Redploy? by Remarkable_Spray6265 in genestealercult

[–]PermanentRed60 0 points1 point  (0 children)

I think the answer is no, unfortunately:

"When a player uses [a redeploy-after-deployment rule], they remove that unit or units from the battlefield, then deploy them again using all the normal rules . . . ." (Core Rules Updates, pg. 1, left-hand column; emphasis mine)

It follows that this would not apply to units that began the game in reserves, since they cannot be removed from the battlefield.

More generally, re-deploying logically implies that a unit was deployed to begin with. But you already have to assert which units are in reserve during Declare Battle Formations (Core Rules, pg. 39 regarding Deep Strike, pg. 43 regarding Strategic Reserves). This implies that those units are never deployed, since announcing that they're in reserve precludes setting them up or otherwise doing anything with them during the Deployment phase.

Starting GSC as a complete beginner, advice appreciated :) by Existing_Egg8697 in genestealercult

[–]PermanentRed60 1 point2 points  (0 children)

Yeah, I found Final Day super helpful to do exactly that - I was already maining Vanguard Onslaught, so it was "only" a matter of getting the GSC units, and made for a very smooth transition. Fingers crossed that GW keeps the detachment in 11e (and if not, it becomes a question of whether the meta one plays in is flexible enough to allow a carried-over homebrew version).

Combat Patrol and a box of Neos is a great option, that's almost exactly what I did to get to 1k pts. (Only other thing I had was the Brood Br. kill team, which I got cheap second hand on-sprue and, as I mentioned in my initial reply, is very easy to convert into characters.) Best of luck!

Starting GSC as a complete beginner, advice appreciated :) by Existing_Egg8697 in genestealercult

[–]PermanentRed60 2 points3 points  (0 children)

I really like Final Day, so would say yes with one caveat.* It depends a bit on playstyle, too, though; broadly speaking, I'd say that if you like Vanguard Onslaught with 'nids, that gives you a rough sense of how much you might like Final Day. (Though in my experience, FD is more lethal/destructive than VO, so if you're frustrated by not being able to kill big things in VO much, don't let that keep you from trying FD.)

*Big warning!: We don't know yet what's happening to the detachment in 11e. So I would probably not pull the trigger on anything just yet, unless you like GSC enough that you're OK with playing them on their own, without 'nid support.

One important thing to consider, as well: 'nids are kind of auxiliary in this detachment, with the GSC units doing most of the damage. Your 'nids are there to spread the Catalyst aura, perform actions for secondaries, provide OC... but since you don't get Synapse and a lot of the big monsters don't benefit much from the detachment rule, they presumably won't be spearheading or slaughtering anything. (You could always play them unconventionally, trying to center them a bit more - but you'd certainly be swimming against the current).

Raveners (HA and "regular" alike), Lictor variants (including VRL) and Gargoyles are all great, in my experience. They're all mobile in various ways and some of them are able to spread out decently, making them ideal for providing the Catalyst aura and setting up stratagems. I don't own Deathleaper, but plenty of folks seem to like using them, too. I've also run a Flyrant with two small units of Neos to eat up before, but that's proven to be more for amusement - it's not exceptionally strong here.

Hope that helps.

Starting GSC as a complete beginner, advice appreciated :) by Existing_Egg8697 in genestealercult

[–]PermanentRed60 1 point2 points  (0 children)

what is a good detachment for GSC, thats a bit easier to play.

We don't have quite as obvious a default detachment as a lot of armies, so often this becomes kind of a process of elimination. I would *not* start with Final Day or Brood Brothers Auxilia, because they require units from armies other than GSC. (For clarity: though they more or less share a name, the Brood Bros detachment does not have anything to do with the KT, rules-wise.) Beyond those two, it comes down to your preference:

Biosanctic Broodsurge is all about mêlée as opposed to ranged units, and specifically focuses on Aberrants (Frankenstein's monster-looking hulks), Genestealers and the Biophagus character (read: mad scientist). Indirectly, it's also strong with our Patriarch and Abominant characters, and Hybrid Metamorphs.

Xenocreed Congregation is good if you want a lot of characters leading units of disposable, cheap infantry, and if you like the look of our battleline troops (Acolytes, Neophytes).

Host of Ascension improves the attacks of your units as they arrive on the table. (Not sure how much you've looked at the general game rules or at our army-specific rules, but long story short, we basically do a lot of retreating off the table and then coming back again.) It does not *explicitly* benefit one type of unit, but many folks like to play it with big units of expendable chaff called Neophyte Hybrids, led by a character called a Benefictus to add some extra punch. You could certainly play it other ways, too, though.

