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Posted 20 hours ago

Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

£11.35£22.70Clearance
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Demolition Charges: Here’s a Hot Necromunda Tip: don’t pay 65 credits for a one-shot grenade. You’re welcome! Rating: F Flexibilty – Your teams can consist of between 12 and 14 models (though you’ll rarely go to 14), and many of those will have group activations. So you’ve got the bodies to hold objectives and control area, with support from some more elite models, but you can go full horde if you need.

This is where you surround an enemy unit with your own models so that there aren’t any gaps for them to slip through and escape. Mind Control (Cult Wyrd Powers): Hey, Wyrd Powers are treated like skills, ok? So they count for this section! Like we said above, this is really the bee’s knees when it comes to Cult Wyrd Powers, so if you’re taking an Adept, we strongly recommend this power. The only other thing to note here is that Familiars got rounded up to 15pts each. Taking one to turn into The Crouchling. Is still fine. Troops You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.This lets you deal near infinite damage to an opponent. You can stop the combo by dealing one damage to a creature or yourself. 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.

My instant and sorcery recursion is with [[Underworld Breach]],[[Past in flames]],[Dreadhorde Arcanist]],[[Snapcaster Mage]],[[Exalted Flamer of Tzeentch]] My interpretation would be that it is treated the same as out of sequence medic activations, which are also triggered by enemy actions within ■ of you, but I can see where people will argue about this. I anticipate Designers Notes explaining exactly how this works. Campaign Quirks: There are a few rules that make GSC gangs stand out in campaigns, and most of them impact the GSC gang in a negative way:The game being one turn shorter reduces the time the enemy has to recover from an early lead, which GSC certainly used to be able to build. A single broadside from your board of pingers usually won’t be enough to end the game, but what about two broadsides? If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.

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