The new edition takes to Genestealer Cults today. Lets see how they fare.



Genestealer Cults
via the Warhammer Community
read the entire article at the link

Mike: First off, army building is a bit easier for the Genestealer Cults. The ability to flexibly add Astra Militarum and a large number of units (both big and small) within a single Detachment is a huge advantage since it guarantees you the full 12 starting Command points. 

This, combined with the extra Command point per turn, means that over the standard* new edition game length of 5 battle rounds, you’ll have at least 17 in a game. Various unique Genestealer Cults abilities, such as the Nexos’ Strategic Coordinator rule, can also add Command points during play, so feel free to add a second Detachment. A pair of Patrol Detachments works really well, netting a starting total of 10 Command points, and allow you to add in some extra Cult Stratagems or benefits. Even better for Genestealer Cults is that, unlike the Strategic Reserves rules, their Cult Ambush ability doesn’t cost any Command points. Sneaky!







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