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Made in lt
Brainy Zoanthrope






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 .

 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in gb
Longtime Dakkanaut





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.
   
Made in us
Sneaky Lictor






 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.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in lt
Brainy Zoanthrope






 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.

This message was edited 2 times. Last update was at 2013/11/21 14:32:28


 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in us
The Hive Mind





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.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

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?

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Tough Tyrant Guard






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.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 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.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Sneaky Lictor






 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.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Remember to use the pod as cover for yourself...with 18" range this is usually quite easy and your AP- weapons don't care.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Trigger-Happy Baal Predator Pilot






 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...
   
Made in us
Longtime Dakkanaut




 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" .
   
Made in us
Fixture of Dakka





You could just infiltrate and be doing the exact same thing 2-5 turns earlier.

"'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. 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Codex Inquisition puts a stop to reliable infiltrating tactics though, as all imperial factions and tau+eldar can stop it dead for 34pts

   
Made in us
Longtime Dakkanaut




 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...
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

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

This message was edited 1 time. Last update was at 2013/11/22 07:10:34


   
Made in us
Longtime Dakkanaut




 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.
   
Made in my
Tea-Kettle of Blood




Adelaide, South Australia

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?

 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!" 
   
Made in us
Sneaky Lictor






 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.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Fixture of Dakka





 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.

"'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. 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 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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Made in us
Regular Dakkanaut





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.
   
Made in us
The Hive Mind





The difference is that the current tax for servo skulls is 44 points.

And I think a no scatter orbital bombardment is pretty cool.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in gb
Secretive Dark Angels Veteran






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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Made in gb
Longtime Dakkanaut





Asmodai Asmodean wrote:
Turn 3 assault is too late in the game to have any meaningful effect.



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.
   
Made in us
Fixture of Dakka





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.

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. 
   
Made in us
The Hive Mind





...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.

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.
 
   
Made in gb
Longtime Dakkanaut





 DarknessEternal wrote:

Servo Skulls can't reduce that.


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.

This message was edited 1 time. Last update was at 2013/11/23 18:35:00


 
   
Made in us
Fixture of Dakka





Take it to YMDC and stop cluttering up this guy's thread.

"'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. 
   
Made in us
Longtime Dakkanaut




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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