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Made in au
Lurking Gaunt




Melbourne, Australia

All good, more food for thought
   
Made in us
Lead-Footed Trukkboy Driver



Youngwood, PA

I rarely run my nids without a squad of stealers, and stealers with toxin are ridiculously awesome, since you get rerolls to wound and therefore more rending hits. Having stealers in reserves to outflank tends to keep your opponent off the board edges as well if they have ever seen them come in and eat a squad before.

Zoanthropes have an awesome attack, but are way too easy to tarpit in CC since they only have 1 attack. Pretty much any unit in the game can assault them and survive the whole game in CC, denying your psychic attacks. Add that to the fact that psychic hoods mean you have to pass yet another check to hit meaning you have to roll off for hood, then pass psychic check, then roll to hit, then roll to penetrate, then roll for damage and your odds of failing a check get a lot better.

Unfortunately your current list has no other option to handle av 14, thats generally the monstrous creatures jobs. I usually use a flyrant for that purpose, plus I made a flyrant that I think looks kick ass
   
Made in au
Lurking Gaunt




Melbourne, Australia

I think the movement options of the FA choices appeal to me over stealers. Stealers obviously do more for cost, but it is the speed and area of influence I am after.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Tinker with both units and see what works for you, no harm in having both knocking around and being available for 1750+ matches later on. Though for tourney play, Genestealers that can charge on the turn they arrive, claim objectives, and don't get tabled by a salvo of S8 are probably the competitive choice.

   
Made in us
Oozing Spawning Vat





Remember that in lower points games things like warriors and raveners really get a boost to their power level, as you start seeing so much less S8 shooting. Prime's attached to warriors get a risky unit to the survivability they need in order to perform. There's nothing in the game that can match the combat prowess of lash-bone, scy-tal toxin warriors point for point.

Their best use is as a counter threat to armies with huge rock-like CC units that charge you. Biker Nobs, teriminators with two Independent characters attached, even the nastiest of MC's, opponents run these and think:
I have a awesome CC unit
That auto-means run it into enemy as soon as I can = win
They get a nasty surprise when the warriors they alpha strike into win combat even when receiving the charge.

When facing gunlines, the warriors rarely make it to combat and when they do it's just overkill. But, they can go to ground, and the prime can run with gants instead, since most gunlines can't even take fnp toxin adrenal gants.

If you respond with civilized discussion I'll make you muffins 
   
Made in au
Lurking Gaunt




Melbourne, Australia

Yeah, I would wish that warriors still had the immunity to instant death, and perhaps even the 12" assault rule. Its a real shame, but you're right, they hit like a TONNE of bricks when they get the opportunity.
   
 
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