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![[Post New]](/s/i/i.gif) 2008/05/04 18:53:30
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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So this is how Stealer Shock has evolved in my playtest group.
It has no shooting.
It's entire purpose is to deny you the ability to assault the army while it holds the objectives.
Usually 2 fex + tyrant + 2 stealers run as a pack; and 5 fex + 2 stealers run as another pack.
Broodlord forces everyone to move forward 12" or lose pretty much whatever is in his charge range.
So far nothing can out assault his unit or even tarpit it effectively unless you can shoot it first.
Being forced forward means those running MC are that much closer.
Normally you can shoot the army pretty well, but with the 5th edition Codices there's not enough firepower to do so (excluding Black Templars) and with the limit to mobility + firepower...
You also have a hell of a time tank shocking fexes off the objective. If it's the game, they will stand there and try to kill you. S9+2D6 will usually pen most things. The stealers and fexes will (I do mean WILL) annihilate your troops if you try and get them onto an objective.
Anyways, it's beatable with old style codexes but the new ones just eat gak versus it.
2000 Pts - Tyranids Roster - Nids 5th
1 Hive Tyrant @ 238 Pts
Symbiote Rippers; Scything Talons (x2); Synapse Creature; The Horror; The Shadow in the Warp
3 Tyrant Guard @ [135] Pts
Rending Claws; Scything Talons
1 Broodlord @ 313 Pts
Feeder Tendrils; Rending Claws; Scything Talons; Synapse Creature
10 Genestealers @ [240] Pts
Acid Maw; Rending Claws; Scything Talons
1 Carnifex @ 113 Pts
Crushing Claws; Rending Claws (x1)
1 Carnifex @ 113 Pts
Crushing Claws; Rending Claws (x1)
1 Carnifex @ 113 Pts
Crushing Claws; Rending Claws (x1)
9 Genestealers @ 180 Pts
Acid Maw; Rending Claws
9 Genestealers @ 180 Pts
Acid Maw; Rending Claws
9 Genestealers @ 180 Pts
Acid Maw; Rending Claws
9 Genestealers @ 180 Pts
Acid Maw; Rending Claws
1 Carnifex @ 130 Pts
Symbiote Rippers; Thornback; Crushing Claws; Rending Claws (x1)
1 Carnifex @ 130 Pts
Symbiote Rippers; Thornback; Crushing Claws; Rending Claws (x1)
1 Carnifex @ 130 Pts
Symbiote Rippers; Thornback; Crushing Claws; Rending Claws (x1)
Total Roster Cost: 2000
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![[Post New]](/s/i/i.gif) 2008/05/04 19:00:26
Subject: 5th Ed Stealer Shock
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Longtime Dakkanaut
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Why 4 big squads as opposed to 6 smaller squads? More squads equals more targets. I'm also curious why you didn't give them EC and/or Scuttlers- especially EC. With more troops being mandated for 5th, I think you'll see alot more ap5 weapons - might as well halve the effectiveness of said weapons (bolters, shootaz, shurken catapults).
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![[Post New]](/s/i/i.gif) 2008/05/04 19:08:12
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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If you have 36 stealers to put in your list, and not enough synapse creatures to cover them all...if you run smaller squads you start taking morale tests as soon as you get shot at outside of synapse.
More troops slots filled isn't 'the win', more total troops is. They're close to maxed out in this list.
AP5 weapons versus 4+ cover save I get anyway, or pay for a 4+ save? I'll take the free cover save.
There are plenty enough targets in this list--Tyrant super unit, 6 fexes, and 4 stealer units that have some durability.
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![[Post New]](/s/i/i.gif) 2008/05/04 19:27:20
Subject: Re:5th Ed Stealer Shock
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Dark Angels Neophyte Undergoing Surgeries
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If your tactic revolves around sitting on an objective and brandishing your claws to deny your opponent the ability to assault the objective, wouldn't it be useful to have a couple of the fexes with guns just so you can shoot back some? Otherwise you'll just sit and get shot at (unless they actually charge into that mess). I get what you're saying about them being resilient and numerous enough that no one would really have the firepower to unseat them, but if you've got 6 fex's just sitting around up there, I would think that giving 2 or 3 of them a gun so they can cause some collateral while playing King of the Hill would be even more devastating?
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Dark Angels
Alaitoc Eldar
Hive Fleet Harbinger
Black Legion
Evil Sunz
Bork'an
Daemons
http://masterdarksol.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2008/05/04 20:06:34
Subject: 5th Ed Stealer Shock
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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I think in 5th ed rending claws are off the to-wound, rather than the to-hit. Better to take Scything talons.
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![[Post New]](/s/i/i.gif) 2008/05/04 20:49:49
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Tacobake wrote:I think in 5th ed rending claws are off the to-wound, rather than the to-hit. Better to take Scything talons.
You take the rends because D6+1 vs D6+0 is not that big a deal, and on the elites you can't take the scything talons due to points limit.
You can do it on the heavy fexes if you want to, but it won't do a whole lot.
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![[Post New]](/s/i/i.gif) 2008/05/04 20:51:29
Subject: Re:5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Master Darksol wrote:If your tactic revolves around sitting on an objective and brandishing your claws to deny your opponent the ability to assault the objective, wouldn't it be useful to have a couple of the fexes with guns just so you can shoot back some? Otherwise you'll just sit and get shot at (unless they actually charge into that mess). I get what you're saying about them being resilient and numerous enough that no one would really have the firepower to unseat them, but if you've got 6 fex's just sitting around up there, I would think that giving 2 or 3 of them a gun so they can cause some collateral while playing King of the Hill would be even more devastating?
Well given you can only shoot 1 weapon, at best BS3...it's not like you have alot of awesome firepower off 3 fexes, so why bother? If you focus on running and assaulting, you'll hit most armies like a freight train.
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![[Post New]](/s/i/i.gif) 2008/05/04 21:22:25
Subject: 5th Ed Stealer Shock
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Focused Fire Warrior
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I wouldn't put Crushing Claws on an elite fex anyway.. D6 attacks is cool, but for 2pts less, you could have two sets of talons and tusk.. that's 6 on the charge always, where the claws can either give you 7 on a charge, or 2..... you do the math.
Stealers have Ld 10 anyway dont they?? I dont have my dex around but I'm pretty sure they do.
I understand an all assault army, but I would consider twin-linked devourers on the Tyrant... You'll get 6 shots at BS 3 and S 4.. but you'll re-roll everything.. Also, since you are trying to deny objective claims, Psychic Scream would probably work better for you.. I dont know how much Psychic abilities do in 5th, but i dont think they changed too much...
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Sometimes you just have to let em' go... |
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![[Post New]](/s/i/i.gif) 2008/05/04 21:41:38
Subject: Re:5th Ed Stealer Shock
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Fresh-Faced New User
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It's nice to see an assault-heavy 'nid list.
I have a couple thoughts/questions, though:
1) I'd take feeder tendrils over acid maw (except on the broodlord's retinue, where they can benefit from the lord's tendrils already). WARNING! MATH-HAMMER TO FOLLOW! Assuming the rumored change to preferred enemy is true (re-roll to hit), feeder tendrils on stealers gives a 24.7% chance of a meq kill, while acid maw gives 27.8% (vs. 18.5% with neither, assuming rumored rending change in all cases)... but acid maw only works on the first round of combat and costs 4 points instead of 1. You could almost buy them all scything talons or EC for the difference.
2) I'd want at least a little shooting on some of the MCs, especially if the one-weapon rumor is false. Even if it is true, what about taking barbed strangler + scything talons for the fexes? 113 points, about the same CC attacks on average, and even at BS2 the new blast rules should make those stranglers hit something pretty much every turn. Could help thin out ork hordes, or you could dump a bunch of blasts on a skimmer playing keep-away. Seems like it'd add some flexibility without reducing the CC abilities of the fexes by much at all.
3) I see you're trying to cause a lot of "no retreat" wounds on fearless models and marines who fail Ld+Initiative checks from losing combat with the thornback and symbiote rippers. I wouldn't have expected it to be worth the points, but I haven't tried it, so I may be missing out. How well is it working? Would you say it's down to personal preference, or has it been making a big difference in your games?
