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![[Post New]](/s/i/i.gif) 2013/11/21 11:45:22
Subject: Genestealer drop
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Brainy Zoanthrope
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I am contemplating deploying 20 genestealers (including broodlord) in a drop spore. The unit costs 330+50for spore; or 410+50 if genestealers are upgraded with poison.
While the unit does no damage on turn it arrives, 6" disembark + run with re-roll due to fleet alows them to get into cover to etter survive the turn of shooting they will get.
Also psychological effect of stealer horde dropped into your deploiment zone  .
What do you think  .
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![[Post New]](/s/i/i.gif) 2013/11/21 12:41:40
Subject: Re:Genestealer drop
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Longtime Dakkanaut
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Can stealers take pods? If so it sounds like a fun tactic but I'd probably go with minimum squads with brood lords instead of maximum squads. Brood lords are great and if you take full biomancy you can always smite the turn you drop and then warp speed/iron arm when you charge. You are sadly going to have an issue with enemies in cover though since your clearly visible waiting in cover to get your charge off. If your a ymgarl then your coming out of an unexpected piece of cover so your opponent will have less time to prepare to receive the charge - much better.
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![[Post New]](/s/i/i.gif) 2013/11/21 14:20:07
Subject: Genestealer drop
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Sneaky Lictor
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Ratliker wrote:I am contemplating deploying 20 genestealers (including broodlord) in a drop spore. The unit costs 330+50for spore; or 410+50 if genestealers are upgraded with poison.
While the unit does no damage on turn it arrives, 6" disembark + run with re-roll due to fleet alows them to get into cover to etter survive the turn of shooting they will get.
Also psychological effect of stealer horde dropped into your deploiment zone  .
What do you think  .
You have to put all models withen 2 inches of the pod per pod rules if I'm not mistaken. I dunno when the last time you tried putting 20 genestealers in close proximity of each other is, but you may want to try this off line to make sure its doable before you field them.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2013/11/21 14:29:37
Subject: Genestealer drop
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Brainy Zoanthrope
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g0atsticks wrote: Ratliker wrote:I am contemplating deploying 20 genestealers (including broodlord) in a drop spore. The unit costs 330+50for spore; or 410+50 if genestealers are upgraded with poison.
While the unit does no damage on turn it arrives, 6" disembark + run with re-roll due to fleet alows them to get into cover to etter survive the turn of shooting they will get.
Also psychological effect of stealer horde dropped into your deploiment zone  .
What do you think  .
You have to put all models withen 2 inches of the pod per pod rules if I'm not mistaken. I dunno when the last time you tried putting 20 genestealers in close proximity of each other is, but you may want to try this off line to make sure its doable before you field them.
Thanks to tyranid FAQ, pods now get 6" disembarcation radius, just like vehicles do.
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This message was edited 2 times. Last update was at 2013/11/21 14:32:28
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![[Post New]](/s/i/i.gif) 2013/11/21 14:34:56
Subject: Re:Genestealer drop
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The Hive Mind
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wtnind wrote:Can stealers take pods? If so it sounds like a fun tactic but I'd probably go with minimum squads with brood lords instead of maximum squads. Brood lords are great and if you take full biomancy you can always smite the turn you drop and then warp speed/iron arm when you charge. You are sadly going to have an issue with enemies in cover though since your clearly visible waiting in cover to get your charge off. If your a ymgarl then your coming out of an unexpected piece of cover so your opponent will have less time to prepare to receive the charge - much better.
Broodlords can't Smite - 0 BS.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2013/11/21 14:39:59
Subject: Re:Genestealer drop
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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rigeld2 wrote:wtnind wrote:Can stealers take pods? If so it sounds like a fun tactic but I'd probably go with minimum squads with brood lords instead of maximum squads. Brood lords are great and if you take full biomancy you can always smite the turn you drop and then warp speed/iron arm when you charge. You are sadly going to have an issue with enemies in cover though since your clearly visible waiting in cover to get your charge off. If your a ymgarl then your coming out of an unexpected piece of cover so your opponent will have less time to prepare to receive the charge - much better.
Broodlords can't Smite - 0 BS.
You think the next book will give him BS 3 or just give him access to a table without witchfire?
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![[Post New]](/s/i/i.gif) 2013/11/21 15:02:18
Subject: Genestealer drop
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Tough Tyrant Guard
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An interesting trick to combine with this;
Genestealers are not fearless. Drop them in, run them into terrain (Don't move them into it, to avoid the Dangerous Terrain test), then when they get shot at, go to ground.
The next turn move Flyrants up so the GS are in synapse range. They become fearless and automatically stand back up, giving them the ability to move and assault.
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![[Post New]](/s/i/i.gif) 2013/11/21 15:12:48
Subject: Genestealer drop
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Traceoftoxin wrote:An interesting trick to combine with this;
Genestealers are not fearless. Drop them in, run them into terrain (Don't move them into it, to avoid the Dangerous Terrain test), then when they get shot at, go to ground.
