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Genestealer Cult: Spheres of Influence V1.0

 Post subject: Genestealer Cult: Spheres of Influence V1.0
PostPosted: Wed Dec 30, 2009 2:25 am 
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This is my work so far. I have taken the only list we have available, from epic40k.uk and gave it an update of sorts.
From reading the current incarnation I felt that it was sort of "inflated". ie. All the different APC's, and different chimera versions etc.

The only Follower sphere I have down on paper is the PDF force.
Chaos is next on the list and will get to that shortly.

I'm not sure about the PDF units costs and was simply going by what the imperial equivalent would be and reduced the cost accordingly since the PDF vehicles aren't as good.

Since the genestealer cult will arguably be a conversion project for those out there who would want to model such a force, the spheres of influence open up the force for some versatility. ie. You can model the main 'Stealer cult and choose either PDF or chaos as your followers.
In theory I think that both lists, chaos and PDF, would play drastically different and offer two different playstlyes for the players to work with....
Thats the plan anyway.

Thks to Cybershadow and all his work putting his Cult list together. Your input would be appreciated.

Genestealer Cult: Spheres of Influence
Army List


CONCEPT:
During the various stages of infestation on a populated world by the Genestealers and their followers, a certain amount of attention is given to types of influence needed by the cult to spread their mastery and protect their own.
Certain worlds offer different opportunities for war material and servants. It falls to the Magus and his advisors to decide what is needed for the long term success of their plan.
By creating a generic base for the cult, additional “followerâ€Â


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 Post subject: Genestealer Cult: Spheres of Influence V1.0
PostPosted: Wed Dec 30, 2009 3:10 am 
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oooh!  Something to read this coming weekend!  

Cheers PANZERBUNNY.

I hope to read and offer my own feedback this weekend

Cheers...   :agree:

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 Post subject: Genestealer Cult: Spheres of Influence V1.0
PostPosted: Wed Dec 30, 2009 6:33 am 
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I really need to fix the format. I Thought it survived the copy and paste intact, but I guess not.

*puts on his construction cap*


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 Post subject: Genestealer Cult: Spheres of Influence V1.0
PostPosted: Wed Dec 30, 2009 7:35 pm 
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The only point that comes to mind is to consider the Tyranid 9.2.1 list version of the Genestealer. As you have 1st Gen Hybrids mixed in then they would be strictly worse

Tyranid 9.2.1 Genestealer
Inf/20cm/6+/4+/-
Slashing Claws/(Base Contact)/Assault Weapons/Extra Attacks (+1)
First Strike, Infiltrator, Scout

My idea for Mixed Purestrain and 1st Gen Hybrid
Inf/15cm/6+/4+/-
Rending Claws/(Base Contact)/Assault Weapons (+1)
First Strike, Infiltrator

Essentially I think you could probably give them back the Extra Attack (+1) with the CC bump back up to 4+ and Armour down to 6+. Weaker than the Tyranid Genestealer (Due to Hybrid introduction they're slower and lose Scout rule) but still dangerous.


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 Post subject: Genestealer Cult: Spheres of Influence V1.0
PostPosted: Wed Dec 30, 2009 11:31 pm 
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Quote: (arkturas @ Dec. 30 2009, 18:35 )

The only point that comes to mind is to consider the Tyranid 9.2.1 list version of the Genestealer. As you have 1st Gen Hybrids mixed in then they would be strictly worse

Tyranid 9.2.1 Genestealer
Inf/20cm/6+/4+/-
Slashing Claws/(Base Contact)/Assault Weapons/Extra Attacks (+1)
First Strike, Infiltrator, Scout

My idea for Mixed Purestrain and 1st Gen Hybrid
Inf/15cm/6+/4+/-
Rending Claws/(Base Contact)/Assault Weapons (+1)
First Strike, Infiltrator

Essentially I think you could probably give them back the Extra Attack (+1) with the CC bump back up to 4+ and Armour down to 6+. Weaker than the Tyranid Genestealer (Due to Hybrid introduction they're slower and lose Scout rule) but still dangerous.

What I decided to do was bump up the purestrain save to 5+ and take away their scout ability. I dont see these as mixed with the infected host species but purebreeds. The hybrids have their own units.
These are different than tyranid hive fleet genestealers. They are ancient and bred for survival and I feel that taking out the scout and giving them a little staying power represents that.
I'm curious if the point costs for these units is too low if I give them EA +1.


I also kept the Hyrbrids lumped up in one stat line apart from the 4th generation.(as cybershadow had it.)
It would clog up the list by having purestrain, 1st gen, 2nd gen, 3rd gen, 4th gen hybrids. No need and I doubt there is much difference in their performance.


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