Switch Theme:

Advice on how to deal with Ymgarl?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User




Does anyone have some general sound advice on how to deal with Ymgarl?

As far as i can tell the majority of the time they will turn up right next to one of your units and most of the time they will kill that unit on the turn they arrive punching a hole in your line and taking your focus from the advancing hoard.
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

Stay inside transports, if possible. Else you could reserve a unit or two to react on where the Ymgarls appear, this also makes it harder for the Tyranid player to give the Ymgarls a good spot to place them. If you have an expensive unit that can't take a charge from a Ymgarls you could consider bubblewrapping it with a cheap unit. And last but not least, Genestealers don't like walkers at all (when they have AV12 at the front) which takes them several turns out of the game with good chances of losing a couple of models.
   
Made in gb
Focused Fire Warrior






If its blindingly obvious where the ymargls are then just camp that bit of terrain, if they cant be deployed without being within 1" of your units they are destroyed.
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

If you play with a reasonable amount of terrain that's practically impossible to do. And deploying your complete army in a specific way to counter one unit does not sound a solid tactic to me.
   
Made in us
Regular Dakkanaut




When I see them in a list I do change my deployment and there is nothing wrong with doing it you deploy in a way that either tempts them into one spot or denies them a certain spot. Just got to watch out for the guys that surprise you with their choice of deployment but 90% of the time you can figure out where they are going to pop up and either have something waiting or have nothing to valuable for them to kill nearby.
   
Made in us
Twisting Tzeentch Horror





I would imagine a squad gun could do some damage to them, plus overwatch.... keep expensive units in a protected area or make sure they have the ability to fight off genestealers. Remember even if you lose some models they are 9ppm more then regular genestealers and have a max size of 10, the only combat advantage is that they have a 4+ AS instead of 5+ but cannot have scything talons. Also if they charge through difficult terrian, they don't have grenades and strike at Initiative 1...

10 models between a quadgun (2 or 3) overwatch dependson unit and then stricking first, depends on unit. it should be down to about 15 attacks with 10 hits and 5 to 8 wounds on your unit that you need to save... overall, not that amazing for 230 points vs a MEQ.

Mess with the best, Die like the rest. 
   
Made in no
Liche Priest Hierophant





Bergen

Just fill the terain with units so he cannot spawn.

   
Made in us
Twisting Tzeentch Horror





works for orks, nids, IG, cultists maybe but it's much easier said then done with the amount of terrain from the RAW rules. now for a tournament, that entirely depends on how much there is.

Mess with the best, Die like the rest. 
   
 
Forum Index » 40K General Discussion
Go to: