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Post by nsc on Feb 23, 2013 17:51:55 GMT -5
These guys are quite expensive at 23 points a 'stealer, and I've seen Dave using them but I haven't heard about others using them.
What are your thoughts? Have they done tons of damage to you (if you played against them) or are they hit and miss?
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Post by harryf on Feb 23, 2013 18:14:44 GMT -5
I used them, still do. fairly good because of the ability to get extra attacks and toughnesses, they can easily kill guard equivalents and do a good amount of damage to marine equivalents. the trick is to make sure they win combat on an opponent's turn, so their T4 4+ dosent get killed too easily also, if you are playing with a good amount of ruin/river/forest, just the threat of them can ward off key spots so yeah, I usually run 8 if I can, I wouldn't run less than 6 or more than 9 though
edit: not that you should necessarily take my advice since I only played for 4 monthes
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Post by nsc on Feb 23, 2013 18:44:53 GMT -5
4 months of nids while playing often is still good enough to give advice and have opinions on units
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Post by harryf on Feb 23, 2013 18:47:48 GMT -5
so yeah, personally I think 8 is the good number shannon's article on nids for 5th ed is applicable to 6th ed as well, save the part obout not taking toxin on MCs, due to a new rule change.
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Post by Jack Shrapnel on Feb 23, 2013 18:52:36 GMT -5
I like ymgarls, they're one of the few units in the game that can assault when they arrive on the table.. a bit pricey, but they absolutely wreck things on the charge... the ability to morph into whatever they need at the time ....T5 on the charge is great to absorb some nasty overwatch and actually not completely obliterate your opponent on the charge turn, then morph either strength or most often attacks on the opponent turn to wipe him out... then you're ready to charge again!
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Post by nsc on Feb 23, 2013 18:55:01 GMT -5
Yeah that's what drew me to them, the ability for them to come out of terrain makes them terrifying, and I get to gs some sweet c'thulhu tentacles onto pant-thieves? Seems like a win win!
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Post by harryf on Feb 23, 2013 18:58:17 GMT -5
note to self and anyone using them: do NOT get them messed up with banner grey hunters
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Post by fritzthedwarf on Feb 23, 2013 20:32:45 GMT -5
As Shannon and Harry have stated, Ymgarls, though pricey are good units and I have used them many times. As one of the few units in the game that can charge the turn it arrives it can be a strong addition to a nid list. The only problems with them are when small amounts of area terrain are used (so that it is obvious where they will be and can either be avoided by the opponent or they fill up the area terrain so that the unit cannot arrive and therefore dies (though that has not happened to me ever). The other thing is attacking anything in cover (even the cover they arrive in) will mean they suffer overwatch and then go last. You want them to be large enough to weather overwatch (and any attacks if they go last) but not wipe out the unit (unless a vehicle) that assault phase.
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Post by minmuffin on Feb 23, 2013 21:38:12 GMT -5
i use units of 3 x 6 and kill pretty much anything tank and infantry thought they can take a land radier but it extermaly hard i go after there heavy guns to keep mc alive longer
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Post by Frosty the Pirate on Feb 25, 2013 7:12:48 GMT -5
I'm obviously not a Nids player, but I'm 100% with Harry and Shannon on this one, Ymgarls are really really good disruption. A unit of 7-8 is the right number to take, and you should aim them at something important to your opponent, with the insane number of attacks they can generate they can squish big units of chaff like Guard Blobs and they even mess up High Toughness stuff like Bikers pretty well.
I have to think that taking the +T as needed to eat overwatches, and using the +Str to put extra wounds through on MEQs is the way to go. I think the +1 A is really only useful if your looking to crush a fearless chaff unit with lots of bodies.
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