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Post by harryf on Dec 3, 2012 21:32:06 GMT -5
I suppose between adrenal's strength and initiative buff, the poison could be better vs infantry, and vs vehicles.. I'd be smashing/
dropped adrenal for toxin
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Post by Jack Shrapnel on Dec 3, 2012 21:36:41 GMT -5
you no longer get an initiative buff in 6th for adrenal glands... that's gone now...
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Post by harryf on Dec 3, 2012 21:37:34 GMT -5
oh.. in that case... TOXIN ALL THE WAY! also, for tom I want something that can holf sonewhat forward objectives that's not a pushover. spawned gaunts...... get's outright slaughtered...
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Post by harryf on Dec 5, 2012 14:07:21 GMT -5
currently thinking of replacing ymgarls with a podded doom
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Post by danydaigle24 on Dec 5, 2012 14:13:38 GMT -5
I would stay with Ymgarls but go for it if you want to learn.
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Post by harryf on Dec 5, 2012 14:15:42 GMT -5
going to try it maybe jut for lols
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Post by Jack Shrapnel on Dec 5, 2012 14:46:23 GMT -5
ymgarls are stronger with your list as it's built around close combat threats... but to each their own...
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Post by harryf on Dec 5, 2012 15:58:30 GMT -5
I see... the problem with ymgarls is that unless it's targeting a vehicle, it will almost always be attacking into cover, making it significantly weaker
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Post by fritzthedwarf on Dec 5, 2012 17:10:06 GMT -5
But attacking into cover is a constant issue for practically all nid units in this dex. As Shannon and Danny mentioned ymgarls are probably the better choice. The only times I don't include them as a good option is if I feel there wont be sufficient cover so that I either have to seriously risk them not being able to enter and thus dying or having to start them back much farther where they cannot charge the turn they arrive (or a themed list that they don't fit in). Ymgarls are one of our better choices.
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Post by harryf on Dec 5, 2012 18:34:00 GMT -5
yeah, that's the main problem... if we were to bring it to the feb tourney, with the doom, I KNOW where im going to be podding. but with ymgarls, there's no guarentee with wether I can get a good spot or not
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Post by harryf on Dec 6, 2012 9:59:35 GMT -5
with the ymgarls though, they are too easily killed
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Post by Frosty the Pirate on Dec 6, 2012 10:13:40 GMT -5
Ymgarls are SUPPOSED to get killed.
Every single gun your opponent points at your ymgarls, are guns they can't point at the rest of your army. In our game last time I had to devote my demolisher squadron as well as my entire blob to take them out. That probably 65% of my most dangerous shooting, in exchange for what? 2 small units that don't score and have already done their damage? Thats a terrible trade for me. It basically allowed your hormaguants to go untouched and eventually kill my wolf lord. Those ymgarls won you that game.
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Post by harryf on Dec 6, 2012 10:18:33 GMT -5
ah, I see..... I really need to get my facts straight and figure out who's expendable and who's not
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Post by Frosty the Pirate on Dec 6, 2012 10:21:04 GMT -5
General rule:
Warlord, Anything that Scores -> Not expendable, but you can give them up if you feel you will gain an advantage from doing it
Everything else -> Expendable
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Post by harryf on Dec 6, 2012 10:21:47 GMT -5
so both my trygons and my hive guards are expendable?
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