Stop the Cult - All day WH40K game | ||||
A Genestealer cult has been exposed, if allowed to prosper
and grow, a Tyranid invasion fleet will be summoned and all life will be
absorbed.
The Genestealer Patriarch and as many of the cult magus as possible must
be terminated to destroy the cult. Hidden Forces Searching Implant Attack The Overpowering Cult Bond |
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Some of the attacking players and their forces | ||||
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Members of the Genestealer cult | ||||
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In all there were 7 attacking players (10,500 points), against 5 defending players (7,000 points). This provided quite an even game. We rolled for which side go the first turn and the Genestealers won. After having played the game I think the Genestealers should always get the first turn, as otherwise they would be quickly overrun. | ||||
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The 18 foot by 5 foot table at the start of the game. | |||
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Situation as the game gets going. | |||
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Chaos Dreadnought attacked on all sides by Genestealers and Chaos marines (which have been 'turned' into brood members. The Chaos Lord in the background then charged in and killed all the cult members. | |||
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In the centre the anti-cult forces advance. | |||
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The cult are overrun | |||
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On the left flank, Catachans advance. | |||
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The last remaining cult foces, surrounded and running out of ammo. | |||
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The successful attackers advance past the burning hulks of the Steel Legion, | |||
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How it used to be. Genestealers ambush a combined force of Chaos marines and Imperial Guard. | |||
The Result? Well the Genestealer forces were wiped out, but the Patriarch was never found. Somewhere out there the cult will be rebuilding its forces. Watch your neighbours! |
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Return to JAG home page | ||||