Deathwatch: Overkill Review – Part One
I’ll be reviewing Deathwatch Overkill, and I’ll be going
into enough detail to justify splitting it into three sections, two on the
models and one on the game itself. As ever, I will be rambling on a bit covering the history of the genestealer range and my gaming history.
Infection
I started playing 40k in 1991, at the age of 11, with Rogue
Trader. I had Space Crusade, which gave me a variety of models, and then I got
Space Hulk. By default that made my first 40k army genestealers, because I had
33 of them, 3 plastic from Space Crusade, and 30 plastic from Space Hulk.
This gave me enough to put together a decent sized force,
and they would run across the board, and had -3 to enemy armour in close combat
and wounded pretty much everything on 2s. So they would mince everything they
got close to, and I had enough that they got there.
I got some metal hybrids, and got the Genestealer expansion
for Space Hulk which gave me another 10. I even got a metal guard blister
(remember getting 5 metal guard in a blister) to have some Brood Brothers. Add
a toy car for a limo, and 12 year old me had a decent force. The 40k Compilation,
which combined the army list articles from WD 114-116, gave some sort of focus
to this.
While in 2nd ed I would play Orks and marines,
and sit out 3rd ed entirely, I got back in with Battle of Macragge
and even more genestealers. Genestealers had been retconned to be a Tyranid
vanguard organism, which to me made them less interesting, but it was still
technically possible to take a pure genestealer force.
So even more genestealers on the pile, and I had 2nd
edition Space Hulk as well.
Fast forward through several more editions of 40k and 3rd
edition Space Hulk and I had over 150 genestealers, a Space Hulk Broodlord,
Death Storm Broodlord and Jazzhands Broodlord. My plastic Hybrids has
disappeared in one of my many house moves.
However the Genestealer Cult list had disappeared long ago,
with a last gasp in Citadel Journal (40 and 41) for 3rd edition 40k.
The latest Tyranid codex removed Broodlords as a HQ, so a pure genestealer
force was gone. Genestealers themselves had lost the ability to take assault
grenades, which had impacted their ability given the proliferation of cover on
most 40k tables, while still being as expensive as a power armoured space
marine.
Rending was nerfed (to be fair it was horrific when it was
first introduced) and assault was toned down in the meta repeatedly over a number of
editions. This made life very difficult for genestealers, as they lacked the
numbers to get into combat, and when they got in they usually struck last
because they faced an enemy in cover or with defensive grenades, and then they
couldn’t wipe an enemy unit and consolidate into another.
However genestealers are such a good antagonist for marines,
GW couldn’t leave them on the bench forever. There are enough genestealer fans
that there have always been a few fandexes launched for each edition. The
demand was always there.
Reproduction
By now you will all have seen pictures online. Some of you
may have seen and handled the miniatures in a GW or LGS. If you have seen them
in real life I don’t need to sell you on them.
The model direction and engineering for GW releases have
been all over the place recently, which is symptomatic of a number of different business units
creating miniatures. Age of Sigmar looks like something produced by a
completely different company, the art direction is so different to Fantasy and
40k. The Wulfen from the Fenris campaign release, which is pretty much the
first obvious step of End Times 40k, look so completely different to the Iron
Priest and Ulrik from the same release.
One of the issues with modern GW art direction is the level
of extraneous details. Compare the Mk IV marines and Cataphractii terminators
to, for example, the Wulfen or Varanguard or Space Wolf Dreadnought. The
Forgeworld designed plastics are clean, with clear lines. The Varanguard have
huge amounts of detail and lack clear lines of action. These models show the
pitfalls of CAD models.
Hand sculpted models, created as single pieces, tend to have
clear lines and clear ideas. The basic model is created and the detail goes on
top. With CAD you can create individual elements and then create the basic
frame, and the endless bling on some models seems to indicate this sort of process.
I think the busyness of some models is very intimidating for less experienced painters, and stressful for OCD painters like me.
So why am I talking about this?
