Here is a summary of his rules and how I use them. I think it's important to realize what he offers your army and you do that by KNOWING what he does, haha. He has a lot of weird stuff going on which is why I really like him.
Rending Claws:
This is deadly. Rending is how he threatens Terminators and Power armored models.
Scything Talons:
Reroll 1's to hit in
CC. This means that he will hit on everything but a 2 against almost every model out there.
Chameleonic Skin:
His 'appear' deployment ability. Do not underestimate the ability to control his engagements.
IB-Lurk:
LD 10 helps... plus, with Flyrants he will probably be in Synapse. However, I have only taken the
IB test once and he lurked... against Mech
DE. However, if this happens he can just "Where'd it go?" away.
Fearless:
He'll never get beaten and combat and run down. He'll never get pinned. He'll never fail a fear check or anything like that. He doesn't need to
GtG and he doesn't need to "Our weapons are useless!" away from combat.
Fleet:
You can regularly charge out of cover with him now. He gets to reroll his charge dice to avoid rolling 6, 1, 1 and failing a charge. If you start out in cover, you can maintain that 2+ coversave for overwatch shots before you go in. You also complete long-bomb charges more often.
Hit and Run:
I use this a lot to get out of combats that I realize I have no business being in anymore. Sometimes I'll run in and kill who I was after and dodge out. Or, I'll dodge out to do something else and run that unit over with gaunts. If you get in combat with a dreadnought (maybe a psyfleman to protect yourself from shooting attacks?) you can hit and run on your opponent's turn. Hit and running on your opponent's turn means you can fly
3D6" in a direction and then run off to do something useful or just disappear.
Pheromone Trail:
Most disappointing ability in the codex. I have literally never used this.
Move Through Cover:
Helps him run around through buildings and the like. It also protects him from dangerous terrain tests as he always passes them.
Stealth:
+1 coversave, NICE!
"It's after me!"
-D3 leadership from a character (sergeant,
IC, Monstrous Creature (character)) is extremely useful. I've gotten the warlord trait that forces enemy units within 12" to use their lowest leadership which combo's great with this. Also works well with the Doom.
"What was that?"
-
D6 from move through cover rolls within 12". As far as I can tell this means that you can't ever assault him from more than 12" away. In 6th edition, you roll
3D6 and remove the highest to assault through cover. To assault, you must be within 12". So now, you roll
2D6 and remove the highest... which means on double 6's you charge only 6". Combined with his ability to appear anywhere you want, he shouldn't be charged unless you want him in combat. You only have shooting to fear which you can bounce off with cover saves.
"Where is it?"
Shrouding in the
FAQ, +2 cover save (stacks with stealth) NICE!!!
"Where did it go?"
Disappear and go into reserves. This is why he's auto-line breaker unless your opponent manages to kill him. You can hit and run away on your opponent's turn and do this, you can do it if you lurk, you can do this if you need to bug out of a bad situation. It says "can be re-deployed" which means he could be held in reserves until turn 5 where you appear near an objective to contest or to get linebreaker.
"Killing Strike"
Rend on a 5+. This means he wounds 5/6 of the time and rends 2/3rds of the time. This is awesome. He can kill 2 terminators on his own, maybe 3 if he can challenge the squad leader. Rending always wounds
btw, regardless of toughness.
Str 6 can wound pretty much anything, but wounding T10 on a 5+ is kind of like being
str 9.
Note: Rends on to wound rolls of 5+. This does not effect vehicles.
Character:
Challenges are huge for him. Always challenge. He will most likely kill a sergeant and save himself from the rest of the squad... or he eliminates one model he's fighting. Sometimes, if I am afraid of a particular model with a fist or something I'll challenge, kill the sergeant or avoid the sergeant, and if I don't break the squad he'll hop away into terrain and away from the unit. He's really dodgy and useful. You can charge a psyfleman dread (no
DCCW) to launch yourself forward, maybe do a hullpoint or maybe even wreck it, but then on your opponent's turn you'll be safe from shooting AND you can go
3D6" further right before your movement phase to propell yourself even further. Maybe you really want to kill the devastators behind enemy lines. This is how you reach them in a very effective yet fluffy and cinematic way.
Automatically Appended Next Post:
jifel wrote:He's great and I love him, but frankly not competitive because we already have psychic defense, and he's a single model. Now my local meta has plenty of area terrain, but for roughly the same cost I can get 6 Ymgarls. A lot tougher due to more wounds, can assault t2 so more damage, and won't be auto shot to heck. Lictors would be so easy to fix, just make 'Leaper an upgrade character and give them the same reserve-assault rules as Ymgarls. Not broken but good, sadly for now I can't justify taking him. Just too pricey next to other, better, units that can do the same role.
Do you rate regular genestealers with a broodlord? For roughly the cost of 6 ygmarls you can get 4 genestealers with toxin sacs and a Broodlord with scything talons. You can infiltrate wherever you want (to be aggressive or to deny your opponent's infiltrators) and probably assault turn 2 if you wanted to. They have 1 less armor... and get shot at for a turn or two but they do draw fire. The Broodlord is a BAMF especially with his hypnotic gaze. He's two more powers for you power pool also.
My 1850 list has the Deathleaper and the genestealer unit listed above.