Soul-Snatcher Cults Quickplay Armies: Difference between revisions

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(Updated for 3.1.0, 1000pts only)
 
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|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Species = Human-Alien hybrids
|Species = Human-Alien hybrids
|Version = 2.50
|Version = 3.1.0
}}
}}
Below you can find quickplay lists for the '''Soul-Snatcher Cults''' from the Grimdark Future universe.
Below you can find quickplay lists for the '''Soul-Snatcher Cults''' from the Grimdark Future universe.


''Note: as v2.50 is in constant development the following might not be accurate.''
==Combat Patrol (1000pts)==
This is a v3.1.0 list you can build using the '''''Combat Patrol: Genestealer Cults''''' box from '''Games Workshop'''.


==Combat Patrol (750pts)==
Stick the Brutes in the truck if you want (the built-in transport on the Truck is actually a bit wasted as all transportable units have Scout or Ambush), slam it into an infantry unit, then dump the brutes out on your next activation to charge something else close by, or finish mopping up whatever you hit. The Magus can easily give them a bonus attack with '''Stimulant (1)''' which will help versus almost any target. Acolytes are best sent in to an infantry unit.
This is a v2.50 list you can build using the '''''Combat Patrol: Genestealer Cults''''' box from '''Games Workshop'''.


Stick the Brutes in the truck, slam it into an infantry unit, then dump the brutes out on your next activation to charge something else close by, or finish mopping up whatever you hit. Your Neophytes need to get in close, but with Scout, and a 6" move on their activation, pretty much all of your weapons can be easily in range of your opponent's units on the first turn.
https://army-forge.onepagerules.com/share?id=3aWBaTlWlT0Y&name=Soul-Snatcher_Cults
{| class="wikitable"
!++ Soul-Snatcher Cults [750pts] ++
|-
|'''Cult Leader'''<nowiki> [1] Q4+ D5+ | 65pts | Hero, Psychic(1), Scout, Tough(3)</nowiki>
 
Pistol (12", A1)
 
CCW (A2)
 
'''Neophytes''' [10] Q4+ D5+ | 275pts | Scout
 
1x Mining Laser (18", A1, AP(3), Deadly(3))
 
1x Quake Cannon (18", A6, Rending)
 
8x Shotgun (12", A2, AP(1))
 
10x CCWs (A1)
 
'''Mutant Brutes''' [5] Q3+ D4+ | 180pts | Regeneration, Scout
 
1x Great Weapon (A3, AP(4))
 
2x Pick Hammer (A1, AP(2), Deadly(3))
 
2x Heavy Picks (A2, AP(1), Rending)
 
'''Grinder Truck''' [1] Q4+ D2+ | 230pts | Fast, Impact(9), Strider, Tough(6), Transport(6)
 
Heavy Machinegun (30", A3, AP(1))
 
Heavy Incinerator (18", A6, AP(1))
 
'''Soul-Snatcher Cults Psychic  Spells'''
 
''Stimulant (4+):'' Target 2 friendly units within 6” get Furious next time they charge.
 
''Mind Poison (4+):'' Target enemy unit within 12” takes 3 hits with AP(1).
 
''Hypnosis (5+):'' Target 2 friendly units within 12” get +1 to defense next time they take hits.
 
''Brain Burst (5+):'' Target enemy model within 12” takes 2 hits with AP(4).
 
''Mind Control (6+):'' Target 2 enemy units within 6” get -3" next time they Advance, or -6" next time they Charge/Rush.
 
''Psychic Blaze (6+):'' Target 2 enemy units within 6” take 6 hits with AP(1) each.
|}
 
== Combat Patrol (1000pts)==
This is a v2.50 list you can build using the '''''Combat Patrol: Genestealer Cults''''' box from '''Games Workshop'''.
 
Not many Tough models to speak of, so easily countered by high-attack or Blast weapons. Your anti-tank is all melee, but with Scout, you shouldn't have much trouble getting in. Sticking the Mutants into your truck and driving them into the enemy may be the best option, and can serve to deal with two units within two activations, if you slam the truck into an infantry unit and mulch them with its Impact(9), then disembark the Brutes into combat with a nearby vehicle or high-toughness model.
 