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![[Post New]](/s/i/i.gif) 2008/05/04 22:10:28
Subject: Re:5th Ed Stealer Shock
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Regular Dakkanaut
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I think I could give you a better Elite fex for free
Carnifex @ 114 Pts
Bio-plasma; Tail Weapon - Mace; Scything Talons (x2)
It's better in both anti-tank(skimmer) and troop-hunter
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![[Post New]](/s/i/i.gif) 2008/05/04 23:59:29
Subject: Re:5th Ed Stealer Shock
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Fresh-Faced New User
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@ Stelek:
To continue my thoughts from earlier, here's my interpretation of the list. Tell me what you think.
2000 Pts - Dire Wombat's Version of Stelek's Tyranids Roster - Nids 5th
1 Hive Tyrant @ 111 Pts
Scything Talons; Twin-linked Devourer; Enhanced Senses (+1BS); Synapse Creature; The Horror; The Shadow in the Warp
1 Hive Tyrant @ 131 Pts
Scything Talons (x2); Synapse Creature; The Horror; Winged
10 Genestealers @ 200 Pts
Feeder Tendrils; Rending Claws; Scuttlers
10 Genestealers @ 200 Pts
Feeder Tendrils; Rending Claws; Scuttlers
6 Carnifi @ 678 Points
(Each Carnifex @ 113 Pts
Scything Talons; Barbed Strangler)
10 Genestealers @ 170 Pts
Feeder Tendrils; Rending Claws
10 Genestealers @ 170 Pts
Feeder Tendrils; Rending Claws
10 Genestealers @ 170 Pts
Feeder Tendrils; Rending Claws
10 Genestealers @ 170 Pts
Feeder Tendrils; Rending Claws
Total Roster Cost: 2000
As you can see, I've sacrificed a relatively small amount of the carnifi's CC punch to give them each a barbed strangler for the same price. With the rumored blast rules, this adds a lot of versatility to the list, giving you the option of assaulting or laying down six helpings of S8 pie every turn. For the same points, I think that this is more rewarding.
I've ditched acid maw in favor of feeder tendrils. Again, assuming Preferred Enemy is changing as rumored, this will be better unless combat almost always lasts for only the first turn... but even then, the extra genestealers I bought with the points savings should easily make up for that. And if assaults often last 2+ combat turns, this has considerably more CC punch.
I dropped the broodlord and the scything talons on his retinue, as well as replacing acid maw with feeder tendrils + scuttlers. The points I saved here (along with the ones I cut elsewhere in the list) allow a second unit of 10 scuttling genestealers w/ tendrils. Since I assume that the Broodlord was waiting in reserve with his brood and entering via flank march, the flanking option has been preserved with scuttlers, but is now carried out by 20 less-powerful genestealers instead of 10 more-powerful stealers + broodlord. I haven't run the numbers, but my gut feeling is that this is more total punch, and splitting into two units should give better odds that at least one brood will show up when and where it can do some damage. Both broods can also run+charge on the turn they arrive, as opposed to the broodlord units which can either run or charge, giving the former more threat. All in all, I think that this version of the flank march threat is scarier. You've actually played and/or played against the original list, so you may have a different perspective on this, but it's the way I'd go if it were my list.
I had a bunch of points from dropping thornback on the heavy fexes and symbiote rippers (both of which I figured could help, but I suspected might be too expensive for what they really do), as well as from leftovers from other changes. I used these points (and the HQ slot vacated by the broodlord) to drop the tyrant guard and add a second, winged tyrant. I fiddled with a couple different weapon layouts, and eventually settled on making the flyer a bare-bones CC tyrant and the giving the ground-pounder enhanced senses and a TL devourer. If MC's turn out to still be able to fire two weapons, I'd give him two TL devourers, since without wings he's a bit slow, even with run. I'm not totally set on this HQ configuration, but with the broodlord gone, freeing up some points to take 2x tyrants instead of 1 tyrant + guard seems like a solid choice.
Thoughts? I think it has some promise. I'm still concerned that some lists may have enough shooting to blast the genestealers off the objectives, even with 4+ cover, but I think the massive helpings of pie that the fexes can serve up in this configuration might help mitigate that.
