Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Price: £11.35
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Description

Web Gun: While the Flamer is expensive and not worth it, the Web Gun is somehow cheaper and definitely worth it, y’all . This is the top candidate for an infiltrating Hybrid Acolyte. The Web Gun does work. You might lose friends every time it shoots, but who needs friends when you can win a game of Necromunda? Rating: A

Demolition Charges: Here’s a Hot Necromunda Tip: don’t pay 65 credits for a one-shot grenade. You’re welcome! Rating: F I use many cantrips to keep card draw flowing and storm count up. I also use wheels to keep my hand full. My instant and sorcery recursion is with [[Underworld Breach]],[[Past in flames]],[Dreadhorde Arcanist]],[[Snapcaster Mage]],[[Exalted Flamer of Tzeentch]] Raise the Banners High (Shadow Operations): You have a lot of small INFANTRY squads, and your opponent often won’t be able to safely push onto objectives you’ve flagged till you’ve squeezed a decent few points out of them. Its also at least worth thinking about Repair Teleport Homer in this category against an opponent with low ground coverage – If they’ve sent their forces to engage elsewhere, you can drop a unit in their deployment zone and start scoring this (you can begin it straight out of deep strike) while protecting the unit with Lurk. To guide you through the stages of planning your uprising, we have Mike Brandt – newly minted champion of Warhammer events, one of the playtesters for the new edition and Patriarch of many Genestealer Cults rebellions.Flamer: Hand Flamers are 33% off, but regular Flamers sure aren’t! Too expensive to be any good. Rating: D

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. Breaking Wave and Intellectual Offering are here to untap your entire board after a wave of bolts are fired off just so you can release a second salvo.

Card Breakdown

Starn’s Disciples consist of the infamous outlaw, Ghyrson Starn, and his inner circle of loyal followers – three Acolyte Hybrids and two Hybrid Metamorphs. All are capable close-combat fighters and armed with a murderous array of weaponry. Provided that you can keep them out of harm’s way until you close on your prey, they’re capable of ripping apart anything your opponent can field against you.

You need your commander on the field on turn 3 or 4. Its ward 2 ability will keep it safe, at least for a few turns, and it should arrive to a field of two or three pingers. Casting Ghyrson at the top of the turn lets you immediately bolt each opponent or delete an early threat. Recovering from a board wipe with Ghyrson is tough, and you’ll want to save your Counterspells and the like exclusively for stuff that messes with your board.

Rounding out this section is Dismiss into Dream, a unique ability that turns your opponents’ creatures into illusions. This is the perfect removal for those huge indestructible (or otherwise too-tough-for-bolts) creatures. Bolts Heroes – Wyrmblades have 4 hero options (count as two operatives) and can select two for the team. These bring more durability and damage to the table, as well as higher APL. They give what’s otherwise a horde team an elite edge. If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.



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