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Made in us
Scuttling Genestealer




Ohio.

I used a sixteen Genestealers squad in my last game I got my face pummeled into the floor by my brother I use to beat him when I used a six man squad of Genestealers and now that I'm using a larger squad I'm getting them murdered by his Guardians.

should I go with smaller squads of Stealers or keep it large?

which are better for fighting an Eldar player who uses hordes of Guardians a Sear Council and Dark Reapers, Spine Gaunts, Termagaunts Hormagaunts, or Genestealers?

"It is impossible to rightly govern a nation without God and the Bible."
-George Washington

scary monsters don't have plaque!!

"don't tell da oomies about our weakness"
"weakness? Boss we aint got a weakness"
"yes we duz, worm milk makes us go to sleep"



 
   
Made in us
Nasty Nob






Gardner, MA

12 bug broods are the biggest genestealers can field. Do you have other cheaper units that can screen them? Is he standing back and shooting or using Wave Serpents to isolate and double-tap your genestealers?

If he's standing back and shooting - add Scuttlers
If he's mobile - add Enhanced Carapace

A man's character is his fate.
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Kaiser's correct (12 man max). I usually run genestealer squads in the 8-10 man range. I have always found it easier to keep them in cover that way. Plus they can lose a few guys to shooting and still have enough men to win the contest of wounds that is now 5th edition. As for Hormoguants, given their low leadership, I am still not in favor of the them (over stealers that is) even with the new rules for running. With thier 12" assault there is still a hefty chance that they are going to outdistance your effective synapse range. Some people have mentioned running "running" warriors, but unlike in 4th prior to the new nid codex warriors won't be able to join the assault (warriors don't have fof)...leaving your guants leaderless and your warriors out in the open without thier guant shield cover save. Combine this with every enemy squad getiing the 4th edition benefit of counter attack, and now your Hormguants will be getting attacked back except unlike stealers, they don't benefit from the 4+ EC upgrade. Without the 3rd edition mutants, I personally feel that hormoguants still remain subpar to stealers. Suggestion, run a couple of flankers to push him more into the middle of the board where your blast templates can have greater effect.

This message was edited 2 times. Last update was at 2008/09/08 18:43:10


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Fleeting thought...Against foot sloggin eldar and a buffed seer/warlock council, I would really be tempted to use warrior deathspitter spam. Strength 6 AP4 blast template goodness ! Really, I just can't say enough good things about shooty warriors in 5th edition...now if only they came in a buy 2 and get 1 free package

This message was edited 1 time. Last update was at 2008/09/08 18:40:55


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Scuttling Genestealer




Ohio.

okay....... thank you guys very much.

"It is impossible to rightly govern a nation without God and the Bible."
-George Washington

scary monsters don't have plaque!!

"don't tell da oomies about our weakness"
"weakness? Boss we aint got a weakness"
"yes we duz, worm milk makes us go to sleep"



 
   
 
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