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This message was edited 1 time. Last update was at 2008/05/05 00:02:26
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![[Post New]](/s/i/i.gif) 2008/05/05 02:02:37
Subject: 5th Ed Stealer Shock
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Charging Bull
Rochester, New York
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Um, you already ignore armor saves so why take rending claws? I'm pretty sure on a 6 to wound you still ignore saves..Genestealers, especially ones without EC are just free victory points to any army other than tyranids. I think this army assumes that you will be reaching the objective before your opponent which probably won't be the case with anything other than your paper crane fragile genestealers. The carnfexes won't be hard to deal with considering their 3+ save and lack of the 5th wound. Probably any decent shooting will be able to take out at least one a turn, and once they get into combat a hidden pf or some equiv will probably bring them down.
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"But remember that there are over 1000 chapters of spase marienz! So the SM codex has to cover over 1000 different kinds of spase marienz! Codex CSM only has to cover 1 kind (the Chaos kind). And I don't even think Eldar are a kind of spase marienz at all. Hurr!"
- Abadabadoobaddon
Albatross wrote:I don't game in GW stores very often, but I must say that last time I did, most of the kids were much more pleasant and less annoying than some of the smelly, socially slowed ADULTS who frequent the stores.
It's a company which specialises in the selling of plastic representations of Elves, Goblins, and 9 foot tall superhuman soldiers from the future - have you ever considered that, as adults, it is US that is intruding upon THEIR world?
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![[Post New]](/s/i/i.gif) 2008/05/05 06:56:03
Subject: 5th Ed Stealer Shock
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[ARTICLE MOD]
Longtime Dakkanaut
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This isn't a stealer shock. It's a nidzilla list.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2008/05/05 14:13:40
Subject: 5th Ed Stealer Shock
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Longtime Dakkanaut
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Centurian99 wrote:This isn't a stealer shock. It's a nidzilla list.
Agreed.
Capt K
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![[Post New]](/s/i/i.gif) 2008/05/05 14:56:15
Subject: Re:5th Ed Stealer Shock
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Student Curious About Xenos
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Anyways, it's beatable with old style codexes but the new ones just eat gak versus it.
You mean that, for example, orks can't beat it? Surely you can't be serious.
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This message was edited 1 time. Last update was at 2008/05/05 14:58:04
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![[Post New]](/s/i/i.gif) 2008/05/05 15:10:33
Subject: 5th Ed Stealer Shock
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[ARTICLE MOD]
Longtime Dakkanaut
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Or a Necron flying circus. In fact, any mobile shooty army is going to have a field day with it.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2008/05/05 16:34:48
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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If you can't get to the objectives because the whole enemy army is parked on them, you can't win.
Shoot it all you want. 4+ saves make shooting it troublesome.
I like all the variants suggested, except the Barbed Strangler add on. It isn't accurate. You don't roll a hit, who knows where it's going. The crushing claws are favored because they're humorous. Fexes generally get charged, not charge others...
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![[Post New]](/s/i/i.gif) 2008/05/05 16:56:21
Subject: 5th Ed Stealer Shock
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Krazed Killa Kan
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And then you meet Marines with 3 Whirlwinds, which probably will become their new standard fare, and they pick the template that's S4 AP5 Ignores Cover.
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![[Post New]](/s/i/i.gif) 2008/05/05 17:09:18
Subject: 5th Ed Stealer Shock
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Sneaky Sniper Drone
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If you want to camp on objectives with an assault-oriented army be my guest. I think any self respecting Tau player would prefer your Genestealers to remain stationary. They'll just drop Railgun Submunitions on your Ball'O'Bugs and move in near the end of the game for the, relatively, simple win.
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![[Post New]](/s/i/i.gif) 2008/05/05 17:09:43
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Voodoo Boyz wrote:And then you meet Marines with 3 Whirlwinds, which probably will become their new standard fare, and they pick the template that's S4 AP5 Ignores Cover.
So they kill 3 stealers a turn, and all the world is wiser for it. Sorry, were you under the impression 3 whirlwinds would stop this list?
Only if your dice are fixed.