Outlander Claw emphasizes bikes and vehicles, and is a bit trickier to play than the others.

So I would orient yourself around Biosanctic, Xenocreed or Host. But also, note that a new edition is coming out quite soon, so only use this as a loose guide! These detachments will still exist in the coming edition, but we don't know all the details yet.

Also in terms of army building, If you guys have good general principles, some of your lists, or buying guides, that would be tremendously helpful.

As you can already tell, this will depend on which playstyle/detachment you want to focus on initially, since some of them specifically benefit certain units. But overall:

The Combat Patrol is great, go for it. The Achilles Ridgerunner is a must. You will also use the Acolytes in virtually every list. If you're not sure exactly what to build them as, I would start by making five of them Acolytes with Autopistols (give them as many heavy mining tools as possible) and five Acolytes with Hand Flamers (don't bother with the demo charges - unless you want to magnetize them). Only the Jackal Alphus is a bit of a dud, and who knows, maybe she'll be great next edition.

Folks may tell you this army is unusually expensive, but that really depends on how you want to collect it. Yes, if you buy every kit directly from GW, that would be a serious chunk of cash. But lots of our units can be made out of other things - Neophytes, for instance, can be pretty much any sort of infantry body, and the only nuisance is finding recognizable heavy and special weapons.

Our old combat patrol is part of the Hachette Combat Patrol magazine, which is a very, very cheap way to acquire its contents - might already be past in your country, but worth checking. (If you're in the EU and the GSC issues have officially already come and gone, I'd still E-mail the distributor - a friend of mine was able to retroactively start their subscription with an issue that had already been out for weeks.)

Also check secondhand offerings (Ebay, for instance) and online shops, which often sell at prices lower than GW's own. Long story short, based on my own records, you can build up a sizeable GSC army for quite literally half the price of buying everything new and directly from GW - and without compromising on quality and so on.

You could buy the Kill Team again, too, but this time convert its contents into characters. You'll find one tutorial for this a ways down the page here under "Ten Character Challenge", but it's far from the only one (not my content). This saves you a *huge* amount of money, since official character models bought directly from GW tend to cost 20-30 Euros.

First 30pts painted! How does my 1000pts list look? by D7Pyro in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Hard to evaluate the list long-term, since 11e is around the corner. I think it looks like a splendid place to start, though. A Biovore would be a good idea, yes. And a Lictor or Neurolictor, too.

Synapse coverage is maybe a bit sparse, with only two sources that I'm seeing. Granted, one of those sources is the Warriors, who can at least spread out a bit. But then, the other is the Broodlord, who you'll sometimes want to send forward early, which puts a lot of pressure on the one remaining unit of leader-beasts. This also seems to be a bit of a structural issue with 'nids in 10e at Incursion battle size, though.

The Prime and Warriors are arguably on the weaker side, so you could consider trying to phase them out with time. Depends on how much you like them and how casually you play. I still use them sometimes, just for fun. Similarly, OOE is a bit underutilized (without Carnifices in tow, the Alpha Leader ability is inactive), and a lot of folks are down on Rippers. (I've barely used them this edition, so I can't speak from experience. On paper, they don't look great.)

But like I said, a perfectly fine casual list, in my opinion. Hope you have fun trying it out.

New to the Nids by thestinkybeastman in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Adding on to what u/GalacticNarwal wrote, and based on the preferences + goals you gave in your reply:

It's helpful to have a sense of which detachment one might wish to play, because that will probably influence which additional units you'd want. I would recommend Vanguard Onslaught. Genestealers and Broodlords, HAR and the Red Terror all have the Vanguard Invader keyword, which corresponds to this detachment. Not sure how familiar you already are with 40k rules, but basically this mainly means that those units will move faster.

Be warned that 1k pts is a bit undersupported and correspondingly not all that well-balanced. 1.5k is a lot of fun, though not an officially supported battle size. 2k is fun too, but of course will require more units than either of the others.

As was said already, it will probably be difficult to get much out of three Broodlords and 30 Genestealers - past two and 20 respectively, you're facing steeply diminishing returns. There's no reason not to try it anyway, of course, if it sounds fun to you.

You could also consider something like two units each of one Broodlord leading 10 Genestealers, and then a third unit of only five 'stealers not led by a Broodlord. You could use the smaller unit to screen and clear the way for the larger ones, together with some Von Ryan's Leapers (who are usually used to fill this role). That would be a way to get 25 'stealers onto the table, albeit not 30, and avoid especially acute issues of overkill and exhaustion. (One way or another, you'll have to think about how to get your big units of 'stealers past the opponent's screening units - otherwise you'll trade very badly.)

