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Found 16 results

  1. Hi folks, Last post of the series introduced the reasons behind buying a GSC Patrol box (the old one) in order to get the base for kit bashing IG infantery squads. The fact that I have a sweet remember of these guies is probably not completely disconected to the selection of Neophyte Hybrids models instead of Orlocks gangers as a starting base. Even if after a carful look, As for using Sktarii heads on other bodies, I had already tried it, more or less successfully, on Wannabe Kaserkins last year: But getting 20 Neophytes in the Patrol box wasn´t enough from an economical point of view to justify the investment vs. individual boxes at retail price. Second incentive was getting the Truck, to be used either as a Proxy Taurox or as an interactive scenery element ("Last Stand in Glazer’s Creek" batRep and its reboot in WD are also some how ones of my fav pieces of junk). Doing the math, 2 squads and 1 vehicles at retail price vs. Patrol, and Patrol gets a win.* But let´s go back on the footsloggers. Using 20 bodies, sorry 23 bodies counting the crew of the Goliath truck, requires decisions and carefull weighting of what to do with them. Initial part of the plan was rather clear: I had an IG HW squad box in my Pile-of-Shame waiting to be used. Trying to sort out9 teams out of the usual 3 mounted sound feasible. I love autocannons since the time SM scouts could get one (this time has passed a long time ago), so getting 3 autocannons was no negotiable. For the rest, without tripod available, and not wishing to enter into to complicated scenic bases, I went on the easy side: Missile launchers (shoulder mounted, so no pod needed) and Mortars. And here we have 12 Neophytes converted into IG heavy gunners. And here are the 3 units of HW. As an interesting fact I n oticed that the ooP cadian HW squad was mounted on larger base than the 50 mm marked on the product decription for the newest set.. Some close views of a spotter, with cult icon mask by a flask; A Mortar, as kneeling minis are polite enough to keep the pose while I took the photo (all will be glued in place once painted) And another closer view of a hooded servant, which allowed me noticing I forgot to remove his cult emblem. Surely more of his chaps have the same kind of heretical marking left... To be solved when they will go to the hair dresser and pass under the paint brush. To see what happened with the 23-12=11 remaining boys and Truck, let´s see you in next instalements of this Blog * And this is how I end up with Aberrants, Acolytes and a Magus... But may be the Magus will be a good base for a Ynnari aligned Farseer in a next kitbash???
  2. Hi folks, Before entering into the details, it may be worth setting up a kind of background. Let´s go back in time in a not so far past (relativity matters) when previous 40k Edtion allowed Allied Detachments in its Force Organization Charts The scene is set. I enjoyed this era that has been a perfect time to increase my SW force versatility adding small detachments of other stuff in order to get some tactical diversification. It is when I added Blood Angels proxies, Death watch and some Leman Russes, in an attempt to get some more armoured stuff. Whereas the first two allied detachments knew some success (the DW one even grew up enough to become a self sustained "drop-in" army (until 10th ruined it - see my Legalization blog entry)), the Russes stayed largely forgotten in my Pile-of-Shame. I only built them during Lock-down. The whole plot with these Russes came from a sensitive case: I wanted to add some fire power with a Predator Executioner, but looking at the rules I ended up with a disturbing conclusion for a power armour fanboy (at the time) - it did not sustained the comparison with a Russ Executioner squad. From here came the idea to get an armoured fist company allied, as pdf, to my furry SW. As other Russes would have been welcome too, I started kit bashing some, adding extra variants such as a proxy Punisher and a proxy Exterminator (reminding me the oldest times when this beast had an entry in the SW codex HS category). A nice overall hobbying project that can be seen in my Gallery. Yet it missed some "sparks". It turned out to be unplayable. I shyly tried to add some boost with a kit bashed Kaserkin/Scion unit last year but I ended up with a predictible conclusion: I need troops and footsloggers plus other AM units to get something usable (now that Allied detachments are not a thing