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![[Post New]](/s/i/i.gif) 2008/05/05 17:15:53
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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gojira316 wrote:If you want to camp on objectives with an assault-oriented army be my guest. I think any self respecting Tau player would prefer your Genestealers to remain stationary. They'll just drop Railgun Submunitions on your Ball'O'Bugs and move in near the end of the game for the, relatively, simple win.
Well actually what happens is...the Tyranids clear you away from your objectives, then secure their own.
Who actually wins? I can't say the Nids always win, cause they don't. Can Tau armies sit back with the Broodlord available? Nope, they can't. A broodlord and friends can wipe a huge chunk of a tau army out if you aren't very very careful, and sitting in a corner with troops that can't fleet and have only devilfish to get them where they need to go...yeah, it's a pain in the ass trying to get rid of a Nid army that is all assault since almost any part of it will beat your whole army. I reconfigured my Tau army to try to deal with assault troops, but to be honest I can't say it's really got a chance in hell outside of shooting the enemy dead. It's one thing when the Nids sit back and shoot you, it really is another when everything is coming right at you and can run so everything hits on turn 3.
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![[Post New]](/s/i/i.gif) 2008/05/05 17:25:20
Subject: 5th Ed Stealer Shock
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Krazed Killa Kan
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Stelek wrote:Voodoo Boyz wrote:And then you meet Marines with 3 Whirlwinds, which probably will become their new standard fare, and they pick the template that's S4 AP5 Ignores Cover.
So they kill 3 stealers a turn, and all the world is wiser for it. Sorry, were you under the impression 3 whirlwinds would stop this list?
Only if your dice are fixed.
I'm confused.
Either you're clumped in terrain to get your 4+ Cover, or you're spread out to avoid templates where even the slightest partial now counts as full hit.
You hide in terrain and get template to death because you're clustered up, or spread out and you're suddenly not in terrain and you're getting shot with normal guns more effectively AND template still.
In 5th if I kill your troops I win if I've got just one objective I can hold. With no guns in your list I could park the whirlwinds out the open the a big SHOOT ME banner on them and you couldn't do squat about it.
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This message was edited 1 time. Last update was at 2008/05/05 17:25:53
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![[Post New]](/s/i/i.gif) 2008/05/05 18:08:47
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Actually, just the majority of my unit needs to be in terrain and/or obscured to receive the save. With MC providing obscurement, I can run stealers very spread out.
If you really think whirlwinds are effective, please do the following:
Pick up a scatter die. 66% of the time, it misses.
It scatters 2D6" and deviates.
You subtract 4" from said deviation.
Even if you hit, you only get 2 stealers--and that's 2 turns out of 6. The rest of the time, it doesn't do much. A stealer a turn? It might seem like alot, but it isn't really.
By the way, what other armies is the 3 whirlwind army going to beat? Be serious now. I know how weak it is and so should you.
Keep in mind, a pure stealer shock is not very good in 5th but having a bunch of MC that kill troops makes it very dicey. It's not like people are going to go after your bunkers, or even non-troops. You can shoot all you want, but if you don't kill the MC your troops won't get to the objectives and if you don't kill the stealers (or gaunts) you'll lose the game.
See, unlike most armies with shooty elites/heavy/fast attack...and only 2 CC HQ...well, you can ignore most elites/heavy/fast because they can't win the game, and if you focus on the mission with 4 MC and 2-3 troops available to protect each objective it makes life quite a bit more difficult. After all, if you aren't space marines, what elites/fast/heavy do you have that can CC away fexes and stealers?
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![[Post New]](/s/i/i.gif) 2008/05/05 18:19:48
Subject: 5th Ed Stealer Shock
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Krazed Killa Kan
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Stelek wrote:Actually, just the majority of my unit needs to be in terrain and/or obscured to receive the save. With MC providing obscurement, I can run stealers very spread out.
If you really think whirlwinds are effective, please do the following:
Pick up a scatter die. 66% of the time, it misses.
It scatters 2D6" and deviates.
You subtract 4" from said deviation.
Even if you hit, you only get 2 stealers--and that's 2 turns out of 6. The rest of the time, it doesn't do much. A stealer a turn? It might seem like alot, but it isn't really.
