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I know it should not be that big of a deal but I dont like seeing a unit of 25 Slugga Boyz losing combat because GeneStealers whipe out everything that can attack back on the second turn of the game, first if they infiltrate with a Brood Lord.
I also have no way of countering shooting from Guants, they almost outnumber my Orks have better BS and can reroll missed hits or wounds. I have 2 main Tyranid opponents and both use lots of shooty Guants and stealers for troops. Both of them have the models to feild any type of army though geared toward the differnt players they play most ageinst lists.
With my Orks its Shoot the crap out of me with guants until the extended carapace and fleeting Stealers can rip through my boyz and vehicles. All of this while being covered by Zoanthropes, Tyrants and Carnifex.
I dont know how to counter them without breaking the bank on units like Killer Kans (over $100 after tax for 3) when Stealers still get enouph attacks to take them out anyway if 3 Venom cannons manage to miss them.
Last edited by Osaria; November 8th, 2005 at 03:21.
You swamp the enemy with cheap targets or boyz as those genestealers your talking about only have a couple of attacks each and although are really nasty they are almost pointless if used to attack grots... as for second turn charges, take some buggies with scorchas and ride up close and burn those little genestealers into nothingness...
I also like how burna boyz work against guants, drive up unload them and watch a guant squad dissapear before your eyes...
As for their MCs I reccomend weakinging them with a group of either skarboyz and then sweeping in with nobz, choopas are better than power klawz at this (although you wont get many wounds each wound saves on only a 4+ and you could possibly take out the carnifex before he strikes). I've used cyborks to do it before since they have invunerable saves...
Last edited by InquisitorMarcus; November 8th, 2005 at 07:06.
I like the Burna Boyz Idea, I'll have to convert a transport for them since I will never allow on of them there "Wartrukks" into my army, there is also the challenge of getting 4 Burn Boyz without having to buy 4 of those stupid Burna and Rokkit packs, mixing weapons is retarted.
Ebay has some, if anyone else here trys for them you can face my wrath!
Last edited by Osaria; November 8th, 2005 at 12:20.
yeah that is frustrating... I built my own using normal orks and IG flamer bits from the catachan and Cadian boxes... it worked for me...
Originally Posted by Osaria
ok. 1st off - ANY infiltrating unit with a 6" move cannot charge you on turn one.
since they start off a minimum of 18" away in the open, or 12" away in cover if they get a 6 on their difficult terrain roll, then its tough titties, theyve got you but one thing i picked up on at a tourney, was the sheer number of nid layers who relied on the ability ofa broodlord to fleet of foot... they cant
a broodlord cannot fleet of foot, so the genestealers with him cannot.
the only stealers that FoF are standard ones
dont get ripped off by that
return of the mighty SNAKE MAN!
Well i have a decent idea, I don't know the stats of genestealers but i dont think they could hurt a leman russ, get a looted one plus battle cannons are just evil...
Kill all the synapse creatures and the nids will run like girls...
Or YOU infiltrate so he can't
Or just play a mission were infiltration isnt allowed..
Ciao - NarKo!
I am Narcotick. Fear me.
LO Musicians clan.
Genestealers have 2-4 attacks each and rending claws so there's that idea gone.
How the hell is that idea "gone" kill synaps, stealers run...Originally Posted by Evil Priest
I am Narcotick. Fear me.
LO Musicians clan.
Stealers don't really need synapse, if they need it at all. Some vanguard special rule.
Genestealers do not require Synapse and are Ld10. Plus a Broodlord IS a Synapse critter.
Plus Rending means Genestealers can get 16 for armour penetration so Russ' go down.
Talk about wat you know about Narcotik.
Scorcha Buggies are death to tyranids.
I like to deploy a screen (grots) ahead of my main force to push Infiltrators further back. Where they're less of a problem.
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