anymore). I have sometimes a slow understanding process. How to add stuff? Buy kits. Easy as a well repleted wallet (so it will takes time to be completed). But having started with some kitbashed tanks modelled to imitate some SM vehicles features, I could not refrain myself about thinking that the same approach should be applied to the whole rest. And I ended up thinking about doing my very own regiment. Orlock bodies and SM weapons as initial idea. But it was not great looking (Thanx Photoshop precheck montage) and ended up as Neophytes with Skitarii head swaps and some partial weapon customization with SM bits. And here starts the doom. Just by adding a Patrol box to get 2 squads of neophytes, a truck to be used as a proxy Taurox you get these stuff that do not fit in the plan: aberrants, magus, and acolytes. I am not going to start any GSC cult army, but hey, I have these sprues, no-one looks interested into buying or swaping them, so, let´s paint them... I may eventually one day mix my proxy AM as brood brothers with these 4 armed atrocities. But I am not starting a cult. Nope. Even if these Purestrains Genestealers are damn attractive. And I still have some metal spore mines somewhere to do custom objective markers. Just in case.. Aberrants proved to be a nice kit to build and paint, even if I am a little bit disapointed by the way models number 4 and 5 share comon parts that limits the customization options. Also another point of disapointment is that all 5 models cannot be all fitted with 2 handed mining tools. Painted result is anyway as seen bellow: See you in the next installement, when we will have a look on the kit bashed neophytes.
  3. https://www.warhammer-community.com/2024/03/21/adepticon-2024-kill-team-termination-sees-brood-brothers-battle-hernkyn/
  4. GSC units with Cult Ambush aren't gone when their Ambush markers are removed by enemy movement; those units are simply added to the roster of units that are sitting in Cult Ambush. Subsequently-activated Ambush markers can still allow any one of the units still in Ambush to respawn (you don't have to pair an Ambush marker with the unit that spawned it). And of course such units are considered destroyed at the end of the game if they don't come back. This means that a canny enemy (or an unlucky GSC player) can wind up creating a situation where no markers leaves a lot of units sitting around in Ambush with no way to come back. Sucks for the cult player, right? Well, maybe not as much as it could. What about the Rapid Ingress stratagem? It looks like what units are considered to be "in Reserves" are PROBABLY also our cult units sitting in Ambush limbo, but the RAW aren't too clear. I argued with myself about it back and forth for a while as I poured through the core rules, the GSC index, and the rules commentary document. Let me know if you find out otherwise. Given that destroyed units with Cult Ambush are "in Reserves" after they are removed from the battlefield (even thought it is a specific form of reserves unique to GSC; see p. 16 of the core rules document), they are targetable by the Rapid Ingress stratagem, no? Why the heck would you waste 1 CP to bring an Ambush unit back when you can use Cult Ambush at the same exact time to bring them back for free instead? Well, because you don't need an Ambush token to pull the unit out of Ambush with the stratagem. It is my very novice opinion (and please let me know if you find anything solid that contradicts this interpretation) that Rapid Ingress can be a once-per-enemy-turn way to put lost units in Ambush back onto the board, without needing a Cult Ambush marker to do so. What do you think?
  5. Something, something, buy the Peter Fehervari book. No really it's great. Imperial Agents tomorrow.
  6. https://youtu.be/aHsfgWvvVMI Cheers, Thoth
  7. A BUG'S LIFE A Monthly Tyranids Painting Challenge This week a new painting event launches in the Tyranids Section of the forum. The Challenge? Paint at least one TYRANIDS model per month - including Codex Tyranids, GSC and Forgeworld models. Taking part is simple: Pledge your models Paint your models Enjoy your army of bugs A lot of people have the odd Tyranid model lying around, usually from Battleboxes or Boxed Games, so if you want some motivation to paint them up, skitter on over to the Tyranids Section of the forum and join the Hive Fleet - The event and pledges, progress etc will be organised from there. What's more you'll get to add this cool badge to your signature: WOULD YOU LIKE TO KNOW MORE?