Your Cult Leader mage has very good spell synergy with your Brutes via granting Furious (which is an extremely good buff for Blast and Deadly weapons, as granting a bonus attack has a much larger potential than a bonus attack on a weapon without either of those rules), but would require some set-up as you cannot target embarked units with spells. In that case you might forgo the Transporting part altogether, and just use the truck as fire support (which it can do quite handily). If not, their other spells are perfectly servicable, as the Defense bonus is quite useful on your mostly mediocre armor, and the 12" damage spell will be in range anyways, as you want your Shotguns to all be useful.
 
One Neophyte unit is more geared to dealing with infantry with the Web Carbine, although that many AP(1) shots and the Quake Cannon combined can deal with lighter vehicles just fine. The other Neophytes are for doing chip damage with their Rifles and killing something like a Flamethrower or other special weapon carrier with the Sniper Rifle.


The Acolytes are a bit generalist, just push them towards a Def 3+ or 2+ unit and maybe they'll get there and claw them up a bit. It's only 120pts, don't expect too much.
{| class="wikitable"
{| class="wikitable"
!++ Soul-Snatcher Cults [1000pts] ++
!++ Soul-Snatcher Cults [GF 1000pts] ++
|-
|-
|'''Cult Leader'''<nowiki> [1] Q4+ D5+ | 65pts | Hero, Psychic(1), Scout, Tough(3)</nowiki>
|
 
'''Cult Leader''' [1] Q4+ D5+ | 85pts | Hero, Scout, Tough(3), 1x Mage(Caster(2))<br>
Pistol (12", A1)
Array of CCWs (A3, AP(1), Poison)
 
CCW (A2)
 
'''Neophytes''' [10] Q4+ D5+ | 275pts | Scout
 
1x Quake Cannon (18", A6, Rending)
 
1x Web Carbine (18", A2, Blast(3))
 
8x Shotgun (12", A2, AP(1))
 
10x CCWs (A1)
 
'''Neophytes''' [5] Q4+ D5+ | 120pts | Scout
 
1x Sniper Rifle (30", A1, AP(1), Sniper)
 
4x Rifles (24", A1)
 
5x CCWs (A1)
 
'''Acolytes''' [5] Q4+ D5+ | 120pts | Scout, Strider
 
4x Pistols (12", A1)
 
Heavy Buzz Saw (A3, AP(4))
 
4x Mutant Claws (A2, AP(1))
 
'''Mutant Brutes''' [5] Q3+ D4+ | 190pts | Regeneration, Scout
 
1x Great Weapon (A3, AP(4))
 
4x Pick Hammer (A1, AP(2), Deadly(3))
 
'''Grinder Truck''' [1] Q4+ D2+ | 230pts | Fast, Impact(9), Strider, Tough(6), Transport(6)
 
1x Heavy Machinegun (30", A3, AP(1))
 
1x Heavy Incinerator (18", A6, AP(1))  


'''Soul-Snatcher Cults Psychic  Spells'''
'''Neophytes''' [10] Q4+ D5+ | 200pts | Scout<br>
9x Rifle (24", A1)<br>
1x Flamer (12", A1, Blast(3), Reliable)<br>
10x CCW (A1)


''Stimulant (4+):'' Target 2 friendly units within 6” get Furious next time they charge.
'''Neophytes''' [5] Q4+ D5+ | 95pts | Scout<br>
5x Rifle (24", A1)<br>
5x CCW (A1)


''Mind Poison (4+):'' Target enemy unit within 12” takes 3 hits with AP(1).
'''Acolytes''' [5] Q4+ D5+ | 125pts | Scout, Strider<br>
4x Pistol (12", A1) + Mutant Claws (A2, AP(1)) <br>
1x Whip & Blade (A2, Poison, AP(1), Rending, Reliable)


