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Killer Combos


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Hey all, 

 

So, GSC are my only other army.  I'm a HUGE fan of the dynamic and intricate playstyle that they afford. 

I do believe that (unless you're going straight guard-style lists) they're a very complex army to play relying on some very important synergies and strategies. 

 

So, I wanted to start a thread where people could share their combos for the community. 

I'll start off with a few. 

 

1:  "Four in the Front" 

 

What is it: 

 

I stand to be corrected here, but my reading of the rules/strats seems to allow for up to 4 units appearing from blip-deploy/first turn deploy - to within 9". 

3 of these would be from "Meticulous Uprising" and the fourth from "Telepathic Summons". 

Application:

 

This would be a great tactic against any army with little to no chaff-like screens.  Any list that makes the mistake of not bubbling will be punished by this. 

Cult:

The cult that most benefits from this would be FAE.  Add a Clamavus as one of the 4, and you have a nice average 7" charge to make.

 

"Four in the Front" can benefit additionally with "Perfect Ambush" for a vanguard unit like genestealers or a big acolyte blob. 


2: "Tough to Kill"

What is it: 

 

My go to WL is a Patriarch with amulet (+1 save, no OW) and Shadowstalker (-1 to hit from enemies).  

Combo this with "Mass Hypnosis" (And even "The Horror" if you have Nids allied) on key shooty units, and your WL is getting -2 to hit from the  

Combo with an Iconward to get a 6+++ on top of that. 

 

Application:

The application is fairly generic, and the "combo" fairly obvious.  The nice thing with this is that the Patriarch becomes fairly tanky considering its easy to get into terrain for a 2+ save, and it helped even more by the -1 or -2 to hit.  

 

Cult:

Edit: Considering the patriarch doesnt get the cult bonuses as mentioned below, this choice will depend on the rest of your army!  

 

3:  "Veteran Shooters"
 

What is it?

 

A Bladed Cog Jackal Alphus + 1-3 Bladed Cog Neophytes with Mining Lasers.  (Additional buffs with Primus and Kellermorph)
 

Application

 

A simple combo allowing the Alphus and Neophyte squads to pop up where-ever you'd like, fire without penalty and also get a +1 to hit against a tough target you need hits against.  Optional combo with the Primus for rerolling wounds of 1, and/or the Kellermorph for rerolling hits of ones if he has killed something ( and with a potential max amount of shots of 9 from the Kellermorph, you could combo it easily) it means that you can have some good damage from the mining las.  

Note though, that with the optional characters, it becomes quite a heavy investment of resources.

Cult:

As noted, this really only works with Bladed Cog on account of the move and fire heavy weapons.  I wouldnt bother with others. 
 

*******************



Hope you enjoy! 

I'll throw a few more of these out when I get the time! 

 

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Under Tough to Kill how are you getting the Patriarch to a 3++? He has a native 5++, but isn't affected by cult creed. So although you can give him the relic for a 4++ thats the best your going to get.

Going Twisted Helix is worth it for the awesome relic of +1W, A and T. Couple with Biomorph Adaptation for +1S and A makes a very beasty Patriarch.

 

Drive by Demolitions.

Use Lying In Wait and Extra explosives on a unit of Jackals all with shotguns and Demo Charges to pretty much destroy anything.

 

The Hammer

In a Anointed Throng COTFAE detachment, give an Abominant the Insidious Mindwyrm WLT, and use a clamavus to have a 6" charge out of deepstrike, freeing up the A Perfect Ambush strategem for a big unit of Acolytes 

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I have noticed you can have what I can only call All-Smash in the abominant (I have a lot of codexes due to boredom on my tablet, hi there xenos!). The abominant with twist helix creed (from what I see, they can have it) so now str 7, take the iconward relic for fun to get to 8 strength. Take the trait for +1 to attacks and strength so now you are at 9 strength. Now here is where we go PLUS ULTRA. Get your psyker to might from beyond to get to strength 10 and if you want to REALLY style on the opponent get a Biophagus to roll god like to get another +1 to strength to have a strength 11 abomination! With the hammer that is a strength 22 attack. This thing is hitting with force excess of volcano cannons...Yea, Overkill for all the effort but come on, this guy could wound a titan on a 2+...titan. 2+ to wound.

Heck, ether throw the helix relic on him or go for the bless sledge and truly bless some domes!

 

Certainly one thing I wonder is how good abberants are because you can get a good chunk of these buffs on abberrants including the banner giving better FNP. I mean, of the buffs I mentioned for All-Smash only 1 is special (warlord trait) so you could give +4 to abberrant strength potentially (so strength 9 with power picks?) with baseline of 7, 8 with the power but if you flub the biophagus roll only 1 is really not what you want (though T5 isn't something to sniff at. Does wonders for plague marines).

 

But yea, want to show Captain Smash how it is done? There you go.

 

Now while I am under oath to not get more models til I paint the ones I have, it is a consideration in the future to do this with the cult though I think mine will just be a complete in the face of lore (I like the idea of the cult realising earlier their errors during the tyranid attack).

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I am a fan of what you call "Veteran shooters" but I use it as a CP battalion.

HQ:
Acolyte Iconward - 53
Jackal Alphus -70
Troop
(2-3) 10 Neophytes with 2 mining lasers - 74 ea
(0-1) Brood Brothers - as needed
Elite
(0-1) Kelermorph -60

I drop them wherever I need a bit more board control turn 2, and nuke a vehicle/key unit with them. Since the rest of my army is dropping right in the enemy lines they tend to get ignored a lot.

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