  8. Okay, so. I own a metal Broodlord, got it gifted to me from a friend after I started my 'Nids Kill Team. The idea is, I could run him as a Genestealer Patriarch. He's the more humanoid style of Broodlord, before the Broodlord and Patriarch were the same thing but based off of different styles of Genestealer (the current Patriarch being based off of the older style of Genestealer, like you see in Space Crusade, and the current Broodlord being based off of the current style of Genestealer, like you see in Lost Patrol and the current plastic kit). However, I feel that since both GSC and 'Nids players kinda treat the two sculpts as the same at times for the purposes of correct WYSIWYG, and run them for model variety, choosing the sculpt they prefer, I feel the question comes up of whether the metal Broodlord is also an acceptable Patriarch.
  9. So, I've decided I want to take on the challenge of designing a narrative campaign. The premise is a Chapter of the Adeptus Astartes or a regiment of the Astra Militarum has responded to reports of a Space Hulk dropping pieces of ship and debris onto a planet, and rumors that something has crawled out of it. The idea would be that a Genestealer Cult lives aboard that Space Hulk, and that the campaign would consist of the Cult either being exterminated or making a near-immovable foothold on the planet. This would be the inaugural game of the campaign, where the Imperium force has responded to a recent crash. Note that this is not the first crash to occur, meaning that if the Attacker scores a major victory here, the plot can still continue. I'm looking for advice regarding where to go from here, as well as what to set as the results of each ending to the battle. The idea is to have a three-stage campaign, with a final mission resulting in one of the "Final Boss" units being confronted, or simply a major confrontation otherwise. During the final mission, the idea would be to have either the Patriarch or the Captain be the target for their rival, and for the preceding missions to work their way toward the final confrontation. Mission 1: Crash Site Zero The Imperium has sent a force to respond to reports of crashed pieces of debris falling onto a planet from a Space Hulk. This force is about to run into more than it anticipated… = BATTLEFIELD = The battlefield should contain minimal ruins or other buildings, several hills and craters, and at minimum three pieces of “wrecked vehicle” terrain; the pieces of crashed Space Marine lander from the “Battle for Macragge” box set is ideal for this purpose, though the players may decide before the battle what constitutes a piece of "wrecked vehicle" terrain. All “wrecked vehicle” terrain pieces must be within 8” of the center of the battlefield. = DEPLOYMENT = The Attacker may deploy their troops anywhere on the battlefield outside 12” of any “wrecked vehicle” terrain piece; at least three pieces of such terrain must be placed on the battlefield. The Defender does not deploy any units until the start of the first battle round. = ARMIES = The Attacker may consist of a selection of units with the ADEPTUS ASTARTES or ASTRA MILITARUM keyword, with the following parameters: All of the Attacker's units must share the same <CHAPTER> or <REGIMENT> keyword (ex. RAVEN GUARD, SPACE WOLVES, SCYTHES OF THE EMPEROR, DEATHWATCH; CADIAN, MILITARUM TEMPESTUS, DEATH KORPS OF KRIEG). They may not have the GREY KNIGHTS keyword. The Attacker must not take any unit with the CAPTAIN, WATCH CAPTAIN, WOLF LORD, GREAT WOLF, COMPANY COMMANDER, MASTER, GRAND MASTER, WATCH MASTER or CHAPTER MASTER keyword. The Attacker must take at least one INFANTRY unit with the Troops battlefield role and one INFANTRY unit with the Elites, Fast Attack or Heavy Support battlefield role. In addition, the Attacker cannot take more than one unit with the HQ battlefield role and cannot take any units with the Flyer or Lord of War battlefield role. Finally, the Attacker’s army must be a maximum of 10 Power Level or 150 points; the measurement and exact value will be agreed upon by the players. The Defender’s army consists of two units of five Purestrain Genestealers. = RULES AND VICTORY = Something’s Moving In There: At the start of the Defender’s first turn, the Defender must place at least one unit of Purestrain Genestealers within 2” of any of the “wrecked vehicle” terrain pieces, to be agreed upon by the players when building the battlefield. If the Defender chooses to place only one unit of Purestrains on the board at the start of their first turn, they must place the second unit down on their next turn. Don’t Let Them Escape: If a Purestrain is within 8” of a board edge at the start of any of the Defender’s movement phases, it may move off the board; if it does so, it is considered to have “escaped”. The battle ends when all Purestrains have either moved off of the board or been slain. At the end of the battle, count the number of Purestrains slain and compare this to the number of Purestrains which have “escaped”; if the number of “escaped” Purestrains is higher than the number slain, the Defender scores a minor victory. If the number slain is higher, the Attacker scores a minor victory. In the event all Purestrains manage to escape, the Defender scores a major victory; in the event all Purestrains are slain, the Attacker scores a major victory. Edit: Font sizes are fun. Edit 2: Added the little flavor text blurb at the top.
  10. So, I'm looking into options for a Brood Brothers regiment. I'm leaning Cadian, but that might change if Catachan kits are compatible with the Brood Brothers upgrades. I dunno, I'm looking at stuff. Basic question is, do the Brood Brothers heads swap properly like they do with the Cadian kit?
  11. I had an idea a bit ago - what would happen if a Genestealer Cult existed on a post-Tyranid invasion world and came across, say, a brood of Hormagaunts deep in an underhive? Maybe they could train the Gaunts as attack dogs of sorts, by multi-generational (and highly dangerous) breeding for domestication?
  12. So... a while back, I picked up Tooth and Claw from a friend. I've got a Kelermorph arriving tomorrow. The idea behind this list is to cut the head off the snake and render the opponent impotent - the Aberrants and Abominant are for taking care of vehicles, the Kelermorph's for popping characters and infantry, and the Purestrains are for covering the advance. The Iconward is for the extra Feel No Pain on the Purestrains and (if he can make it) Kelermorph. Could it work? Maybe any good? ++ Vanguard Detachment +1CP (Tyranids - Genestealer Cults) [27 PL, -1CP, 499pts] ++ Rules: Brood Brothers + Configuration + Cult Creed . Categories: Configuration . Other: Hunter's Instincts, Innate Fighters + Stratagems [-1CP] + Grandsire's Gifts [-1CP]: 1 Extra Sacred Relic [-1CP] . Categories: Stratagems + HQ [9 PL, 158pts] + Abominant [6 PL, 105pts]: Scourge of Distant Stars, Warlord, Warlord Trait: Born Survivor . Categories: Aberrant, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, HQ, Warlord . Rules: Cult Ambush, Unquestioning Loyalty Acolyte Iconward [3 PL, 53pts] . Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, Infantry, HQ . Rules: Cult Ambush, Unquestioning Loyalty + Elites [18 PL, 341pts] + Aberrants [7 PL, 161pts] . Categories: Elites, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Aberrant, Faction: <Cult> . Rules: Cult Ambush, Unquestioning Loyalty . 2x Aberrant (Hammer) [70pts]: 2x Heavy Power Hammer [32pts], 2x Rending Claw . 2x Aberrant (Pick) [56pts]: 2x Power Pick [18pts], 2x Rending Claw . Aberrant Hypermorph (Hammer) [35pts]: Heavy Power Hammer [16pts] Kelermorph [3 PL, 75pts]: Oppressor's Bane . Categories: Character, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Elites Purestrain Genestealers [8 PL, 105pts]: 7x Purestrain Talons . Categories: Elites, Faction: Tyranids, Faction: Genestealer Cults, Genestealer, Infantry, Faction: <Cult> . Rules: Cult Ambush, Unquestioning Loyalty . 7x Purestrain Genestealer [105pts]: 7x Rending Claw Created with BattleScribe (https://battlescribe.net)
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