Games Workshop - Warhammer 40,000 - Combat Patrol: Genestealer Cults

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Games Workshop - Warhammer 40,000 - Combat Patrol: Genestealer Cults

Games Workshop - Warhammer 40,000 - Combat Patrol: Genestealer Cults

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The Skorpekh Lord and its Destroyer pals can advance, cutting their way through any enemy unit foolish enough to get close, while the Necrons Warriors follow behind, supporting with volleys of deadly gauss fire. Indomitus Space Marines Infiltrate’ or something on those lines means the unit can be deployed anywhere on the table over 9” away from enemy models and the enemy deployment zone, instead of deploying normally. Bring about the long-awaited day of ascension with Combat Patrol: Genestealer Cults! This boxed set provides you with all the units you need to start your collection or reinforce an existing army. The contents of this set have been specifically chosen to provide you with a Genestealer Cults force ideal for Combat Patrol-sized games – approximately 25 Power Level's worth of models, which can be built in a variety of ways – and will also save you money compared to buying the contents individually. Now obviously this is a powerful shooting tool, letting you outperform your otherwise average stats, though you need to position carefully, and focus fire is crucial to both set it up and maximise the benefits, but this adds some potent punch. If it’s Exposed as well, you get +1 to Wound on top of that, making even the humble Auto weapons you have capable of wounding most things on 4s, and enhancing your heavier weapons into the lofty heights of wounding most things on 3s if not 2s.

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Alongside these, the Space Marine Boarding Patrol that’s out now, and the three further sets recently announced for the Necrons, Tyranids, and Grey Knights, there are even more boxes to come for other factions in the 41st Millennium. Wyrmtooth Rounds- A KELERMORPH can load any number of their Autostubs with this ammo instead, hitting at a whopping Str 6 -3 Dmg 3. There are some trade offs however, namely becoming Heavy 1, not doing Mortal Wounds, and not being able to target Characters, so this is more for the utility of dealing with big things and heavier grade units. You still get the Gunslinger and Sensory abilities though, letting you fish for more shots and get to safety after shooting, however you need to weigh up what you’re shooting at each time you fire. Deep Supplies- Reroll a Wound roll each time they Shoot or Fight, much like Bladed Cog. Reliable and will add up over the course of the game, be sure to prioritize heavier weapons so as not to inadvertently waste the reroll. War Convoy- All your VEHICLES and BIKERS get a 6+++. Obviously only useful if going heavy on these units, this can make a fairly tough to shift armoured wall. With your tanks being somewhat pricey however, be careful about overloading on them to make use of this, at the expense of other units. If your Detachment is Battle-Forged (which will be most armies) and only has GENESTEALER CULTS units in it.These boxes have felt like they have been coming for a while considering it’s been a few months since we saw their combo box. The Thousand Sons one is a little strange just because it has so many Tzaangors and it’s basically the same as the Hexfire box but with 10 more Tzaangors added in. The Grey Knights one is also similar but with Terminators added in as well and no Crowe. Genetic Lineage- Let’s an ACOLYTE or METAMORPH unit charge even if they Advanced this turn. Great at 1CP for the extra burst of speed granted, and the neat thing with this is it’s used in the Charge phase, meaning you can either go in knowing you’ll need it, or can simply use it for redundancy if the Psychic Stimulus power fails to cast. Finally, the fourth generation arrive – smooth, hairless creatures who appear almost entirely human and can meld invisibly with the populace, but who still contain alien genetic structures and a dominated will. The offspring of these almost-humans revert to being purestrain Genestealers, and so the cycle begins again. Mind Control* (WC 6) (M)- A visible enemy unit within 18” is -1 to Hit, and if the Psychic Test was equal or greater than their Ld, they are also -1 to Ld and Combat Attrition. The second part is generally neither here nor there, and shouldn’t be aimed for, rather consider it a useful bonus should it arise, the main selling point is an on tap minus to both Ranged and Melee, ideal for neutering a key unit in your foe’s army.

Genestealer Cults army guide | Wargamer Warhammer 40k Genestealer Cults army guide | Wargamer

The Unwilling Orb- A PSYKER gets to Deny an additional Power, Deny anywhere on the board, and +1 to Witchfire and Malediction Powers. The +1 is a powerful boost in itself, with your Maledictions being strong already, and the bonus to Witchfires being helpful on the side if you have any of those powers. The Deny boosts are of course more niche, but can be great to help deal with vital Psychic powers that are cast just out of normal range, giving you at least a chance to shut them down.Thralls of the Patriarch- Ignore Combat Attrition modifiers, like the second part of the Pauper Princes. Whilst ignoring modifiers can be useful, it isn’t really worth 2 of your 4 points here. Toxin Agents (2)- 6s to Hit with Melee against non- VEHICLE/MONSTER units autowound. A potent buff for a combat heavy force, and even for non-melee units to help out in a pinch.

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