done anything particular with this model in terms of conversions -- just a simple assembly to get to grips with how these models are supposed to look and glue together. 

Although their arms are a bit more fragile than those of space marines, they come together nicely. The only negative is where the plastic joins the frame of the sprue, in a few places, it requires some filing and hobby knife application to get it smooth. Otherwise, its all good. I'd better decide on a painting scheme soon though!


Wednesday, January 18, 2017

Skeleton

For those of you with children, have you ever taken them to Games Workshops? I decided to take my eldest daughter to one a few weeks ago as I was after a few small supplies. Whilst in there, she was like "wow Dad, can I have that! can I have that! What about that, can I have that?!?". Overexcited would be an understatement. In the end, she was so excited that I caved in and bought her some miniatures. Luckily they were cheap.

But they were not 40k. They're skeletons!  Yikes! Here's the first of them -- a Dad-daugher collaboration in the making!

My only concern really was that the parts are quite small and fiddle some (unlike, say, space marines which are quite sturdy and bulky by comparison). Other than that, I'm sure we're going to have a lot of (messy) fun painting these!

Tuesday, January 17, 2017

Containers

Much like fellow blogosphere friends(*), I also have a bit of a backlog of miniatures that I need to get assembled and painted up. In today's post, this is just a simple one showing off that I actually do still put some things together without gluing my fingers utterly together as well.

These are the containers retailed by Games Workshop (I wish they would make the Forge World ones that we see in pictures like the Battle of Calth, but that's another story). What I found most tricky about these large containers was getting all the walls and floor in place without collapsing. Essentially the containers are large cuboids with six faces that can all be glued in to place (the front and back doors being optional, but I'd recommend no less than five of the six faces being glued in to place personally). 

Given that I wanted to do this in one go without having to let them dry, I elected to assemble them vertically. Yep -- that's my pro tip of the day -- don't be afraid to do things at odd angles! By having everything vertical, there is no chance that the walls of the containers will drop off whilst I'm trying to press the roof of the containers in place. This saved me a lot of time and I've now got three of these large containers ready to go to the painting stage. 



Monday, January 16, 2017

Genestealer Cults Review: Aberrants


Background.
Their origins are not exactly pinned down well, but the Aberrants come along in almost any hybrid generation. Perhaps they're just mutants or bad reactions with the host genes. Or maybe they're thanks to tinkering of the other hybrids in gene slicing. Whatever the origin, they are strong and hard hitting.

Strengths. 
I like their stat line with a good Strength, Toughness and 2 Wounds each. Very nice indeed.

However, they might need to have some back up from the psychic might of the Patriarch or the Magus in all reality. Add in some furious charge and other biomancy and you're looking at a very hard hitting unit indeed.

Weaknesses.
Like most of the rest of the army, the 5+ save is not going to do them very well against bolt guns sadly. Their initiative is not high, but it probably does not need to be.

The major gripe I have is their points cost. By this, I mean terminators are better value for points just about. Hence, I don't think that the Aberrants are a competitive selection overall. But they do have their uses (vehicle killing).

Builds.
Not many options here: only additional squad members and the choice to take hammers over picks. I like the hammers for the AP and the S bonuses myself -- the higher the S, the better they can take out tanks, after all.

8 Aberrants all with hammers (240 points).
Unsubtle and a bit of a hammer unit, pun not entirely intended. Use them to take out tanks.


Sunday, January 15, 2017

Genestealer Cults Review: Purestrain Genestealers


Background.
Siblings to the Partirach, the purestrains are what genestealers should be and have been all the way back in the early days. Fast. Deadly. And alien.

Strengths.
These alien xenos are not the same as the ones on board the hive fleets. They're strictly better thanks to a 5+ invulnerable save from their Hyper Reflexes rule. This is just what the doctor ordered frankly!

Although they have no ranged weapons, they get infiltrate, fleet, move through cover, stealth rending, and the other usual cult rules. And if joined with a Patriarch, they get furious charge as well. Very nice indeed and certainly worth doing if you're not getting furious charge through any other means.

Weaknesses.
Unlike their hive fleet cousins, they do not have the sheer mutability that the tyranids supply. Its really no loss thanks to the invulnerable save in my opinion!

Builds.
There are only two variables here. The first is the number of models to take, ranging from 5 to 20. Small squads can be terrifying and a decent distraction. Whilst large squads would be very nice in conjunction with the patriarch.

The second choice is whether to take scything talons. This provides an extra attack. Worth it for building pseudo-death star units.

Here's my two builds.

5 Purestrains (70 points).
The minimum squad with no upgrades can provide a nice fright to opponents. Particularly if you take multiple small units that are all infiltrating. This could be truly excellent. Heck, if you take an unbound army, you could fit at least 21 such squads in a 1500 point army (thats 105 genestealers for the curious). They will struggle against fliers, of course!

20 Purestrains all with scything talons (340 points).
The fully ungraded squad. Add in a Patriarch and you've got a super powerful close combat unit backed up with the psychic might of the Patriarch. Unsubtle and will rip through most enemy squads. You will still need other things for fliers and things like land raiders though.

Saturday, January 14, 2017

Genestealer Cults Review: Hybrid Metamorphs


Background.
Mysteriously triggered when the hive fleets approach, the hybrid metamorphs feature the hybrids of the first and second generation combined with weaponry ordinarily associated with the tyranids themselves. These include items like bone swords that can really be very useful in close combat and others to boot.

Strengths.
The ability to take a mixture of different Tyranid upgrades is a strong one. However, my advice here is not to do much mix and matching within one squad in order to keep things very simple.

My favoured builds are noted below. But in short, I really like the claw option for the bonus strength and the lash option for the bonus initiative. I am not so sold on the talons really: the bonus to WS is somewhat wasteful in many situations.

For the leader upgrade, one is really paying through the nose to have a bone sword. It is worth it in my opinion, but only if you're going to have lots of other hybrids in the squad to ensure the leader makes it in to close combat with enemy squads.

The hand flamers are very nice, but might not be needed overall. I'd still be tempted to take a couple just for fun!

The cult icon combined with the talons might be good for excessive WS gain. But I'm still not quite sold on it unless you know you are going to be facing off Imperial Guard squads on foot. Let's face it -- they'll be in vehicles.

Weaknesses.
Toughness is still 3 here. The saving throw is still 5+. This is not good and they will perish quickly to small arms fire (e.g. Space Marines rapid firing their bolt guns!). This argues for larger squad sizes and tactical placement and use of this hard hitting unit.

Builds.
10 metamorphs, 1 leader with bone sword and whip, 3 others with whips, 6 with claws (138 points).
A rather nice melee squad to say the least. Some of the models strike first with the whips to give an edge over eldar, whilst the rest strike with a high strength to pile on the wounds. Take a transport to taste. (or drop a model to include an independent character to taste and put on board said transport).

5 metamorphs, 1 leader with bone sword and whip, 4 others with claws, all armed with hand flamers (108 points).
Expensive since this squad contains a lot of hand flamers. But with the right positioning, they will fry the enemy before charging in to finish off whatever remains. Cute, but unsubtle.

10 metamorphs all with claws (110 points).
Notice the points difference here compared to the above squad. With some good positioning and fortunate die rolls on charging and melee, they can crush a space marine squad through sheer number of wounds applied. Add in a goliath if required.

10 metamorphs all with whips (110 points).
Same price as the one above, but here to take out eldar enemy squads. Take a leader with bone sword to taste. Add in a goliath as required. 
Related Posts Plugin for WordPress, Blogger...

Sequestered Industries