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Post by harryf on Apr 23, 2013 12:40:13 GMT -5
alright, so i ran some stealers, with disastrous results, therefore, i came up with another list up for scrutiny HQ tyranid prime, lash/b-sword, regen, toxin, rending claws tyranid prime, lash/b-sword, regen, toxin, rending claws * explanation: list has almost no anti-tank, rending claws, although useless vs infantry due to b-sword, allows me to threaten vehicles
elite 3 venomthrope 3 venomthrope *gives cover to stealers, prime hangs here to block some insta-death things 3 zoans *no spore pod because it plays a support role with telepathy
troop 10 genestealers with toxin plus broodlord with toxin 10 genestealers with toxin plus broodlord with toxin 10 genestealers with toxin plus broodlord with toxin 10 genestealers with toxin plus broodlord with toxin *main damage output, toxin to maximum rending, broodlord to provide biomancy support 20 termagants with toxin in a pod 20 termagants with toxin in a pod *objective claimers
obvious mistakes? advises? i've always loved the idea of a genestealer cult, so if i can make one work, it'll be a happy day to convert some up ;D
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Post by Frosty the Pirate on Apr 23, 2013 16:43:04 GMT -5
Big Problem:
Rending Claw are useless against vehicles now that Rending has been FAQed so that the AP2 doesn't apply if you rend a vehicle.
Other thoughts:
While a big horde of genestealers like this could work, I think making the genestealers more survivable isn't the way to go. I think you need to use big threats that draw fire away from the Genestealers in order for them to make it across the table.
Not to mention, all the point you've paid for venomthropes to get cover for the stealers, you could be using spawned (FREE) guants you get from running Tervigons you can buy with those points.
I want a genestealer cult to work just as much as any Nids player, but I feel this will just get shot off the table.
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Post by Jack Shrapnel on Apr 23, 2013 16:53:13 GMT -5
well it just doesn't affect the roll on the table... I'd hardly say it makes rending claws useless... they can still pen up to AV12
too many points tied up in very fragile models... you're a couple of large blasts away from having nothing left in your army that can threaten anything... you have no heavy hitters and no ability to threaten AV13 plus... couple blasts on your stealers and there's little you can do... even with a 5+ cover save...
A landraider with those side flamer things (forget what they're called) can literally drive around and destroy your entire army by itself... never mind what annihilation barges would do!
I'd drop the venomthropes (5+ cover isn't all that great, and it's not hard to get from other sources) and just run a wall of gaunts up the board in front of the stealers if you want a cover save (without spending 300+ points on venomthropes for it)... you need something to take the fire off your genestealers (because when they die you lose with a stealershock list)... swarmlord is a possibility because of the +1 to reserves and allowing you to re-roll the side they come in on... so you should be able to get them where you need to be...
the primes aren't helping you get any better so I would lose them in favour of a tyrant or probably swarmlord (he's just really well suited to the stealers)
then I'd either add a tervigon in place of one of those 20 blocks of gaunts for more synapse and another thing to take target priority.. bring a couple dakkafexes for flyers or a flying tyrant, and you should be set.
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Post by harryf on Apr 23, 2013 17:42:47 GMT -5
made some edits: HQ swarmlord with 2 guards with lash no elites(Egad!) Troop 10 stealers with toxin plus a broodlord with toxin 10 stealers with toxin plus a broodlord with toxin 10 stealers with toxin plus a broodlord with toxin 15 termagants with toxin tervigon with toxin and catalyst heavy dakkafex trygon with toxin trygon with toxin in this list, the dakkafex and trygons will run up and try to open up vehicles, but mainly distract the enemy. the swarmlord will also run up to engage dangerous units. 2 units of genestealers will folow the MCs and target squishy units while one unit will outflank, thus forcing a choice between the squad and the MCs although..... it makes the conversions a bit hard.... hmm...
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Post by harryf on Apr 23, 2013 19:27:29 GMT -5
the problem here could be the lack of shooting, but with a stealer shock list, the shooting is already weak, so that shouldnt be too big a problem
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Post by Jack Shrapnel on Apr 23, 2013 20:33:17 GMT -5
yep... you already made it better with just those changes...
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