The new plastic Ulrik the Slayer is a character model. It has
several areas of bling (the helmet, face, back pack banner, kneepad and some
charms below the backpack) but it is not extraneous. Ulrik is centuries old and has picked up some tat along the way.
The model is not a huge departure from the metal model it is based on,
unlike the Wulfen which are completely different. It is on a similar level of
detail to the Vampire Counts Wight King, which I painted in a couple of long
sessions to a standard I was happy with.
It clearly shows it’s 40k lineage, and would fit into a 3rd
or 4th ed era Space Wolf force without looking out of place.
The same sculptor who did Ulrik, Darren Latham, did all the
genestealer cult miniatures for Deathwatch:Overkill.
They are coherent and strongly themed while being diverse in
a way many recent GW releases have not been (Sigmarines and Fyreslayers are all
based on the same CAD dollies, with weapons being pretty much the only
difference between three different boxes of the sigmarines).
The smaller details (shoulder lamps, mining suits, etc) tie
the different models together, as do the cult charms.
Theming is strong, and the models have character. I think Darren is going to be a sculptor to look out for in future.
Theming is strong, and the models have character. I think Darren is going to be a sculptor to look out for in future.
Uprising
The models have 40k rules, available online and in White
Dwarf 110. There are strong rumours of some plastic kits and a codex in the
future, and if GW don’t give a limited ability to add Imperial Guard as Brood
Brothers and give the Cultists some vehicles (even just Chimera and Sentinels)
then people just need to house rule them in, or allow Genestealer Cult players
to take Chaos Cultists with no marks from the Chaos Marine list as an
additional troop choice. When I review the Deathwatch, because they are a much more limited force, I'll be giving some options to expand them now.
Each group of models have a datasheet, and it is worth
discussing each in detail.
The Favoured Disciples
These are the first and second generation hybrids. They obviously can’t pass for human. At 85 points for 12 they come in at 7 points per model.
These are the first and second generation hybrids. They obviously can’t pass for human. At 85 points for 12 they come in at 7 points per model.
They have assault grenades, rending claws, an autopistol, a
close combat weapon, a 5+ save, Initiative, Strength and Weapon Skill 4 and are
fearless.
They are unashamedly assault troops, and if the Genestealer
Cult codex lets you take big units or a transport, then you are going to want
to take them. 3 rending attacks base, with 4 on the charge with grenades to
strike before everything except Eldar and Marines.
These are the backbone assault troops of the codex, who
while they will lose guys to templates, bolters
or flamers getting into assault (toughness 3 and 5+ save isn’t
brilliant, and I’d much rather these guys had been more expensive but toughness
4), but once they get there they are close to Purestrain genestealers in punch,
and better against enemy in cover. They are Fearless, so will keep going to the
last man as well.
They are absolutely worth taking as a unit.
In game design terms they have a clearly designed role and
do it well.
The models are my favourites for the non-character models.
Every one has clear lines of action, appropriate levels of detail, and simply
look awesome.
The Faithful Throng
These are third and fourth generation hybrids. They are basically humans with 1 point more initiative and leadership. The White Dwarf unit has 2 special weapons (grenade launchers) and 2 heavy weapons (mining lasers, which are like short ranged lascannons) with 12 meatshield autogun goons.
These are third and fourth generation hybrids. They are basically humans with 1 point more initiative and leadership. The White Dwarf unit has 2 special weapons (grenade launchers) and 2 heavy weapons (mining lasers, which are like short ranged lascannons) with 12 meatshield autogun goons.
What is this unit good for? Sitting on an objective in
cover. While they have assault grenades they have a single Weapon Skill 3
Strength 3 attack at initiative 4, aren’t fearless, and have no assault special
rules like Rending.
They are cheap, decently shooty, can threaten tanks and
terminator equivalents in a way Tyranid shooting just can’t, and again, have a
clear role.
I don’t imagine the eventual codex will allow them to take
so many special/heavy weapons in a small unit, but as they are they are
probably slightly OP (but nowhere near a Tau/Eldar level).