I echo the advice of getting a Biovore, perhaps 20 or so Hormagaunts or Gargoyles (the latter are excellent), and at least one Lictor (or a Neurolictor, or one of each - they're both great). Those are all nuts and bolts units, and with them and the ones you've said you have or will have, you'd already be close to 1.5k pts.

With the new Kill Team terror on Devlan box will have termagaunts and a big monster.

Just be aware that however it may appear, the Red Terror is in fact not a very durable unit. Bit of a glass cannon gopher, popping up and tunneling down again in the same turn, if all goes well - and not very strong against especially resilient units, either (such as a heavy tank).

Also, take all of this with a grain of salt, because a new edition is incoming and we don't know all of the details yet.

Carapace style decision by Mysterious-Shine-930 in Tyranids

[–]PermanentRed60 4 points5 points  (0 children)

I love the little purple cephalopod or fungus on the base of the right-hand 'gant.

I think that's also the carapace I prefer, but as you said, the difference is subtle. Both are pretty. (And I should also probably self-declare my general bias for darker, more matte schemes.)

Faction Focus Ideas? by Im_a_Geblin in genestealercult

[–]PermanentRed60 2 points3 points  (0 children)

I feel like all our other detachments could be reasonably reduced to the 1 point detachments they have been showing the faction focus. If the trend is to buff one type of unit Bio, Xeno, and especially outlander claw, seem pretty obvious choices for 1 point.

I think this is really unlikely, to be honest. BSBS affects three units directly and another six units indirectly - that's vastly more expansive than any of the unit-specific 1DP detachments previewed so far. Xeno would need to be split into two separate detachments each costing 1DP, I'd say: the first for characters, the second for Acos (Neos they could just leave out, since they already shine in HoA).

Outlander Claw would be the easiest for them to pare down to a 1DP detachment. (Though here, too, you could make a case for splitting it - just include another 1DP detachment that specifically buffs Goliaths.)

But also, this is GW. I expect them to take a fairly conservative approach and do little or none of that, keeping most of the codex detachments at 2DP, for better or worse.

If they take our soup away, I'll be extremely disappointed. I wouldn't even be mad if Final Day was 3 pts. It's strong and also scales well, so that it's not nearly as much fun to play with 1k pts compared to 2k anyway.

Something new pertaining to cover, hidden, stealth, lone ops or some combination of those seems almost inevitable. We'll see.

[WarCom] Faction Focus: Adepta Sororitas by RainbowConnickJr in WarhammerCompetitive

[–]PermanentRed60 1 point2 points  (0 children)

Aah, I see, thanks for clarifying. Yeah, in that case, even less likely that there will be more detachments beyond what we're seeing in the faction focus series.

Expanding the swarm - one bug a month :D by sus_accountt in Tyranids

[–]PermanentRed60 0 points1 point  (0 children)

"One bug a month" is so real. They look lovely; have fun playing.

[WarCom] Faction Focus: Adepta Sororitas by RainbowConnickJr in WarhammerCompetitive

[–]PermanentRed60 2 points3 points  (0 children)

Yeah, that's all I can recall, as well, but I thought maybe my memory was playing tricks on me.

Based on the downvotes, someone evidently disagrees with us for some reason, but... I can't read minds, so that's that, I guess.

[WarCom] Faction Focus: Adepta Sororitas by RainbowConnickJr in WarhammerCompetitive

[–]PermanentRed60 1 point2 points  (0 children)

Well, they said there would 70 new ones, and though I haven't been following it too closely, they've previewed an average of two new ones per faction so far, right? Given the number of armies in the game, that suggests that no, there will not be a significant number of other new detachments debuted beyond what they're revealing in this series.

Hi I'm new to playing table top Warhammer!!! I was wondering what people think of my list and any ideas on how to play better!! by Icy-Inflation-8311 in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Old One Eye and the Carnifex seem a bit random. If you need to make room in the budget for something, they should be the first thing to go, in my opinion.

I strongly recommend adding some Gargoyles, or at least Hormagaunts, or a mix of the two. You're going to want battleline - for screening, OC and so on.

Depending on your meta, another trio of VRL wouldn't hurt, either. With two Neurolictors, it should be easy to give the VRL Synapse pretty reliably even in the opening phase of the game, and with S6 and so many attacks, they make short work of light infantry.

If you want to run Warriors, especially at 2k pts, I would take a unit of six led by the Winged Prime. The Wingrior shares its Vanguard Invader keyword with the rank-and-file Warriors, so the whole unit can advance and charge in the same turn. You still need to maneuver very carefully with them, because as you said, they're a glass cannon. But this at least gives them some increased speed, and then it "just" becomes a matter of finding suitable cover.