By the way, what other armies is the 3 whirlwind army going to beat? Be serious now. I know how weak it is and so should you.
Keep in mind, a pure stealer shock is not very good in 5th but having a bunch of MC that kill troops makes it very dicey. It's not like people are going to go after your bunkers, or even non-troops. You can shoot all you want, but if you don't kill the MC your troops won't get to the objectives and if you don't kill the stealers (or gaunts) you'll lose the game.
See, unlike most armies with shooty elites/heavy/fast attack...and only 2 CC HQ...well, you can ignore most elites/heavy/fast because they can't win the game, and if you focus on the mission with 4 MC and 2-3 troops available to protect each objective it makes life quite a bit more difficult. After all, if you aren't space marines, what elites/fast/heavy do you have that can CC away fexes and stealers?
So you're going to spread out all your stealers at max coherency, with no units around each other, while having all of the units be mostly in terrain to get the save?
You go with that in your fantasy table where this is somehow possible.
And I do think that three Whirlwinds will be very good for Marines, it'll go a long way to clearing out most of the TROOPS that other armies are now going to have to run to win, and it's really nice because now templates are exceptionally good. In fact I think they're really good right now in 4th.
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![[Post New]](/s/i/i.gif) 2008/05/05 19:22:59
Subject: 5th Ed Stealer Shock
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Charging Bull
Rochester, New York
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Where is this table where you get a 4+ save in cover while being placed in max coherency? Is it one giant piece of area terrain?
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"But remember that there are over 1000 chapters of spase marienz! So the SM codex has to cover over 1000 different kinds of spase marienz! Codex CSM only has to cover 1 kind (the Chaos kind). And I don't even think Eldar are a kind of spase marienz at all. Hurr!"
- Abadabadoobaddon
Albatross wrote:I don't game in GW stores very often, but I must say that last time I did, most of the kids were much more pleasant and less annoying than some of the smelly, socially slowed ADULTS who frequent the stores.
It's a company which specialises in the selling of plastic representations of Elves, Goblins, and 9 foot tall superhuman soldiers from the future - have you ever considered that, as adults, it is US that is intruding upon THEIR world?
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![[Post New]](/s/i/i.gif) 2008/05/05 19:27:25
Subject: Re:5th Ed Stealer Shock
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Student Curious About Xenos
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Actually the discussion should be about general drawbacks of the list, not about "what if faced 3 whirlwinds army", nor about doing a mathhammer "how many stealers could a pie plate catch".
With MC providing obscurement, I can run stealers very spread out.
With MC providing obscurement you have the slowest Stealer Shock army in the world.
It has no shooting.
Without ANY shooting you're screwed against highly mechanized forces. I can assure you, there will be plenty of them in 5th.
Broodlord forces everyone to move forward 12" or lose pretty much whatever is in his charge range.
Maybe I heard wrong, but I think that infiltrating units can come from side edges, not your opponents edge.
Normally you can shoot the army pretty well, but with the 5th edition Codices there's not enough firepower to do so
This is wishful thinking. More points in troops doesn't mean there won't be much firepower.
The stealers and fexes will (I do mean WILL) annihilate your troops if you try and get them onto an objective.
Stealers yes, fexes no. Fexes don't_kill_in_cc. They only hold units in CC and take wounds.
After all, if you aren't space marines, what elites/fast/heavy do you have that can CC away fexes and stealers?
Everything that isn't Tau, Necrons or Guard? (However Necron wraiths can do plenty of damage, with the 5th ed rules of glancing hits normal destroyers are disappearing, so watch out)
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![[Post New]](/s/i/i.gif) 2008/05/05 19:42:50
Subject: Re:5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Comrade Barney wrote:Actually the discussion should be about general drawbacks of the list, not about "what if faced 3 whirlwinds army", nor about doing a mathhammer "how many stealers could a pie plate catch".
Indeed.
With MC providing obscurement, I can run stealers very spread out.
Comrade Barney wrote:With MC providing obscurement you have the slowest Stealer Shock army in the world.
Really? How are stealers with fleet different than MC with run?
Seems to be the same speed as before.
It has no shooting.