The Purestrain Princelings
This is where the limit of the sheets being written to represent the board game starts to impact the list. You want a unit of 6-12 purestrains, you get a unit of 2. The rules are better than the Codex: Tyranid rules with the addition of Hit and Run and Stealth for the cost of a point, but the current role for the unit is to bodyguard the Patriach and take two bolter rounds to the face that would otherwise have hit him.
This is where the limit of the sheets being written to represent the board game starts to impact the list. You want a unit of 6-12 purestrains, you get a unit of 2. The rules are better than the Codex: Tyranid rules with the addition of Hit and Run and Stealth for the cost of a point, but the current role for the unit is to bodyguard the Patriach and take two bolter rounds to the face that would otherwise have hit him.
The rules are good and move in the right direction from the
genestealer rules in the last couple of codexes, the unit size isn’t.
The Brothers Aberrant
Big muscly genestealer mutants with power picks/hammers for opening up 2+ or 3+ armour in close combat. At 30 points a model they have Weapon Skill 4 and Strength 5 basic, boosting to Str 7 Ap 3 or Str 8 Ap 2 depending on Pick or Hammer. This means they can carve up light vehicles (definitely anything with rear armour 10), could conceivably glace Land Raiders but if you are fighting Toughness 3 5+ armour enemies (Imperial Guard for example) you have Rending Claws and fight at initiative 2, before any power fists or axes they might have.
Big muscly genestealer mutants with power picks/hammers for opening up 2+ or 3+ armour in close combat. At 30 points a model they have Weapon Skill 4 and Strength 5 basic, boosting to Str 7 Ap 3 or Str 8 Ap 2 depending on Pick or Hammer. This means they can carve up light vehicles (definitely anything with rear armour 10), could conceivably glace Land Raiders but if you are fighting Toughness 3 5+ armour enemies (Imperial Guard for example) you have Rending Claws and fight at initiative 2, before any power fists or axes they might have.
The unit has some issues. No assault grenades is fluffy, but
gives you problems attacking into cover. They are toughness 4 with 2 wounds and
feel no pain, which makes them more survivable than a lot of the big assault
troops GW have designed (Ogryns, etc) for their points, but I feel they should
have either been toughness 5 or had 3 wounds. A squad of marines rapid firing
bolters will kill half the squad on average rolls, and that ignores heavy
weapons (a missile launcher would insta-kill one).
They are a unit that would massively benefit from a
transport, though they should probably have been given the bulky rule to
eliminate the Aberrant death stars being a thing.
As a unit they give Genestealer cults more anti-vehicle
capacity and another infantry choice. There is no logical character to babysit
them except the Primus, but they do have the Stubborn rule. However I just don’t think they are
mobile or tough enough to get across the table unassisted.
The Characters
Patriach
This is so much better than the Tyranid codex Broodlord.
This is so much better than the Tyranid codex Broodlord.
A level 2 psyker with Telepathy. Toughness 5, 3 Wounds, 4+
saves. AP3 Rending Claws at Strength 5 that reroll failed wounds.
You pay 115 points for this, and he needs a bodyguard unit
to catch some bullets, but he is a close combat monster. Unfortunately the most
logical bodyguard unit is the Purestrains, who only have 2 models. A codex release
will clear this up by allowing variety in unit sizes.
The BS of 0 also highlights that despite two years of people
asking for an FAQ on whether Psychic Shriek needs to roll to hit (which Rules
as Written it does) or whether it would be much more logical to treat is as a
Malediction type power (like every other offensive power in the Telepathy
discipline) GW have not covered it in the FAQ for 7th edition they released in December 2015. This is particularly obvious once you have models with Telepathy and Ballistic Skill 0.
The model is excellent, and the Eavy Metal paintjob plays to
it’s strengths. I’ll be leaving the arm with the hand pressed against the head
off as a separate sub assembly so I can ink and detail highlight the brain
without obstacles.
Of all the Patriachs/Broodlords over the years, I feel this
one is the best model.
