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Made in us
Elite Tyranid Warrior





I am really hoping the new codex will bring Genestealers back into the forefront with Tyranid armies again.

If I were to wish list a new rule set it would be this:

First of all I think all Tyranids should have this universal rule:

Ravenous advance:
All Tyranids can run and assault in the same turn, additionally all Tyranids gain +1 to their cover save against overwatch shots (so 6+ in open terrain)

As for Genestealers/Broodlords I would keep the same stats, cost and upgrade costs and rules but I would add these three new rules:

Hunter-Hunted:
Genestealers/Broodlords gain Counter Attack when in terrain.

Ambush predator:
Genestealers/Broodlords only suffer an initiative penalty of -1 for assaulting into terrain and are immune to defense grenades

Swift and Silent:
Genestealers/Broodlords have Stealth

What do you think? Would this work well or is it overpowered or underwhelming?

   
Made in us
Sneaky Lictor





WAAAAAAY OP.

I love Genestealers too! I'm trying to get them to work in 6th, and while moderately successful, definitely not for competitive play.

The reason it's way OP is because not only are you giving them the ability to assault up to 24" away, but they will barely be effected by terrain. They are already I 6, so they will be striking before any other units (in terrain) AND they'll have a 4+ cover save in terrain?
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Sounds like what stealers are in the fluff...

Ruining everybody's fun all the time.

This message was edited 1 time. Last update was at 2013/10/24 19:23:35


   
Made in us
Elite Tyranid Warrior





roxor08 wrote:
WAAAAAAY OP.

I love Genestealers too! I'm trying to get them to work in 6th, and while moderately successful, definitely not for competitive play.

The reason it's way OP is because not only are you giving them the ability to assault up to 24" away, but they will barely be effected by terrain. They are already I 6, so they will be striking before any other units (in terrain) AND they'll have a 4+ cover save in terrain?


I don’t think it is too extreme. Their assault range would be at most comparable to an Assault Marine , who has frag grenades so they can avoid the effects of terrain too and has a +3 save both in and out of cover. Maybe jump the price 15, but I don’t think it is unreasonable for 14 points in the world of 6th edition codices.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Zookie wrote:
roxor08 wrote:
WAAAAAAY OP.

I love Genestealers too! I'm trying to get them to work in 6th, and while moderately successful, definitely not for competitive play.

The reason it's way OP is because not only are you giving them the ability to assault up to 24" away, but they will barely be effected by terrain. They are already I 6, so they will be striking before any other units (in terrain) AND they'll have a 4+ cover save in terrain?


I don’t think it is too extreme. Their assault range would be at most comparable to an Assault Marine , who has frag grenades so they can avoid the effects of terrain too and has a +3 save both in and out of cover. Maybe jump the price 15, but I don’t think it is unreasonable for 14 points in the world of 6th edition codices.


You are also forgetting that while Assault Marines are also more expensive, have a lower WS, lower Initiative, no rending, no Move Through Cover, no Infiltrate, no Fleet...

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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Made in us
Elite Tyranid Warrior





 Happyjew wrote:
Zookie wrote:
roxor08 wrote:
WAAAAAAY OP.

I love Genestealers too! I'm trying to get them to work in 6th, and while moderately successful, definitely not for competitive play.

The reason it's way OP is because not only are you giving them the ability to assault up to 24" away, but they will barely be effected by terrain. They are already I 6, so they will be striking before any other units (in terrain) AND they'll have a 4+ cover save in terrain?


I don’t think it is too extreme. Their assault range would be at most comparable to an Assault Marine , who has frag grenades so they can avoid the effects of terrain too and has a +3 save both in and out of cover. Maybe jump the price 15, but I don’t think it is unreasonable for 14 points in the world of 6th edition codices.


You are also forgetting that while Assault Marines are also more expensive, have a lower WS, lower Initiative, no rending, no Move Through Cover, no Infiltrate, no Fleet...


True but jump jets, krak and frag grenades and relatively cheap special weapons bring a lot to the table and as minor as it is, a bolt pistol vs. no range options whatsoever does make a difference. Especially against 5+ AS genestealers.

What do you think would be an appropriate cost for a Genestealer with all these bells and whistles then? Would 16 points apiece cut it?

I think Genestealers do need a rule change to keep them relevant in a 6th edition environment and I would prefer to get more bells and whistles rather to just making them cheaper.

Cheap is for guants, awesomeness is for Genestealers.
   
Made in us
Regular Dakkanaut





Bring genestealers str up to 5.
Bring genestealers base attacks up to 3.
Give useful psychic powers to broodlords. Endurance as a standard power as an example. Or Agility - blessing - brood treats difficult/dangerous terrain as normal terrain.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I think giving Genestealers a rule that lets them enter on from any table edge, representing their infestation attacking. The entry point would be preselected of course and like Ymgarls, allow asssaulting.

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Made in gb
Hallowed Canoness





Between

I think we should bring them back up to second edition states.

WS6, I6, A8...

:p

I think your rules might be OK if it was a choice between those three special rules (Hunter-Hunted, Ambush Predator OR Swift and Silent).



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Made in us
Regular Dakkanaut





 Furyou Miko wrote:
I think we should bring them back up to second edition states.

WS6, I6, A8...

:p

I think your rules might be OK if it was a choice between those three special rules (Hunter-Hunted, Ambush Predator OR Swift and Silent).


Be nice, they only had A4 not 8. But there were Str 6 too, which gave them a -3 on the armor save, pretty much negating power armor.

Why a four armed, close combat specialist like a genestealer does not have more attacks then a hormagant I don't know.

This message was edited 1 time. Last update was at 2013/10/27 01:24:23


 
   
Made in us
Hungry Little Ripper






personally i would like to see stealer able to assault on the turn they arrive from outflank.
would like to see Stealers/Hormagaunts able to run and charge in same turn, i think all nids is a bit op, or make it so its non monstrous creatures and with out wings.
would like an invul for the tyrant
the Mawlock/tyrgon able to charge the turn it arrives from DS.
and the carnie not so weak for the points.

From its birth nids are not a shooty army, the are a fast in your face assault army and 6th turned them in to a slow shoot to survive army. Reading through some of the SM codexs i face palm at all the new rules they have which makes them more powerful then ever before. It also has to be remembered that nids dont have options like vehicles to support us.
   
Made in us
Fresh-Faced New User




Honestly I've been running 20 ymgarls at 1850 and 2000 games and they usually kill about double their points, so I can't feel bad for stealers in 6th. Play ymgarls!!!!!
   
Made in us
Hungry Little Ripper






Lord of Lustria wrote:
Honestly I've been running 20 ymgarls at 1850 and 2000 games and they usually kill about double their points, so I can't feel bad for stealers in 6th. Play ymgarls!!!!!


14 point troop choice vs 23 point elite, Ymgarls are great, but they are what stealers should have been
   
Made in us
Fresh-Faced New User




Being able to assault the turn they come in ruins the day of any meany who spams long fangs or the like.
   
Made in us
Courageous Silver Helm



Rochester, NY

I like the ravenous advance rule except make it for tyranids that have no ranged attacks what so ever. The +1 cover against over watch is great.

And as for the 3 traits for GS and BL like someone said you can choose one at appropriate points cost, but with some changes, it would be shrouded instead of stealth so they can still benefit from the stealth in over watch, they would get counter attack anywhere period, and instead of -1 initiative assaulting through cover, they would strike at the same initiative as the majority unit they are assaulting unless of course the enemy has a higher initiative. They would all be pricey upgrades.

Good call on a lot of those rules though

Yeah...it's kinda like that. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

The suggestions in the OP are better than other peoples suggestions that they should be able to charge out of reserve/out of Ymgarl reserve. I wouldn't be surprised if Ymgarls lose that ability, seeing as every other ability to charge out of reserves has been removed. Glorious Intervention and Dreadnought Drop Pods are two of them. A troop choice, even if Ymgarls retain it, most definitely will not get the ability to assault out of reserves of any kind.

I kind of disagree with the cover save against assaults for all 'nids. After all, there are so many of them, even if you miss the closest one, you'd hit the one behind him.

Though, it'd probably be better if they made that second set of upgrades a choice, or a table like the Imperial Guard's Penal Legion. After all, I imagine different broods are bred to do different things.