Comrade Barney wrote:Without ANY shooting you're screwed against highly mechanized forces. I can assure you, there will be plenty of them in 5th.
You mean bunker armies? Of course, about as many as there are now.
Let's see, harder to kill...and can't move and fire...
Yeah, let's all count just how dangerous skimmer armies are with 1 gun firing...
Sorry, did you say something about being screwed by armies that can't fire?
You did see the whole bit about 5th edition, right?
Broodlord forces everyone to move forward 12" or lose pretty much whatever is in his charge range.
Comrade Barney wrote:Maybe I heard wrong, but I think that infiltrating units can come from side edges, not your opponents edge.
Welcome to 5th edition, where the deployment zones can change and those 'side edges' are very close indeed.
Normally you can shoot the army pretty well, but with the 5th edition Codices there's not enough firepower to do so
Comrade Barney wrote:This is wishful thinking. More points in troops doesn't mean there won't be much firepower.
Wishful thinking? Well, I've been playtesting and I wonder what you've been doing.
Poring over those elite Dark Angel armies with a whole lot more firepower than the normal marine army.
Let me see. 4 more bolters, check. 1 less power fist attack, check. Fewer other firepower units because of extra wasted bolter bodies, check.
Wait, what 'much firepower' are you referring to? The 'much' that isn't?
The stealers and fexes will (I do mean WILL) annihilate your troops if you try and get them onto an objective.
Comrade Barney wrote:Stealers yes, fexes no. Fexes don't_kill_in_cc. They only hold units in CC and take wounds.
So let me get this straight. I say the MC support the stealers and vice versa, and you split them up for me. Can we actually have the army support itself as designed? Ok thanks!
Basic troops can't kill fexes like they used to, so fexes hold you in CC...stealers kill you...you are outnumbered horribly and eat 8 extra wounds...and the fexes don't contribute to that in the slightest. lol please play 5th at least once. The basics of the rules are available, go use them.
After all, if you aren't space marines, what elites/fast/heavy do you have that can CC away fexes and stealers?
Comrade Barney wrote:Everything that isn't Tau, Necrons or Guard? (However Necron wraiths can do plenty of damage, with the 5th ed rules of glancing hits normal destroyers are disappearing, so watch out)
Necron Wraiths...do plenty of damage?
Sorry, so let me see...everything that isn't space marines (i.e. everything else) can't CC away fexes and stealers. I suppose Eldar can, but killing both is problematic. When outnumbered like Eldar are and their tanks reduced to bunkers...well, Eldar have serious issues with this list. SM can at least try to fight but 6x5 man combat squads with a fist and plasma don't do much but give this army consolidate moves. You need terminators, lascannons in the back, speeders, and some bunkers to whittle the nids down.
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![[Post New]](/s/i/i.gif) 2008/05/05 20:14:36
Subject: Re:5th Ed Stealer Shock
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Student Curious About Xenos
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Welcome to 5th edition
I think it's a bit to early to say such things  I've seen a leaked info, but I don't trust it entirely.
I've played some battles using these rules, but only for fun, so maybe I'm not good source of advice  However, let's proceed.
Let's see, harder to kill...and can't move and fire...
Yeah, let's all count just how dangerous skimmer armies are with 1 gun firing...
You have misunderstood me.
I was talking about mechanized army basing on lots of infantry packed in transports. Well-equipped infantry. But it's just a detail.
Really? How are stealers with fleet different than MC with run?
I was talking about such thing called "scuttlers".
Wishful thinking? Well, I've been playtesting and I wonder what you've been doing.
Well, as I said, I played some 5th ed battles for fun and for no other feedback, actually. If you have done some serious playtests, then you've better view on this edition than me. I can only say, that it is warhammer 40k, and in the grim darkness of the far future there's only shooting phase
So let me get this straight. I say the MC support the stealers and vice versa, and you split them up for me. Can we actually have the army support itself as designed? Ok thanks!
I've just pointed out that fexes don't annihilate anything in CC on their own; They'll do their jobs (cooperating with stealers) anyway, so why don't you arm them with something different?
Necron Wraiths...do plenty of damage?
