Welcome to Librarium Online!
Well ... in 1000 pts i really don't know what i should get so this is what i made up:
1x Frag Mine
Well , it's not stealers only, and i know i don't have EC on the 2nd and 3rd 'stealer squad but this is how i use them : I infiltrate them near the enemy, so in turn 1 i can be in CC with them The Gaunts are a Meat Shild , although , i destroyed 10 Banshees with them in CC LOL
And the Broodlord with his retiune cleans the strong troops .... I destroyed a Leman Russ in one hit lol .... they are the best
PLEASE TELL ME WHAT I SHOULD CHANGE TO MY LIST IN 1000 PTS !!
Punt! Also, please take a moment to check out this post here - LINK (Army List Posting Rules)
Before I delve into the list, I'd like to point out that I edited your post. Please do not post individual points costs for items/upgrades. Unit level points costs are fine, but anything else starts breaking copywrite rules. We frown upon that.
Fair enough. Nice, cheap, deadly. Neato.Originally Posted by holoFar, far, FAR too large of a unit to make an effective retinue. The whole advantage to the Broodlord is being able to infiltrate - with a unit size of 12, you will never find a spot to set up in the 12.01 to 18 inch range. Never. Keep the unit size small if you can - six to eight total is best.Originally Posted by holo
The Scuttlers are wasted points in this group. The entire unit needs to have it in order for it to work, and since the Broodlord doesn't scuttle, you're stuck.
Next, I don't recommend Toxin Sacs or Scything Talons on any Genestealer. You buy Genestealers for the Rending - Toxin Sacs don't help this at all. The Scything Talons are just too expensive to be justified. Cheaper and more is the Tyranids credo. Cheap, and lots of 'em.Extended Carapace! Before any other upgrade, buy Extended Carapace for Genestealers! It is by far the most important upgrade for them. Second should come Scuttlers. Drop the Toxin Sacs and Scything Talons for reasons listed above. I realize you mention that you say you run 'stealers without EC, which is fine, but if you choose to do that, you should not invest any other type of upgrade into them. They become a very huge point sink very quickly.Originally Posted by holoWhat do Dev-gaunts need with WS upgrade? Where's your Synapse control? The Broodlord can't cover all of these guys at once - don't you have any backup Synapse?Originally Posted by holoWhy? First, why just a single mine.... secondly, why Frag? Bio-Acid or none. I also notice that it pushes you slightly over the points limit of the list....Originally Posted by holoThe problem with this is that regular Genestealers don't infiltrate. Only the Broodlord and his retinue do.Originally Posted by holo
I'd probably take some of the stuff off that both Marvus and Caluin have said and fit in a Zoanthrope. Would give you extra synapse which is important with just one creature at the moment, and a bit of fire support if you need it...
Ok, first : The Broodlord has the infiltrate abillity , but it dosen't work if the retiune dosen't have scuttlers ...
2nd: The other 2 squads have scuttlers because they will become scouts -> thus have the infiltrate abillity (and 6" free movement before the game starts)
3rd: I will infiltrate the stealers in cover (if there is any) and if not , then I will place them in 18" of the enemy, with one condition , I must start the game Then my plan still works , I can be in CC in the first round !! Scuttlers -> 6" free movement , normal movement, Fleet of Claw movement (D6") Assault Movement ..... this brings to a total of 19"-24" of movement ... i say it's more then enough
If i assault , I tend to destroy my enemy in the first turn of CC, if not in the second, so I can consolidate in another enemy unit
Stealers DON'T need Synapse .... they don't ....
I use the Dev-Gaunts to distract the enemy , so he dosen't target my Broodlord (The gaunts MUST be in 12" of the Broodlord ...) thus , the meat shield
Why shouldn't my stealers have Toxin sacs and Scything Talons ? Scything Talons => +1 Attack ... which is quite important ... especially if you fight another horde army as the Orks, and the Toxin Sacs so i can Wound them on 2+ not on 3+
The Dev-Gaunts have the WS upgrade for the simple fact that they will end up in CC. In every game I played they got assaulted by the enemy, so I need the extra WS .... 3+ to hit is quite good ... ( 4 WS vs 3 WS ) ... and the enemy lost every time the CC ...
Ok ,... the Frag mine ... well ... i can go over 1000 pts with 3 pts (The cheapest model - 1 pt => 1003 pts) i know that it is very weak, but what else can I take , and not to go over the 1003 pts... ? Bio-Acid (my favorite ) is 10 pts .... so I can't use it
Whoa, what? Huh? Who fed you that crock? Take it from me (and just about every other person) that the Broodlord's retinue should never have Scuttlers.Originally Posted by holoAgain - whaaaaa? Since when did Scuttlers confer Infiltration ability? Cite me a reference, but don't waste your time - you'll never find one. Me thinks you're seriously abusing the rules.Originally Posted by holoStealers don't need Synapse, you're right in that regards. It helps, but you don't need it. I never said you needed it for them. I said you needed it for the Dev-Gaunts. Since they're unlikely to ever be near the Broodlord, you stand a wonderful chance of having all 20 of them run right off the board.Originally Posted by holo
You really need to bone up on the rules mate. If Genestealers could be in Close Combat first turn every single game, why would anyone play any other army but a pure Genestealer list?
lol, read the rules mate, if you are a n00b at 40k (no offence, i am too lol) dont listen to people you are going to battle, they will throw you off and make u waste ur points as well as tell u some bad tactics. It sounds like someone told u that bull, but anyway, my thoughts
devgaunts? u want them to be a shield yes?, then why waste points on that. OK, u can shot a bit more and further, but save ur points for stealers, i leant that the hard way , gaunts are gonna die anyway. NO ADRENAL GLANDS -see my sig- and also, no toxin. my fav setup for gaunts by far is spinegaunts. at 5 pts each, you cant go wrong, and they can get HELLA annoying.
Scything talons on stealers? Your choice, but realise it costs alot, and u dont get rending for those attacks. For an extra attack, its not worth it when they have 2 attack anyway.
You may, may not wanna put in a Fex or 2. Cheap ones that shoot so that the enemy focuses firepower on that for a while.
Stupid gaunts have Adrenal Glands (+1 WS) bio-morph, when they are only useful with SHOOTING WEAPONS!....
Who's smart idea was that?
What ?! the attack from the scything talons DON'T have rending ?! why not !!