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Made in us
Yellin' Yoof on a Scooter




Hello - This seemed to be more "army list" than anything else so if I'm off base, sorry!

How worthy do you think Scuttlers are for 'ard Boyz? I'm thinking of two sets of 12 Genestealers with Scuttler. It seems to give a LOT of flexability as if you are going first, you can put them down and, well, scuttle forward before the attack, and if you go second you can keep them in reserve to go for flanking, etc. They would get the Toxin Sacs for Anti-Armor and general cool factor...

Thanks for any and all opinions! (Well, almost any and all opinions. Frankly, if you did not like Kolchak the Night Stalker, I don't need to hear about it! Grin)
   
Made in us
Longtime Dakkanaut





Scuttlers is worth it if you want to out flank with them. Scuttle forward and then attack doesn't work so good. because of the 24+ inches between you and the opponent in most deployments.
Generally I field my Genestealers in units of 8. 12 is a bit too big as you lose too much if they get shot up.
Toxin sacs make Genestealers too expensive.
If you have another army I'd run that instead of nids. I ran nids last year and had issues against vehicles and got massacred by Sisters with Exorcists.
   
Made in us
Yellin' Yoof on a Scooter




Interesting thought to drop to 8 stealers. I will go back and look at that. I appreciate the thought on the out flank.
As to army choice - I'm doing it partly out of fun factor, partly out of "I know I will get my turns in" factor, and partyly because I ran Orks the last two years! (Love the Orks!)
Appreciate it!
   
Made in us
Regular Dakkanaut



Houston, TX

I run 2 squads of 12 in my Ard Boyz list to outflank.

No matter how powerful the wizard, a dagger between his shoulder blades will really cramp his style --Steven Brust.

 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

A lot of players this year are going to be IG, and a lot of IG this year will have fleet commanders in their HQ.

I wouldn't rely on an army that bases its deployment on reserves; that 4+ turned into a 6+ reserve roll really hurts.

   
Made in us
Tunneling Trygon





The House that Peterbilt

I prefer 12 stealers for scuttle, 8 if they are more sit back and hold objectives or counter charge for nidzilla. Much easier to multicharge, which is a big part of how to make stealers work in 5ed. Harder to hide though, so 8 does have its advantages.

Outflank is easy to counter in a typical game, so I only use it should my opponent not deploy to counter it or if I can get objective near the board edges. However 2500 armies can take up alot of board edge, so outflank may work well in that environment regardless of objectives.

I much prefer to just scout move my scuttlers usually in regular 1500-1850 games. Depends on the terrain though. I also use those same 24 in 1500 and more as points scale up -- I agree that at 2500 trying the same things will probably end in failure. However if you can get first turn on the dawn of war scenario, pushback and 6" scout from the middle of the board with 24 stealers can be really effective (not always wise, but still there as an option).

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Yellin' Yoof on a Scooter




Dashofpepper wrote:A lot of players this year are going to be IG, and a lot of IG this year will have fleet commanders in their HQ.

I wouldn't rely on an army that bases its deployment on reserves; that 4+ turned into a 6+ reserve roll really hurts.


I think that is an excellent point. I don't think the IG will be showing at our shop (usually more of an Ork/Eldar/Dark Angels crowd) but if they do, I did go with double Lictors. They give you the pheromone trail bonus re-rolls even if they are not in themselves. Its not perfect, but something I thought about. And... I guess you never HAVE to use the reserves. Still, I appreciate the comment because it makes me rethink my tactical decisions here. Saving 40 points here and there can add up!

   
Made in us
Regular Dakkanaut




Sometimes your entire army showing up late game is a good thing. The only armies the fleet commanders will totally shut down are Codex Space Marines, and Daemons. Half the army will have to survive on it's own and late game reserves will hurt them.

Late reserves in other armies or all reserve armies like Ninja Tau or an all deep striking nids army will benefit the longer their army is held in reserve.
   
 
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