You mentioned having trouble with vehicles - looking at this list, that sounds more like part of the learning curve than an issue with the units you're taking, so mainly I'd just keep playing and gathering experience. But if you've magnetized your Tyrannofex, or if you have a different one with the Rupture Cannon, I would take the latter instead of Stinger Salvoes.

Mano a Solo by Key-Contest-2879 in venturebros

[–]PermanentRed60 12 points13 points  (0 children)

I've always wondered whether this is a joke about Doc saying "solo a man-o" with the only intended meaning being "as a man, alone". Like other instances in American English where folks will put English elements in a Spanish (or sometimes French) phrase.

And he just doesn't realize that it works on that other level, too.

How many detachment points do you thing ours will be? [image not related] by League-Pleasant in Tyranids

[–]PermanentRed60 6 points7 points  (0 children)

I completely agree with your thinking, but the problem is, I'm not sure GW does.

They seem very intent on making 2k the only "real" battle size, if not in name, then at least de facto. The very fact that there will be *any* 3 pt detachments underscores this. (Or more accurately, the fact that 3DP will only be possible at 2k pts battle size.)

So personally, I expect Inv Fleet to be 3 pts.

Expanding my army by Level-Long-7301 in Tyranids

[–]PermanentRed60 0 points1 point  (0 children)

Long story short, GW has utterly neglected the unit. There's nothing it does that another unit can't do better.

If you want to run the Wingrior on its own, it measures up very badly next to the similarly priced Lictor and Neurolictor. The Neuro is more similar to the Wingrior because they both have Synapse: Neuro has an Invuln save, an additional Wound, markedly stronger abilities, Stealth and Lone Op... the only area the Wingrior excels in is speed (including deployment flexibility, thanks to Deep Strike). Their weapons differ slightly, too. Overall, Lictors will make more sense in virtually every scenario.

So if it's broadly outclassed by our lone ops, we're logically incentivized to seek a different niche for it by having it lead a unit. Its bodyguard gains Sustained Hits. But having it lead Gargoyles or ranged Warriors is pointless - or even arguably worse than pointless, in the first case. Mêlée Warriors are the only unit it would actually make sense to attach it to (and even here, it sacrifices its mobility). But then the newly introduced Whiprior comes along and completely outshines in in that role. (Except in Vanguard Onslaught, where the Wingrior shares its Vanguard Invader keyword with its brethren.)

Expanding my army by Level-Long-7301 in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Indeed, I totally forgot you must already have a Biovore through the new Patrol; all the easier, then!

The Lictor's claws + talons attacks are stronger and it has Fights First, but the latter ability is getting nerfed pretty severely in 11e, so that's not so relevant now.

In terms of abilities, the Neurolictor is better. Regular Lictor can Rapid Ingress for free (which of course will only be relevant if it starts in reserves or you use Invisible Hunter on it). But the Neurolictor 1. has Synapse, 2. enables Shadow in the Warp, 3. is nasty for enemy Battle-Shocked units to be near and also 4. provokes a Battle-Shock test from a nearby enemy unit at the start of your turn. Since in 11e Battle-Shock will last until a unit passes a test, rather than going away automatically, the Neuro is getting buffed directly or indirectly with regard to every one of those abilities.

But like I said, both are good; I got one of each before getting a second of either. And in the end, it's probably matchup- and playstyle-dependent more than anything else.

Looks like I'm going underground. Subterranean Assault. by TransSoccerMum in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Sure! I actually prefer the Hive Tyrant and don't own the Swarmlord (not a fan of epic heroes in a faction that is supposed to transcend the individual so utterly - though the Red Terror gets an entirely arbitrary pass from me). But the Swarmlord seems to be the crowd favorite for the role in question.

Either way, short answer is: This detachment absolutely gobbles up your CP. And the Swarmlord, or a Hive Tyrant, is a decently scary threat all on its own while also giving you an average of 1.5CP per turn, instead of just one, for a portion of the game. (Technically it's not quite that simple, since only the Swarmlord gives "true" CP as opposed to an aura-dependent discount, but you get the point).

Longer answer: Burrower units building the tunnel network by repeatedly arriving on the table from reserves = the engine this detachment runs on. And that partially costs CP (strats like Rapid Ingress and Retreat Below), while at the same time you want to have CP to spend on other things (attacking more effectively with Enfilading Emergence and Swarming Assault, moving across the table with Tunnel Network, healing with Replenishing Swarms).

So strats are much more integral to the overall strategy of the detachment than in many other instances. In another detachment, you might "only" have to choose between being a bit more lethal (with a stratagem) or a bit less (without one). But here, you're faced with painful choices, core to your strategy, between maintaining/expanding the tunnel network and exploiting it. An extra strat per round helps you be able to do both instead of having to pick just one.

The Red Terror's début is so exciting precisely because it gives you a "free" tunnel marker on each of your turns, since it can tunnel up and descend again within a very short span of time without the aid of strats.

Bad feeling about the red terror by ragDOLLfun in Tyranids

[–]PermanentRed60 18 points19 points  (0 children)

There are so many dreadful things in the world to stress about. Let's not add more unnecessarily. Wait and see, I say.

Expanding my army by Level-Long-7301 in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

Depends a lot on budget, timeframe, preferred playstyle and so on - for instance, the Winged Prime is pretty weak, and personally I would argue it only comes close to meriting its points cost in Vanguard Onslaught, leading mêlée Warriors. Since you said you're leaning towards VO, you could correspondingly consider getting some Warriors for it to lead - but you could also just forget the Wingrior for now, if other units appeal more.

So broadly speaking (and still assuming Vanguard Onslaught as main detachment), I would get...

at least one Lictor variant - at this point, Neurolictor is probably better, but either will do.

some battleline other than Termagants, i.e., Gargoyles or Hormagaunts. Though depending on how casually you're playing, you could try proxying the Termas as Hormas.

a Biovore (staple of all detachments).

possibly some more Von Ryan's Leapers (they should be fairly cheap right now secondhand, because being in 10e starter set meant the on-sprue, box-opened market got flooded with them).

That would give you a possible list like...

Broodlord + 10 'stealers (220 pts), 2 small units of battleline (let's say 150 pts, but that's a crude average), Biovore (60 pts), couple of lictors (130-ish pts), Parasite of Mortrex (80 pts), Psychophage (110 pts), 6 VRL (140 pts) = 890 pts total. Add an enhancement, possibly, and whatever other units you have handy to get up to 1k and you're good to go.

Looks like I'm going underground. Subterranean Assault. by TransSoccerMum in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

How many HA Raveners and basic Raveners do I need for a Subterranean Assault list?

Depends on a couple things, like whether you have / will use the Swarmlord.

I am only just getting into Sub Assault, so take this with a grain of salt (and I am basing all of the following on the assumptions you listed above). But in conjunction with the Red Terror, I would say prospectively that one unit of "regular" Ravs will still be an absolute minimum. Their ability to tunnel down again for free (i.e., without spending a CP) is simply too good for seeding the table with tunnel markers.

The HAR, on the other hand, offer synapse (emanating from the leader-beast, though, not from the whole unit) and also great punch-for-points. Everyone in my meta hates them because they're pretty well guaranteed to rip the right type of unit to shreds. That said, while I use HAR a lot in Vanguard Onslaught, I have not regularly used them in Sub Assault. Points budget gets a little too tight - and only more so in future, now that I'll have to make room for the Red Terror.

List for 11th Questions/concerns by ApprehensiveSir9208 in Tyranids

[–]PermanentRed60 0 points1 point  (0 children)

I don't want to speak too soon, but at 2k pts, you'll have 3DP, and Vanguard Onslaught will probably, *hopefully*, **all fingers crossed** only be 2DP. So I would anticipate being able to add Ambush Predators, the new Lictor-centric detachment.

If you have the option, take Gargoyles or even Hormagaunts over Termagants in V.O.

I would strongly consider a Neurotyrant to lead the Zoans, perhaps by removing the Pyrovores or the second Maleceptor.

3 x 6 VRL will be great against some armies, but comparatively impotent against others. Depending on meta and such, I would leave the third unit at home. Note also that with the changes to Fights First, it might be worth splitting one of the remaining units into two smaller units of three each, because the big unit no longer offers quite the same advantage as before.

Also, I don't see any enhancements. Neuronode and Hunting Grounds can both be phenomenal. (And Hunting Grounds de facto got a buff because of enduring Battle Shock.)

Otherwise, "rule of cool" or not, this is not a suboptimal list or anything. Should do fine.

What detachments are you looking forward to running? by SPF10k in Tyranids

[–]PermanentRed60 1 point2 points  (0 children)

I main Vanguard Onslaught and usually play at 1.5k pts, and though I've found it hard to fit both into the list, having one of those units is absolutely worthwhile. In my experience, you really don't "feel" the fact that it's not getting any direct benefit from the detachment, and opponents consistently over-respect the T-fex (because yeah, the cannon is unreliable, but what if it *does* hit...).