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Games Workshop - Warhammer 40,000 - Combat Patrol: Genestealer Cults

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In addition, they don’t stop you from using Crossfire (again, see Special Rules), provided you have 25% or less of your total Points as Brood Brothers. One of the war machines most coveted by the Genestealer Cults is the mighty Leman Russ Battle Tank , and their codex is arriving just in time to take advantage of the latest Balance Datasheet’s improvements. For an army that rarely sports a save higher than 4+, the 2+ armour save on the newly improved Leman Russ is a spectacular step up for their toughness on the tabletop. Raking Fire- An ATALAN or RIDGERUNNER unit that targets a unit with both a Crossfire marker and is also Exposed, gets to reroll their Hits. The unit has to actually be Exposed by the main rule (ie with another unit the other side of them), not via any other rules such as Dig Them Out above. Either way this is a great enhancement to their reliability, letting these units lay down some significant anti infantry and anti tank firepower in some cases for only 1 CP. Whilst there are some caveats, they aren’t too major as you should be looking to benefit from Crossfire for these units already. For those occasions where you need a little sneakiness, the Combat Patrol box features three Stealth Battlesuits , and for when you just need raw firepower, there’s a Ghostkeel Battlesuit . Finally, you also get an Ethereal to provide some spiritual guidance to the army and scoot around dramatically on their hover drone. One with the Shadows- An INFANTRY unit gets +1 to their Save if benefiting from Cover when shot at, lasting until the end of the Shooting Phase. Suddenly bumping your basic cheap infantry up to a 3+ Save when in Light Cover can be a pretty significant survivability boost for a key unit, especially for Four-Armed Cults who get Cover innately over 12” (as the Stratagem says receiving the benefits of cover, not receiving the benefits of cover from Terrain). Cheap at 1CP to keep a unit around longer against small arms fire.

Hand of Aberrance- A PRIMUS upgrades his Toxin Claw with an extra AP and a whopping +2 Damage. Whilst as useful vs VEHICLES and TITANICS as it’s normal version (ie not at all), this makes the humble Primus capable of punching out things many times its size and power should you get the jump, though bear in mind that anything that survives your Falcon Poison Punch will probably kill you in return. It’s only in the final moments, when those so-called Star Children arrive around an infested world, that the Broodmind link is dropped. In that moment, the hapless cultists see their Star Children for what they truly are: an invading Tyranid force who only see humanity as genetic material to be consumed and digested – cultist or no. The Crouchling- Upgrade a Psychic Familiar to work once per Turn rather than once per Battle, and if you cast a Power or Action with a double, it cannot be denied. A worthwhile upgrade, especially if you consider it as saving you 5 CP on rerolls every turn, with the doubles acting as a useful, if somewhat unreliable buffer to enemy denies. With many of your Powers being quite potent, having a free reroll every turn is worth the points on the Familiar and the Relic slot to upgrade.You’ll also need to look out for if you can draw a 1mm line between any part of two CROSSFIRE models that are visible to each other, that crosses over an enemy unit, and doesn’t go over Obscuring as it does so. If it does, it is Exposed. Fanatical Devotion- For a CP, a CORE unit can Heroically Intervene 6”, but only against one enemy unit that is within Engagement Range of a PATRIARCH , MAGUS , or PRIMUS , and only if they don’t get in Engagement Range of any other enemy units when they finish the move. There’s obviously a number of restrictions here, and whilst it can be useful to add in a big unit of ACOLYTES into a melee, oftentimes you won’t find yourself able to use this much, precisely due to the limitations. Good to have, but not something that will see much use outside of niche scenarios. Booby Trap- For 1CP A CORE unit or a SABOTEUR can plant a landmine on an Objective you control at the end of your turn, causing the next non- AIRCRAFT enemy unit to come within range of it to take D3 Mortal Wounds on a 2+, or flat 3 on a 5+. Fun and can be useful as a last ditch attempt to deny an objective to an encroaching enemy unit, though not to be relied upon, and fairly easy for the foe to counter by sending in chaff or a tank first to absorb the hits. Each Objective can only be bombed once, so timing is key. Fun, but not something to consider often. Shadow Stalker- -1 to be Hit. It’s a simple but effective defensive ability, useful on pretty much any HQ, except really the ALPHUS who already has -1 innately. Their Regimental Doctrine grants everything +2 Ld, and Unquestioning Loyalty on your INFANTRY (see Special Rules).

Return to the Shadows- An INFANTRY unit can, instead of Moving or Consolidating, can be placed into Reinforcements, provided they are more than 3” away from enemy models. Great for moving around the board in following turns for late game Objective or Secondary grabs, or to avoid reprisal after wiping a unit in melee. All round great utility for only a CP, though do note they must arrive over 9” away when returning, not the usual 8” when coming from Underground, so account for that when they return. Covering Fire- An enemy unit with a Crossfire marker in your Charge Phase can’t fire Overwatch, Set to Defend or Heroically Intervene. A powerful tool for a CP to protect a unit on the way in, or to shut down a unit looking to utilise rules or Stratagems to catch you flatfooted via an Intervention. explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original. At this point we’ve got a barebones list with a lot of bodies. We’re still under 2k and but haven’t spent any points on wargear. You could add in more bodies or more characters or more vehicles. But I think this is a good core for a new army/collection.

Is The Genestealer Cults Combat Patrol Worth It?

Oppressors’ Bane- Upgrades an Autopistol with +3” Range, +2 Shots, +1 Str, -2 AP and +1Dmg. On top of that, the bearer gains CROSSFIRE , the Crossfire rule, and units they shoot at always counts as having a Crossfire marker and being Exposed. Phew. Lots of things there, but where it’s most useful is to set up Crossfire for other units, and consider any damage as a nice bonus. Patriarch [7 PL, 135pts]: Mark of the Clawed Omnissiah, Power: Mass Hypnosis, Power: Mind Control, Warlord, Warlord Trait: Alien Majesty Bring about the long-awaited day of ascension with Combat Patrol: Genestealer Cults! This boxed set provides you with all the units you need to start your collection or reinforce an existing army. The contents of this set have been specifically chosen to provide you with a Genestealer Cults force ideal for Combat Patrol-sized games – approximately 25 Power Level's worth of models, which can be built in a variety of ways – and will also save you money compared to buying the contents individually. It feels like two full decades since the GSC box was announced, so it’s nice to finally see it hit shelves, then the Chaos one didn’t have quite the buildup, but we’re still happy to see it coming out!

Cult Guardsmen are no longer in the book, instead you can have a one Detachment of ASTRA MILITARUM per GENESTEALER CULT Detachment, with the following addendums- The Unwilling Orb- A PSYKER gets to Deny an additional Power, Deny anywhere on the board, and +1 to Witchfire and Malediction Powers. The +1 is a powerful boost in itself, with your Maledictions being strong already, and the bonus to Witchfires being helpful on the side if you have any of those powers. The Deny boosts are of course more niche, but can be great to help deal with vital Psychic powers that are cast just out of normal range, giving you at least a chance to shut them down. Thankfully, when beginning your own Genestealer Cults army you can’t go wrong with the Combat Patrol: Genestealer Cults box, which replaced the earlier Start Collecting! Genestealer Cults set.Bring about the long-awaited day of ascension with Combat Patrol: Genestealer Cults! This boxed set provides you with all the units you need to start your collection or reinforce an existing army. The contents of this set have been specifically chosen to provide you with a Genestealer Cults force ideal for Combat Patrol-sized games – approximately 25 Power Level's worth of models, which can be built in a variety of ways – and you will also save you money compared to buying the contents individually.

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