Yeah, I laughed too when I heard it first time. But seriously, 9 of fairly cheap, fast & tough guys can do a lot. My friend had a duel against daemons army and they've taken out 2 daemon princes, 10 flesh hounds and bloodthirster. Against eldar they've killed Avatar, harlies (!) & scorpions.
Cheers.
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![[Post New]](/s/i/i.gif) 2008/05/06 00:59:29
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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FYI I have a game against this list later:
Gonna give my shooty orks a whirl, but I don't know if I can hold against it. Seems kinda bullshay. lol
1750 Pts - Tyranids Roster - Frost
1 Hive Tyrant @ 240 Pts
Flesh Hooks; Scything Talons (x2); Catalyst; Synapse Creature; The Horror
3 Tyrant Guard @ [135] Pts
Rending Claws; Scything Talons
1 Hive Tyrant @ 240 Pts
Flesh Hooks; Scything Talons (x2); Catalyst; Synapse Creature; The Horror
3 Tyrant Guard @ [135] Pts
Rending Claws; Scything Talons
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
1 Carnifex @ 106 Pts
Tail Weapon - Mace; Scything Talons (x2)
22 Gaunt Brood @ 110 Pts
Spinefists
23 Gaunt Brood @ 115 Pts
Spinefists
12 Genestealers @ 204 Pts
Feeder Tendrils; Rending Claws
12 Genestealers @ 204 Pts
Feeder Tendrils; Rending Claws
Total Roster Cost: 1749
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![[Post New]](/s/i/i.gif) 2008/05/06 07:53:53
Subject: 5th Ed Stealer Shock
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Fixture of Dakka
.................................... Searching for Iscandar
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Fought two battles tonight.
The first was annihilation (spearhead), the second was take and hold (pitched battle).
I was able to win at spearhead's, by placing my forces at 6" + range from the enemy. I won on victory points. The buggies saved me. Even with the screening going on, it was too many shots on the little guys.
I lost at pitched battle, as snikrots boyz came out the wrong side of the damn map and got tied up by a gaunt unit. The fexes and stealers came right at my objective while a super tyrant unit ate 45 loota shots twice and survived with 1 wound. It sucked.
Those tyrant super units are still badass. Running makes them sooo dangerous. Those little gaunts do a good job screening them from assault, and the tyrant keeps them moving.
This is the list I used. It was good fun.
1750 Pts - Orks Roster
1 Big Mek @ 40 Pts
Choppa; Slugga; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole; Mek's Tools
1 Big Mek @ 40 Pts
Choppa; Slugga; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole; Mek's Tools
15 Lootas @ 225 Pts
Defffguns; Furious Charge; Mob Rule; Waaagh!
15 Lootas @ 225 Pts
Defffguns; Furious Charge; Mob Rule; Waaagh!
15 Kommandos @ 265 Pts
Choppa & Slugga; Burna (x2); Stikkbombs; Furious Charge; Infiltrate; Mob Rule; Move Through Cover; Waaagh!
1 Boss Snikrot @ [85] Pts
Mork's Teeth; Stikkbombs; Furious Charge; Infiltrate; Mob Rule; Move Through Cover; Waaagh!
26 Boyz @ 197 Pts
Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [41] Pts
Power Klaw; Shoota; Furious Charge; Mob Rule; Waaagh!
26 Boyz @ 197 Pts
Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [41] Pts
Power Klaw; Shoota; Furious Charge; Mob Rule; Waaagh!
1 Warbuggies @ 90 Pts
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggies @ 90 Pts
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggies @ 90 Pts
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Warbuggy @ [30] Pts
Twin Linked Big Shoota
1 Kannon Battery @ 97 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
1 Runtherd @ [10] Pts
Grabba Stikk (x1); Slugga; Furious Charge; Mob Rule; Waaagh!; Squig Hound
1 Kannon Battery @ 97 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
1 Runtherd @ [10] Pts
Grabba Stikk (x1); Slugga; Furious Charge; Mob Rule; Waaagh!; Squig Hound
1 Kannon Battery @ 97 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
1 Runtherd @ [10] Pts
Grabba Stikk (x1); Slugga; Furious Charge; Mob Rule; Waaagh!; Squig Hound
Total Roster Cost: 1750
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