''Hypnosis (5+):'' Target 2 friendly units within 12” get +1 to defense next time they take hits.
'''Mutant Brutes''' [5] Q3+ D4+ | 145pts | Regeneration, Scout<br>
5x Heavy Pick (A2, AP(1), Rending)


''Brain Burst (5+):'' Target enemy model within 12” takes 2 hits with AP(4).
'''Grinder Truck''' [1] Q4+ D2+ | 350pts | Fast, Impact(9), Strider, Tough(9), Transport(6)<br>
Heavy Machinegun (30", A3, AP(1))<br>
Rapid Heavy Mining Laser (24", A2, AP(3), Deadly(3))


''Mind Control (6+):'' Target 2 enemy units within 6” get -3" next time they Advance, or -6" next time they Charge/Rush.


''Psychic Blaze (6+):'' Target 2 enemy units within 6” take 6 hits with AP(1) each.
'''Spell List:'''<br>
''Stimulant'' (1): Target friendly unit within 12" gets +1 attack next time it charges.<br>
''Mind Poison'' (1): Target enemy unit within 12” takes 2 hits with AP(1).<br>
''Hypnosis'' (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.<br>
''Brain Burst'' (2): Target enemy model within 12" takes 2 hits with AP(4).<br>
''Mind Control'' (3): Target 2 enemy units within 6" get -4" next time they Advance, or -8" next time they Charge/Rush.<br>
''Psychic Blaze'' (3): Target 2 enemy units within 12" take 3 hits with AP(1) each.
|}
|}



Latest revision as of 16:31, 23 September 2023

Soul-Snatcher Cults
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human-Alien hybrids
Version: v3.1.0

Below you can find quickplay lists for the Soul-Snatcher Cults from the Grimdark Future universe.

Combat Patrol (1000pts)

This is a v3.1.0 list you can build using the Combat Patrol: Genestealer Cults box from Games Workshop.

Stick the Brutes in the truck if you want (the built-in transport on the Truck is actually a bit wasted as all transportable units have Scout or Ambush), slam it into an infantry unit, then dump the brutes out on your next activation to charge something else close by, or finish mopping up whatever you hit. The Magus can easily give them a bonus attack with Stimulant (1) which will help versus almost any target. Acolytes are best sent in to an infantry unit.

https://army-forge.onepagerules.com/share?id=3aWBaTlWlT0Y&name=Soul-Snatcher_Cults

++ Soul-Snatcher Cults [GF 1000pts] ++

Cult Leader [1] Q4+ D5+ | 85pts | Hero, Scout, Tough(3), 1x Mage(Caster(2))
Array of CCWs (A3, AP(1), Poison)

Neophytes [10] Q4+ D5+ | 200pts | Scout
9x Rifle (24", A1)
1x Flamer (12", A1, Blast(3), Reliable)
10x CCW (A1)

Neophytes [5] Q4+ D5+ | 95pts | Scout
5x Rifle (24", A1)
5x CCW (A1)

Acolytes [5] Q4+ D5+ | 125pts | Scout, Strider
4x Pistol (12", A1) + Mutant Claws (A2, AP(1))
1x Whip & Blade (A2, Poison, AP(1), Rending, Reliable)

Mutant Brutes [5] Q3+ D4+ | 145pts | Regeneration, Scout
5x Heavy Pick (A2, AP(1), Rending)

Grinder Truck [1] Q4+ D2+ | 350pts | Fast, Impact(9), Strider, Tough(9), Transport(6)
Heavy Machinegun (30", A3, AP(1))
Rapid Heavy Mining Laser (24", A2, AP(3), Deadly(3))


Spell List:
Stimulant (1): Target friendly unit within 12" gets +1 attack next time it charges.
Mind Poison (1): Target enemy unit within 12” takes 2 hits with AP(1).
Hypnosis (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.
Brain Burst (2): Target enemy model within 12" takes 2 hits with AP(4).
Mind Control (3): Target 2 enemy units within 6" get -4" next time they Advance, or -8" next time they Charge/Rush.
Psychic Blaze (3): Target 2 enemy units within 12" take 3 hits with AP(1) each.

See Also

Soul-Snatcher Cults
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons