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Greetings All,

 

Well I started this thread in the GSC forum and it seems that it all has to go here now. So I'll start one here.

 

I've never played GSC army before and with KT, they peaked my interest alot, I love the models and the chance to mod the models and I totally love the model with the power saw, I can just imagine a team of marines hunting down the cult through the ruins and suddenly coming around the corner some xenos beast with a massive power saw wanting to cut you from head to toe. It's awesome.

 

Anyway, I was wondering what people are using for their GSC teams and any handy hints and tips for them please, I'd love to hear your ideas and experiences in using the cult.

 

Cheers and happy hunting

I don't own the killteam rules yet, but cult teams seem very versatile, with five troop types of there own plus stealers from the mid list, able to do both snooty or choppy or a combination of the two pretty well. I'm interested in running a stealer cult in killteam eventually, but sticking to MEQ to start with (DG and Sallies), as I'm more familiar with MEQ stuff. But the cult models from the box set will get used. Sorry I can't offer any advice tactically, other than noticing that they appear to be one of the most versatile teams, from what I've seen,IMHO.
Ditto with Smashy in not owning the rules yet, but I believe the initial GSC in the starter box do not meet 100pts, even with gear. So, when I do buy it, I'm going to purchase the 'writhing shadow' stealer and terrain box. That way I'll run the GSC with all their fancy ranged weaponry and cheap grunts plus a few of the nids as cc specialists. Or, a stealer heavy list with a few neophytes in support of I was up against an opponent who didn't like cc, maybe Vs IG? Who knows, but the whole roster would be 10 GCS and 8 genestealers, mixing and matching accordingly. You also get some nice terrain this way too :D

I've had GSC since Overkill came out. Played them in 7th a bit. Been sitting on them since 8th dropped.

In KT I just got started using them. Still learning the ropes so nothing huge to report. Just letting you know there are more of us than it appears.

As I get games in I'll come back to report.

Haven't gotten around to GSC yet (still building my AM KT list), but I'd probably go with

 

1-2 Genestealers

Acolyte with mining tool

Neophytes w/a mix of weapons

 

I'm tempted to try a flamepistol acolyte, but I haven't heard much good about pistol weapons yet.

Thanks guys, Exilyth with pistols I haven't heard much good with them but a flamer type weapon are, I feel are great for KT for the auto hits. But still can use the pistol in cc.

 

I like the idea of a few purestrains to get them on quick and make people worry about them because of the damage they can do while getting your cult members into position

Greetings fellows cult leaders,

 

I have a question towards what to get next after the cultists from the box, I'm looking at getting the hybrid box and the metamorphs box to add more fire power, but what's next that's good to get or just more hybrids and metamorphs?

 

Or getting some genestealers worth it, as the threat of a few of them on the board makes them a bullet magnet but it leaves your guys alone.

 

I'm just a little lost on building the list, I love the cult as they look like so much fun to play but would love to hear your thoughts

 

Cheers

The acolytes and metamorphs are a dual kit. They mostly contain close combat stuff, some pretty coil looking weapons at that like a huge :cuss ing circular saw and some pistol options like hand flamers an auto pistols. If you're after more firepower the neophyte box is the way to go. Also when the codex drops, they'll be releasing an abberant kit as well. Plus there's the genestealer kit as well. Lots of options available to GSC in killteam.

I'll be arming my guys with flamers, they are very awesome in KT, in my DG I always run with a plague spewer and sometimes that and plague belcher, sure shorter range but auto hit is just to good to pass up in KT.

 

And I can't decide on which other heavy weapon to use after the buzz saw, the idea of a mad cultists with a heavy buzzsaw running after people on the field, just cracks me up, so either a heavy rock drill (which I'm leaning towards, just because I can say 'it's probing time', when I attack with it) or use the heavy rock cutters

Yeah from what I can gather so far flamer is awesome, and am going to take a tac sergeant with a combi flamer as my demolitions specialist in my Salamanders Astartes killteam. They'll be my first team, but I also plan on running a Death Guard team and a stealer cult team. I too am going to use the buzz saw cause it looks so damn cool. I definitely wanna run at least one flamer and a heavy stubber, as just love the look of that weapon, and while no where near as potent as it is in Munda, I think it could do well in killteam. I also love the look of abberants and want include one, maybe two in my roster, and a couple of purr strains too.

@Knight of Lupus

 

I been looking at the Heavy Rock Cutter, it's pretty sweet, I'll make up each of the cutter, saw and drill for my command roster, and just field one at a time to test them out and see how they go.

 

Same goes for the heavy weapons aswell, but love the mining laser over the rest.

 

Anyone have any good fights with the cult yet or good list ideas?

 

Cheers

I've got a good mix of units, solid neophyte core, couple acolytes+(rock saw), aberrant and 1 purestrain.

Trying out grenade launchers, probably switching to flamers.

Got a heavy stubber, and seismic cannon.

My initial game was on a low terrain table against Heretics Astartes. Did ok.

Very cool, thanks @Disruptor_fe404

 

I'm going to try and run with a buzz saw, mining drill and mining laser in my crew and see how it goes. Have the saw and drill running up as quick as they can to get in hth as quick as they can while the mining laser covers them picking off people and maybe 3 or 4 genestealers, which I hope can scare the player into concentrating on them as the bigger threat on the board.

 

Anyone else having luck winning games with the GSC?

Played a game where we counted VP each round, squeaked out a win by 2 points end of turn 6.

 

Played against Necrons, reanimation protocols is rough.

 

We had the basic terrain set from Kill Team plus a couple pieces of mdf Necron terrain the shop bought.

 

Our story involves a newly awakened tomb complex on an aging Imperial world. The cult has been hiding out on this desolate ruined planet manning the few remaining mining operations.

They have been pretty brazen with their activities, as the world is nearly abandoned. So they don't bother hiding most of the time, and have been actively spreading the cult through mineral shipments throughout the sector.

This base of operations has been active for several generations,through complete cycles to purestrain.

As the world's population is low they never create enough psychic signal to draw a fleet. But that has allowed them to create a vast extended cult on many nearby world's creating a huge network of extended family lines.

With the awakening of the Necrons the cult is trying to save this base but are considering abandoning it completely. Insurrection is not the same as open warfare with a technologically superior foe.

A series of disruption and distracting actions may be needed to evacuate much of the cult in bulk freight haulers.

One family line has vowed to be the rearguard, to stall these metal abominations and secure the cults future.

Members of the House Verstahg have formed "The Rusted Coil". The elite of their bloodline assembled into teams of experts, deployed into the dark tunnels to misdirect and ensnare the enemy. Aberrant and metamorph alike stalk the machine men in the twisting tunnels and subterranean city's beneath the dead surface.

Team leader Pike Starn, pledged to House Verstahg, leads his brothers during raids in the under city. Knowing he sells his life and those of his kin to secure the bright future the Father has promised.

 

Sacrifice all for the Father!

Protect the Cult!

Destroy all who oppose the coming of the Star Children!

"The Rusted Coil"

 

LEADER

 

Pike Starn - Neophyte LEADER 

Destined Ascension

Bolt Pistol, Power Pick
 

 

SPECIALISTS

Crasker Carleon - Neophyte HEAVY
Destined Ascension
Heavy Stubber

Hastun - Aberrant COMBAT
Born Survivor
Power Hammer 

 

Mordecai Madrach - Neophyte DEMOLITIONS

Marker of The Dead

Flamer 

 

NON-SPECIALISTS

 

Skir - Genestealer 

Hollun Krauss - Acolyte Fighter 

Autopistol, Rending Claw, Cultist Knife 

 

Kol Carleon - Acolyte Fighter 

Autopistol, Heavy Rock Saw 

 

Madrax Druchmann - Neophyte Gunner 

Heavy Stubber

 

Xandus Onderghast - Neophyte Gunner 

Selections: Flamer 

 

Narek Varnway - Neophyte Hybrid 

Autogun

 

Sayben Baumgart - Neophyte Hybrid 

Autogun

 

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