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Made in au
Fresh-Faced New User




I just wanted to know how to kill them quick or easy because one of my friends plays nids and always takes at least two squads of eight and kill at least two squads with taking one to four casualty's even my DC cant stop them.
   
Made in us
Dark Angels Librarian with Book of Secrets






Bolters work. Also try and occupy as much area terrain as possible. models that can't legally deploy are destroyed. of course, that means you'll be committing units to areas that may or may not be advantageous to you, so at least stick an objective in there.
   
Made in nl
Longtime Dakkanaut





Make good use of terrain placement/deployment and keep in mind that the don't got any grenades.

10 marines with a flamer should kill about 3 Ymgarl genestealers with overwatch and close combat. Then you get 5x3 attacks back and that should kill about 3/4 marines. Then you need sum backup / countercharge unit, If you dont need them to fight off those flying hive tyrants and trygons... 8)
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Counter-attack is the best thing I can come up with. Blood Angels are at their most effective in combat on the charge, which Ymgarls deny you - but you'd have to give them a charge opportunity anyway. Might as well have units close enough to support each other so that after that initial charge, you get to take them down.

In order to effectively pull this off though, you'd have to bubble up with your more valuable units on the inside - and that kind of deployment could well scupper you against the rest of the Tyranid force.

Baals seem like another good idea. They have the speed to zoom up the turn after the Ymgarls arrive and lay down a template plus some assault cannon fire, which should just about gut the unit of any threat. The problem with this approach is two-fold - you're relying on the Ymgarls killing or breaking their target so that you can shoot them, and those Baals are again incredibly useful against the rest of the Tyranid army - which might be advancing unimpeded while you're burning 'Stealers.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Locked in the Tower of Amareo




I guarantee the DC will stop them if the DC get to assault. Refresh my memory: Ymgral stealers get to outflank and assault when they show up right?
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Three basic options:
1. Avoid area terrain. You should leave yourself around 9" of space around terrain to minimize the likelihood of receiving a charge.
2. Occupy all nearby area terrain. If you spread out in it then the Ymgarls can't deploy.
3. Occupy terrain selectively. If the Ymgarls deploy and then charge a unit in or behind terrain then the Ymgarls will strike at I1, allowing you to thin them out at least a bit. Of course, if you're doing this then the unit(s) in terrain has to be the only viable target.

   
Made in us
Dakka Veteran





Bay Area, CA

Martel732 wrote:
I guarantee the DC will stop them if the DC get to assault. Refresh my memory: Ymgral stealers get to outflank and assault when they show up right?


They choose a piece of terrain during deployment, then arrive from reserves out of the terrain. But, yes, the key part is that they get to assault the turn the pop-up.
   
Made in us
Locked in the Tower of Amareo




Aha. Sounds like Andilus has it covered then.
   
Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

Flamers and fill your terrain
   
Made in ca
Member of the Malleus






Flamers, fill your terrain, also sternguard /w flamers can do a horrid number on them. Corbulo is known for making them cry.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh



where the wind comes sweeping down the plains

Andilus #3 dbo, you can leave your units in terrain because they do not have grenades

Both death company and assault marines stand a darn good chance sitting in terrain...

Also, small squads of DC (6 man) with power weapons can wipe them pretty quick

 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Both death company

...yup!
and assault marines

...nope.

I think you've forgotten just how much oomph is ripped out of assault Marines that don't get to charge, a lot of BA tricks rely on it - not just the extra Attack, but the buffs from Priests, Chaplains and Librarians as well (apart from Divination mind). You'll take a couple of 'Stealers down, sure, but with Rending help they'll take down more in return. However it's worth noting that unless it's a BIG 'Stealers unit, you'll have survivors to hold them up.

I would be more worried about exactly what they get to attack. If they get to beat up some assault Marines, those are some Troops that I've just lost. It does warrant being more careful around terrain, which can be a real pain considering BA need every survivability box they can tick right now.

This message was edited 1 time. Last update was at 2013/08/21 07:37:42


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in ca
Member of the Malleus






BA assault troops are good at a few things

1 - moving quickly
2 - scoring
3 - popping tanks
4 - beating up tau

Despite their title (assault marines) they are pretty subpar when it comes to other CC units.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Locked in the Tower of Amareo




To be fair, ASM can beat up lots of Eldar, too. They just can't live long enough.
   
Made in us
Morphing Obliterator





San Francisco, CA

I had my first run-in with ymgarls last night as C:SM and they made a mess. popped up right in my face, so the only shooting I got to do was overwatch (which, to be fair, did take out two of them). once they got stuck in, though, I just couldn't seem to touch them. WS6, I5 and T5 (every other round) kept them going strong. my poor marines would either wiff on the hit roll or fail to wound. I think it took me 3 turns, 9 marines and 2/3 of my biker command squad (kitted for CC, no less) to take out 9 ymgarls :(

Night Lords P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/502731.page
Salamanders P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/436120.page

"Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum." - MajorStoffer

"Everytime I see someone write a message in tactics saying they need help because they keep loosing games, I want to drive my face through my own keyboard." - Jimsolo 
   
Made in au
Fresh-Faced New User




thanks for the advice guys. I will be facing him again this week and see how it goes.
   
Made in us
Strangely Beautiful Daemonette of Slaanesh



where the wind comes sweeping down the plains

10 jump assault marines with a priest getting charged by 10 ygs in terrain...

1 dead in overwatch...
9 left
23 attacks, 12 hit, 6 wound, 2 save
5 left
20 attacks, 10 hit, 2 rend, 5 other wound, 4 save
3 marines dead,
8 vs 5 in next CC

Mathhammer says the AM have a pretty decent chance against them...but it is no gimme, for certain

 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

karandras15 wrote:
10 jump assault marines with a priest getting charged by 10 ygs in terrain...

1 dead in overwatch...
9 left
23 attacks, 12 hit, 6 wound, 2 save
5 left
20 attacks, 10 hit, 2 rend, 5 other wound, 4 save
3 marines dead,
8 vs 5 in next CC

Mathhammer says the AM have a pretty decent chance against them...but it is no gimme, for certain

That is off by a long way...

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in us
Tunneling Trygon






karandras15 wrote:
10 jump assault marines with a priest getting charged by 10 ygs in terrain...

1 dead in overwatch...
9 left
23 attacks, 12 hit, 6 wound, 2 save
5 left
20 attacks, 10 hit, 2 rend, 5 other wound, 4 save
3 marines dead,
8 vs 5 in next CC

Mathhammer says the AM have a pretty decent chance against them...but it is no gimme, for certain


One second:

Assuming +1 toughness.

Overwatch: 9 BP, 2 melta
(hitting on 6, wounding on 5, 4+ save)
9/6 * 1/3 * 1/2 = 0.25
+
2/6 *5/6*2/3 = 0.19 (hitting on 6, wounding on 2, 5+ area terrain save)

0.44 dead from overwatch.

Then, CC:

23 attacks, 11.5 hits, 3.8 wounds, 1.9 fail.

So, Assault marines kill 1.9 + 0.44 Ymgarls that charge them, so 2.34 dead, which round to two. Now, work out that math again with 8 Ymgarls left!

8*3 = 24 attacks

16 hits
5.33 normal wounds (1.77 failed)
2.67 rends

1.77 + 2.67

4.43 wounds, 2.95 fail FnP

This message was edited 1 time. Last update was at 2013/08/25 15:42:42



 
   
Made in us
The Hive Mind





 Andilus Greatsword wrote:
Three basic options:
1. Avoid area terrain. You should leave yourself around 9" of space around terrain to minimize the likelihood of receiving a charge.

More than 9".
Deploy in terrain, move out, assault (with fleet). About 13" on average.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

Extra Toughness morph-
11 bolt pistols overwatch:
12*(1/6)*(1/3)*(1/2) = 0 (modal average gives most likely result)
Ymgarls attack:
31*(2/3)*(1/3)*(1/3)*(2/3) + 31*(2/3)*(1/6)*(2/3) = 3 (modal average)
Priest Attack:
4*(1/2)*(1/3)*(1/2) = 0 (modal average)
Assault marines:
15*(1/2)*(1/3)*(1/2) = 1 (modal average)
total result = 3 dead marines, one dead ymgarl

Extra Strength Morph-
11 bolt pistols overwatch:
12*(1/6)*(1/2)*(1/2) = 0 (modal average gives most likely result)
Ymgarls attack:
31*(2/3)*(1/2)*(1/3)*(2/3) + 31*(2/3)*(1/6)*(2/3) = 4 (modal average)
Priest Attack:
4*(1/2)*(1/2)*(1/2) = 0 (modal average)
Assault marines:
13*(1/2)*(1/2)*(1/2) = 1 (modal average)
total result = 4 dead marines, one dead ymgarl

Extra attack biomorph-
11 bolt pistols overwatch:
12*(1/6)*(1/2)*(1/2) = 0 (modal average gives most likely result)
Ymgarls attack:
41*(2/3)*(1/2)*(1/3)*(2/3) + 41*(2/3)*(1/6)*(2/3) = 6 (modal average)
Priest Attack:
4*(1/2)*(1/2)*(1/2) = 0 (modal average)
Assault marines:
9*(1/2)*(1/2)*(1/2) = 1 (modal average)
total result = 6 dead marines, one dead ymgarl

sooo.... 6 dead marines, one dead ymgarl.

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in ca
Smokin' Skorcha Driver




Canada

Don't BA have a tank covered in heavy flamers? I would imagine that would make a mess of any Ymgarls. Sit one of those or a redeemer in your backfield
I mean, you might end up sacrificing whatever infantry squad they go after, but if you keep yourself mech'd up you might have a better chance

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 DakkaHammer wrote:
Don't BA have a tank covered in heavy flamers? I would imagine that would make a mess of any Ymgarls. Sit one of those or a redeemer in your backfield
I mean, you might end up sacrificing whatever infantry squad they go after, but if you keep yourself mech'd up you might have a better chance

Assuming, of course, that they wipe out the BA on the charge...

   
Made in us
Jovial Plaguebearer of Nurgle






Haha funny time for me to find this thread as i just posted about how hard my ymgarls were rolled by a death company yesterday. A squad of 8 assaulted in loosing two on the charge only managing 3 kills and were wiped out in the return hits that turn.
   
Made in ca
Smokin' Skorcha Driver




Canada

 Andilus Greatsword wrote:
Assuming, of course, that they wipe out the BA on the charge...

Well, it's not a perfect plan. But if the infantry on the board is kept to combat squads, then the stealers might not have too much trouble eating them in one round. Or, if they are in rhinos that have to be opened first, then you end up with the stealers in the open around a wrecked tank.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
 
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