This message was edited 1 time. Last update was at 2013/11/03 08:11:43


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Lone Wolf Sentinel Pilot




Zookie wrote:
 Happyjew wrote:
Zookie wrote:
roxor08 wrote:
WAAAAAAY OP.

I love Genestealers too! I'm trying to get them to work in 6th, and while moderately successful, definitely not for competitive play.

The reason it's way OP is because not only are you giving them the ability to assault up to 24" away, but they will barely be effected by terrain. They are already I 6, so they will be striking before any other units (in terrain) AND they'll have a 4+ cover save in terrain?


I don’t think it is too extreme. Their assault range would be at most comparable to an Assault Marine , who has frag grenades so they can avoid the effects of terrain too and has a +3 save both in and out of cover. Maybe jump the price 15, but I don’t think it is unreasonable for 14 points in the world of 6th edition codices.


You are also forgetting that while Assault Marines are also more expensive, have a lower WS, lower Initiative, no rending, no Move Through Cover, no Infiltrate, no Fleet...


True but jump jets, krak and frag grenades and relatively cheap special weapons bring a lot to the table and as minor as it is, a bolt pistol vs. no range options whatsoever does make a difference. Especially against 5+ AS genestealers.

What do you think would be an appropriate cost for a Genestealer with all these bells and whistles then? Would 16 points apiece cut it?

I think Genestealers do need a rule change to keep them relevant in a 6th edition environment and I would prefer to get more bells and whistles rather to just making them cheaper.

Cheap is for guants, awesomeness is for Genestealers.

Except frag grenades don't matter much when you have a special rule that only lowers your initiative by 1 so you are still faster than assault marines, and while krak grenades may be nice, rending can be better, with a maximum penetration roll of 13 against vehicles (str 4, 6 to pen, 3 on the additional d3 roll) compared to krak grenades only being able to glance AV 12. Also, a gakky armour save doesn't matter when you have stealth.
   
Made in us
Hungry Little Ripper






I feel it's relevant to the conversation but I found some rumors here http://thetyranidhive.proboards.com/thread/43980?page=1
   
Made in us
Courageous Silver Helm



Rochester, NY

We are all going to be very surprised when most of these rules are actually in effect haha.

Yeah...it's kinda like that. 
   
Made in us
Agile Revenant Titan






Austin, Texas.

pretty sure overwatch ignores cover.

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Made in us
Courageous Silver Helm



Rochester, NY

 ninjafiredragon wrote:
pretty sure overwatch ignores cover.


No where does it say that, if they have a gun that ignores cover that's different.

Yeah...it's kinda like that. 
   
Made in nz
Implacable Black Templar Initiate




New Zealand

Zookie wrote:
As for Genestealers/Broodlords I would keep the same stats, cost and upgrade costs and rules but I would add these three new rules:

Hunter-Hunted:
Genestealers/Broodlords gain Counter Attack when in terrain.

Ambush predator:
Genestealers/Broodlords only suffer an initiative penalty of -1 for assaulting into terrain and are immune to defense grenades

Swift and Silent:
Genestealers/Broodlords have Stealth


Do you foresee choosing one of those 3 per brood? Like you do for IG Vet's? If so, I quite like the idea. Should be a points cost associated with it.

If not.. feels OP.

"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

/ 3500 pts
1000 pts
2500 pts
1500 pts 
   
Made in us
Elite Tyranid Warrior





 Skabfang wrote:
Zookie wrote:
As for Genestealers/Broodlords I would keep the same stats, cost and upgrade costs and rules but I would add these three new rules:

Hunter-Hunted:
Genestealers/Broodlords gain Counter Attack when in terrain.

Ambush predator:
Genestealers/Broodlords only suffer an initiative penalty of -1 for assaulting into terrain and are immune to defense grenades

Swift and Silent:
Genestealers/Broodlords have Stealth


Do you foresee choosing one of those 3 per brood? Like you do for IG Vet's? If so, I quite like the idea. Should be a points cost associated with it.

If not.. feels OP.



I'd like them to have all three as it fits the fluff and (IMO) the niche stealers should play in the army. I would like to see stealer be absolute murder in terrain and very vulnerable in the open. I don't mind them being more pricy. I'd say give them all three and make them 18 points.
   
 
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