The next turn move Flyrants up so the GS are in synapse range. They become fearless and automatically stand back up, giving them the ability to move and assault.
This is a common tactic with infiltrating stealers...which you can also FnP...so honestly that could be the better way to go.
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![[Post New]](/s/i/i.gif) 2013/11/21 16:58:21
Subject: Genestealer drop
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Sneaky Lictor
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Ratliker wrote: g0atsticks wrote: Ratliker wrote:I am contemplating deploying 20 genestealers (including broodlord) in a drop spore. The unit costs 330+50for spore; or 410+50 if genestealers are upgraded with poison.
While the unit does no damage on turn it arrives, 6" disembark + run with re-roll due to fleet alows them to get into cover to etter survive the turn of shooting they will get.
Also psychological effect of stealer horde dropped into your deploiment zone  .
What do you think  .
You have to put all models withen 2 inches of the pod per pod rules if I'm not mistaken. I dunno when the last time you tried putting 20 genestealers in close proximity of each other is, but you may want to try this off line to make sure its doable before you field them.
Thanks to tyranid FAQ, pods now get 6" disembarcation radius, just like vehicles do.
OOOOOOOoooooooooo O_o did not kno this, thank you very much. Now I will always have somewhere to put all of those devilgants.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2013/11/21 17:09:03
Subject: Genestealer drop
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Remember to use the pod as cover for yourself...with 18" range this is usually quite easy and your AP- weapons don't care.
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![[Post New]](/s/i/i.gif) 2013/11/21 18:41:41
Subject: Genestealer drop
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Trigger-Happy Baal Predator Pilot
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ductvader wrote: Traceoftoxin wrote:An interesting trick to combine with this;
Genestealers are not fearless. Drop them in, run them into terrain (Don't move them into it, to avoid the Dangerous Terrain test), then when they get shot at, go to ground.
The next turn move Flyrants up so the GS are in synapse range. They become fearless and automatically stand back up, giving them the ability to move and assault.
This is a common tactic with infiltrating stealers...which you can also FnP...so honestly that could be the better way to go.
This. 1000 times this. People seem to forget that Genestealers can infiltrate. Now if only that had an option for assault grenades...
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![[Post New]](/s/i/i.gif) 2013/11/22 05:27:07
Subject: Genestealer drop
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Longtime Dakkanaut
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Voidwraith wrote: ductvader wrote: Traceoftoxin wrote:An interesting trick to combine with this;
Genestealers are not fearless. Drop them in, run them into terrain (Don't move them into it, to avoid the Dangerous Terrain test), then when they get shot at, go to ground.
The next turn move Flyrants up so the GS are in synapse range. They become fearless and automatically stand back up, giving them the ability to move and assault.
This is a common tactic with infiltrating stealers...which you can also FnP...so honestly that could be the better way to go.
This. 1000 times this. People seem to forget that Genestealers can infiltrate. Now if only that had an option for assault grenades...
They do. They are just really expensive and called "Harpies"  .
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![[Post New]](/s/i/i.gif) 2013/11/22 05:40:16
Subject: Re:Genestealer drop
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Fixture of Dakka
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You could just infiltrate and be doing the exact same thing 2-5 turns earlier.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/11/22 06:30:52
Subject: Genestealer drop
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Boom! Leman Russ Commander
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Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts
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![[Post New]](/s/i/i.gif) 2013/11/22 06:59:48
Subject: Genestealer drop
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Longtime Dakkanaut
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Illumini wrote:Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts
Then you just Outflank instead...
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![[Post New]](/s/i/i.gif) 2013/11/22 07:09:42
Subject: Genestealer drop
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Boom! Leman Russ Commander
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Getting at earliest a turn 3 assault, of course that is also true for the pod, so maybe genestealers just arent that good at the momen
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This message was edited 1 time. Last update was at 2013/11/22 07:10:34
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![[Post New]](/s/i/i.gif) 2013/11/22 07:39:12
Subject: Genestealer drop
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Longtime Dakkanaut
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Illumini wrote:Getting at earliest a turn 3 assault, of course that is also true for the pod, so maybe genestealers just arent that good at the momen
Um, turn 3 is pretty much the universal assault turn. Getting an assault before turn 3 is very difficult for almost every unit in the game, with a few noted exceptions. It's all about designing the list around that turn 3 assault.
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![[Post New]](/s/i/i.gif) 2013/11/22 09:57:06
Subject: Re:Genestealer drop
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Tea-Kettle of Blood
Adelaide, South Australia
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I don't see the point of buying them a spore, for 40 points you allow them to deep strike but take away their ability to infiltrate, outflank and start on the table. Why would you pay points to reduce versatility?
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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![[Post New]](/s/i/i.gif) 2013/11/22 12:27:33
Subject: Re:Genestealer drop
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Sneaky Lictor
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PrinceRaven wrote:I don't see the point of buying them a spore, for 40 points you allow them to deep strike but take away their ability to infiltrate, outflank and start on the table. Why would you pay points to reduce versatility?
Raven has a good point. Having multiple deployment options is one of the appeals of genestealers. Genestealers may not be a s good as they once were, or as good as their potential wants them to be, but under the right circumstances they are awesome. Keeping them in reserves and outflanking later in the game could work in the right list. I assure you, your opponent does not want to see a big scary squad of genestealers come off his board edge late in the game when things are winding down.
Nids have to control their reserves.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2013/11/22 18:49:58
Subject: Genestealer drop
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Fixture of Dakka
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Illumini wrote:Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts
Are Infiltratrors dominating the scene so much where you are that every Imperial is going to start wasting points on servo-skulls? They already could do that, by the way, the Codex Inquisition doesn't change anything. Yet, no one did.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/11/22 18:54:17
Subject: Genestealer drop
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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DarknessEternal wrote: Illumini wrote:Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts
Are Infiltratrors dominating the scene so much where you are that every Imperial is going to start wasting points on servo-skulls? They already could do that, by the way, the Codex Inquisition doesn't change anything. Yet, no one did.
Exactly.
I don't know why its so popular all of a sudden?
GKs have had access to this forever and I haven't used one in about a year...but then again GKs tend to like infiltrators coming at them.
Corndogs...thats about all that's scaring anybody for infiltrators.
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![[Post New]](/s/i/i.gif) 2013/11/22 20:39:22
Subject: Genestealer drop
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Regular Dakkanaut
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I never thought of it, but you could build a genestealer army around an aegis line midway up field and start by infiltrating them behind the wall. Going to ground to turn one then moving synapse range into them and heading for the enemy.
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![[Post New]](/s/i/i.gif) 2013/11/23 14:49:58
Subject: Genestealer drop
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The Hive Mind
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The difference is that the current tax for servo skulls is 44 points.
And I think a no scatter orbital bombardment is pretty cool.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2013/11/23 14:57:46
Subject: Genestealer drop
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Secretive Dark Angels Veteran
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ShadarLogoth wrote: Illumini wrote:Getting at earliest a turn 3 assault, of course that is also true for the pod, so maybe genestealers just arent that good at the momen
Um, turn 3 is pretty much the universal assault turn. Getting an assault before turn 3 is very difficult for almost every unit in the game, with a few noted exceptions. It's all about designing the list around that turn 3 assault.
Bike armies can assault turn one. Khorne dog armies can assault turn one. Turn 3 assault is too late in the game to have any meaningful effect.
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![[Post New]](/s/i/i.gif) 2013/11/23 17:08:48
Subject: Genestealer drop
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Longtime Dakkanaut
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That's a very blanket statement, there are many times where late game assaults make a huge difference. The key is they are usually done by things which have been achieving other stuff before that e.g. obliterators.
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![[Post New]](/s/i/i.gif) 2013/11/23 17:45:42
Subject: Genestealer drop
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Fixture of Dakka
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rigeld2 wrote:
And I think a no scatter orbital bombardment is pretty cool.
"Orbital Bombardments always scatter the full 2d6"
Servo Skulls can't reduce that. Automatically Appended Next Post: rigeld2 wrote:The difference is that the current tax for servo skulls is 44 points.
As if the previous tax were too high? No one was using servo skulls before. Nothing realistic has changed. This is just the internet being the internet.
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This message was edited 1 time. Last update was at 2013/11/23 17:47:03
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/11/23 17:57:06
Subject: Genestealer drop
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The Hive Mind
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...considering the previous tax was 134 points of near useless models (other than the servo skulls) yes something realistic has changed.
Edit: And GK are not BB allies with every imperial army.
There's a few lists I can think of that would benefit significantly.
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This message was edited 1 time. Last update was at 2013/11/23 17:58:01
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2013/11/23 18:16:29
Subject: Genestealer drop
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Longtime Dakkanaut
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Actually they can, servo skulls say that if you place a blast within 12 inches you only roll 1 dice. Orbital bombardment says if you roll an arrow it scatters the full 2D6. The 2 rules directly oppose but since the skulls say how many dice to roll and the orbital rule only takes effect once an arrow comes up it is pretty clear they are compatible.
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This message was edited 1 time. Last update was at 2013/11/23 18:35:00
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![[Post New]](/s/i/i.gif) 2013/11/23 21:45:50
Subject: Re:Genestealer drop
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Fixture of Dakka
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Take it to YMDC and stop cluttering up this guy's thread.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/11/23 21:51:39
Subject: Genestealer drop
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Longtime Dakkanaut
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Asmodai Asmodean wrote:ShadarLogoth wrote: Illumini wrote:Getting at earliest a turn 3 assault, of course that is also true for the pod, so maybe genestealers just arent that good at the momen
Um, turn 3 is pretty much the universal assault turn. Getting an assault before turn 3 is very difficult for almost every unit in the game, with a few noted exceptions. It's all about designing the list around that turn 3 assault.
Bike armies can assault turn one. Khorne dog armies can assault turn one. Turn 3 assault is too late in the game to have any meaningful effect.
Termagants can assault round one, which would make probably little difference in the fight. A turn 3 charge is just as effective as any other charge.
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