Magus
An absolute steal at 65 points for a level 2 psyker. However he absolutely needs to be in a unit (the Faithful Throng being the obvious choice) where he can sit and cast blessings or maledication, while giving the unit 5+ on deny the witch roles. Weapon skill 4, strength 5 (Force Stave, so also AP4 and Concussive) isn’t brilliant in assault, but he is so cheap it doesn’t really matter. A Genestealer Familiar gives him two extra Strength 4 Rending attacks.
An absolute steal at 65 points for a level 2 psyker. However he absolutely needs to be in a unit (the Faithful Throng being the obvious choice) where he can sit and cast blessings or maledication, while giving the unit 5+ on deny the witch roles. Weapon skill 4, strength 5 (Force Stave, so also AP4 and Concussive) isn’t brilliant in assault, but he is so cheap it doesn’t really matter. A Genestealer Familiar gives him two extra Strength 4 Rending attacks.
However he is there for his psychic powers, if he ends up in
close combat toughness 3 and a 5+ save is not going to keep him alive for long.
Again, the model is an excellent callback to the old metal
magus.
Primus
A new character type, basically a combat Magus, the Primus is a decent and cheap character. Would you take him in a 250 point game? No, you’d take a Magus you dummy.
A new character type, basically a combat Magus, the Primus is a decent and cheap character. Would you take him in a 250 point game? No, you’d take a Magus you dummy.
However in the greater scheme of things he is a 2nd
generation hybrid (3 attacks, rending claws, initiative 4, assault grenades,
weapon skill 4) with a power weapon with Instant death on a 6. With Zealot he
lets the unit he is with rerolled failed hits in the first round of close
combat.
The obvious unit to put him with is The Favoured Disciples
or Brothers Aberrant, even though putting him with The Faithful Throng would
give them Fearless from his Zealot rule.
This is a mid-level assault character, and he needs to be
with an assault unit. 3rd/4th gens are a shooting and
support unit, so unless the codex gives the option for an even cheaper version
(which would still be competing with the Magus for HQ slots).
Ghosar Quintus Broodkin
This is where a series of decent to good units become an excellent allied force for Tyranids. For 600 points you get 3 characters (including 2 level 2 psykers) and 4 units, all with infiltrate, shrouded to the start of the second turn and stealth. The Patriach and Purestrains can be set up anywhere further than 1” from an enemy unit and assault in the 1st turn. While the Patriach is alive every unit has Fearless and Adamantium will (so the units with the Patriach and Magus in Deny the Witch on 4+).
For allying into a non-Tyranid force (Imperial Guard or Chaos with a large cultist contingent being fluffy choices) you can't set up within 12" of a unit from a different faction. However since you will be infiltrating everything anyway this is a bit less of an issue. You pick a middle ground objective or building and put your Faithful Throng in there with the Magus. Their job is to threaten the enemy flank or vehicles trying to get across the middle ground. Everyone else is looking to assault as soon as possible
This is where a series of decent to good units become an excellent allied force for Tyranids. For 600 points you get 3 characters (including 2 level 2 psykers) and 4 units, all with infiltrate, shrouded to the start of the second turn and stealth. The Patriach and Purestrains can be set up anywhere further than 1” from an enemy unit and assault in the 1st turn. While the Patriach is alive every unit has Fearless and Adamantium will (so the units with the Patriach and Magus in Deny the Witch on 4+).
For allying into a non-Tyranid force (Imperial Guard or Chaos with a large cultist contingent being fluffy choices) you can't set up within 12" of a unit from a different faction. However since you will be infiltrating everything anyway this is a bit less of an issue. You pick a middle ground objective or building and put your Faithful Throng in there with the Magus. Their job is to threaten the enemy flank or vehicles trying to get across the middle ground. Everyone else is looking to assault as soon as possible
I will be painting the models up and trying to find people
to play small point 40k games.
I will also be picking up a couple more units on ebay.
Genestealer Cults getting a proper codex is something a lot
of people have waited a long time for, and hopefully we will see it happening
during the summer. I just hope it happens before the edition change given the rumours about that.
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