Switch Theme:

Ymgarl Genestealers  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nl
Raging Ravener





Rijswijk, Netherlands

Hi there,

I noticed a trend in Tyranid army building on almost every forum: take a Devourer Hive Tyrant or two, add in some Tervigons and Gaunt units as Troops, and from there it's pretty much different in every list.
Some take the Doom of Malan'tai to fry some infantry, some pick up a unit of Hive Guard for light vehicle destruction and some choose the Zoanthrope to crack open those pesky Land Raiders and such.

I find that the Ymgarl is underrated in many ways and that a unit of them is rarely added in a competative list, so I'd like to discuss some of the tactics I use.

One of their special rules (Dormant) places them in reserves, and lets the owning player pick a piece of area terrain where they will deploy, without scatter. When they arrive from reserve they are allowed to move and assault (FAQ'ed). This already a powerful combination but it gets better when you know that you can pick which ruin they will arrive after deployment. Ofcourse the obvious advantage is that the Tyranid player can pick the perfect place to put them in, but it creates an all the more powerful asset to your army that I will explain next.

Make sure that before the battle begins you explain to your opponent what special abilities the Ymgarls have and what they can do. Once your opponent realizes that his artillery/ Heavy weapon squads/ Objective-grabbers cannot be placed safely in the back of his deployment anymore, there's a good chance he will try and save those units by placing them in weird spots, or even putting them in reserve.. I'v had opponents completely screw up their deployment, and thus winning me the game, with two squads of 5 Ymgarls.

A smart opponent will simply ignore them and accept that he will lose a unit or two, but still this is a win-win stuation for the Tyranid player.
Also, this tactic works best when you have one or maybe two units of Ymgarls, having 3 or more and the enemy won't bother trying to avoid them, from there it's practically impossible to do so.

Let me know what you think! What's your opinion of the Ymgarl Genestealer?



   
Made in no
Liche Priest Hierophant





Bergen

Ymgarl are good. They are contesting with other good units: Tyrant Guard, Zoanthrope and Doom of malantai. All of them are grade A choises.

Would I want to use Ymgals. No, tyrant guard and zoanthropes fit my playstyle better. Also, there is not always aria terain where I play.

Should people use Ymgals? Yes. They are good.

I do not think anybody think they are bad.

   
Made in us
Longtime Dakkanaut




They are pretty much a staple in my lists. I have had great fun watching people figure out the best deployments. I actaully had a tau player very careful set his broadside between to peices of terrain and then fill both with FWs and GDs to prevent me from being able to deploy there. He did not move them till after the Ymgral entered the game.
   
 
Forum Index » 40K General Discussion
Go to: