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ok guys. i have a pretty big nid army going on here. And yesterday I had a 355 pt. battle against a friend with his necrons. To make a long story short I won with the nids(phasing out). Anyway, i had a unit of 12 genestealers and other stuff, but in my battle in the second turn all the stealers died. So my qusetion is, how do you keep these guys alive until they get into cc. I tried everything, i tried putting terrain and i tried scouting but they all died before they even get into cc. So please give me tips and tricks on the genestealers!!!
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You were playing too small of a game for the stealers to do well. First, I recomend using genes in several smaller units. Try 2 units of 6. In a larger game, your opponent will have lots of things to shoot at like big monsters and big, quick units of gaunts. You'll probably lose at least one unit of the genes to fire or at least lose a few guys from each unit, but your opponent will often times not concentrate enough fire on them until its too late. For instance, if youve got 3 units of 6 stealers and a couple gaunt units moving quickly towards their ranks, its almost garunteed that they wont be able to shoot up all the genes. Even if they do blast them all up, that means you've got alot of untouched gaunts or other units (raveners etc.) that are up close and personal at this point. Few armies are shooty enough to destroy all the genes and strong enough in cc to take out a rampaging horde of hormagaunts (well except maybe necrons...)
Get a malefactor. For 225 points it can carry 11 genestealers across the board QUICK (move 9 assault 9). It's tougher than an HT too. It will deliver your genes at the other end of the table by the end of round 2 if you are lucky and still be alive to kill anything in its path
You can pick them up on ebay for$30 or so. You need the player's permission to use them. The stats are in Chapter approved 02 and 04.
I don't use genestealers without a malefactor for the exact reasons you mentioned.
People are so scared of them that they absorb tremendous amounts of fire and die quickly.
True, that helps the other guys stay alive, but at 16pts each that is an expensive meat shield. I'd rather use more gaunts or an extra HT.
This malefactor you speak of sounds interesting. I havent check out the chapter approved beasties except the 2 models at forge world, and those are too expensive for my pocket book. Anyways, in my experience, it can worth it to lose an entier squad of genes if you can get the other squad(s) of genes in combat (as they will tear up anything in sight and then some). Also, how many points does this malefactor cost?
[/QUOTE]malefactor. For 225 points it can carry 11 genestealers across the board QUICK (move 9 assault 9). It's tougher than an HT too. [QUOTE]
guess thats the answer, im still waiting for a picture of the things and im sure LOADS of other ppl want to know what the damn thing looks like.
I couldnt find any on ebay...
Malefactors are dirty business. There's no doubt about that.
With 5 wounds and a 2+ save, it is not easy to take them out in a single round. I've had marine and eldar armies try (and fail).
It moves through cover with ease (like all MC's it gets to roll 3 d6 and re-roll them if you want to).
Even without its deadly cargo, it can take out entire squads AND tie them up (since it's not a vehicle)
The biggest problem is that my opponents have become frightened and don't want me to use it much anymore.
I make a deal with them. Either we use the Malefactor or we use the Old assault rules. (that way my HT's can target specific models in CC). Both of these need the players permission. So if they don't give me permission to use the Malefactor, I don't give permission to use the TAR.
I've had a lot of success without the malefactor as well. I just don't use genestealers without it anymore.
OK back on topic about stealers.......... i have a question for all you guys.
who fields there stealers with upgrades (implant attack, fleshhooks or scything talons etc)
i usually field mine with implant attack cause i fight allot of thousand sons, and eldar with big nasty wraithlords
But generally is it better to use basic stealers at 16 pts? ...cause then you can take more and increase survivability.
Army of the heavens, my army waits in hell
To battle on the earth, for all the souls who fell
The malefactor is a good units bat underrateed units .Yes is the best solution in small games bat i dont play small games only 4500+ games bat sound good (yes i have 2 malefactors and is worth the money and the points ).
Hivefleet Hades use only implant attack if u wont some biomorphs on them.
Stealers (for ex. lets say a swarm of 156 stealers this means all my stealers units in my army ) can wreak a havoc even to a grater deamon , c-tan or the abandon itself!
I use them also with a small swarm of warrior pure cc weapon (S. talons , R. claws , Flesh hooks , impalnt attack and venom sacs).
This is the "formula" of succes.
MEAT IS MURDER