Post by kazetanade on Jul 20, 2020 19:02:38 GMT
I've done Behemoth GS for competition before. Your average distance with SL is about 20-23" movement. If we're on the line, it will be enough, but due to the new start rules (50% either starts), you REALLY dont want to start GS on the line in plain view.
It comes down to, can the GS survive while they're on the board? If they can, Behemoth GS are great since the +1 spell has been instrumental to a lot of success for me (wounding centurions on a 4+ and rending on a 5+, yes please. It helped me chew through everything other than a Knight equivalent where I rolled 70+A of bloody 3+ and 4+ to wounds). This also synergizes immensely with our best scalpel, the SuperFlyrant, which if you can find a way to include him and still have points, will be really instrumental in applying pressure on the Vehicle heavy meta. IMO though, GS really need a reroll to wound somewhere in their kit or options to be the consistent blender we need them to be - but I digress.
I'm not keen on Kraken for them at all. Kraken's triple Advance roll is great, and so is fallback and charge, but in all honesty I dont see this as game changing anymore. We needed it before to cross nearly 40" of no man's land due to ridiculously partial to shooting LOS rules, and Fallback/charge allowed us to work odd distances and funny little tricks into our rotation - now that No Man's Land is less perilous to stand near, holding a near central position makes Behemoth Genestealers extremely viable IMO, and if given the chance/choice, will be my preferred type of Genestealer build. No Fallback/charge is sadness, but since they're now less likely to kick the bucket in OW and will be more alive at the end of an enemy turn (or pretty much deleted if we (please do not swear) it up by accident), I think we could work around the no fallback/charge. What would be even funnier, is use the fact that they're trapped in combat, to pull a Devout Push shenanigan - basically we FIGHT to kill whatever it is we wrapped, kill the thing, use Overrun into the real target that's 11" away, and Adrenaline Rush to FIGHT AGAIN into them, thereby getting past the Charging attack restrictions. Guarantee you no one is expecting this at all (and honestly, I think we could do this all of 8th ed, but it never occured to me until Devout Push came into the picture.)
It comes down to, can the GS survive while they're on the board? If they can, Behemoth GS are great since the +1 spell has been instrumental to a lot of success for me (wounding centurions on a 4+ and rending on a 5+, yes please. It helped me chew through everything other than a Knight equivalent where I rolled 70+A of bloody 3+ and 4+ to wounds). This also synergizes immensely with our best scalpel, the SuperFlyrant, which if you can find a way to include him and still have points, will be really instrumental in applying pressure on the Vehicle heavy meta. IMO though, GS really need a reroll to wound somewhere in their kit or options to be the consistent blender we need them to be - but I digress.
I'm not keen on Kraken for them at all. Kraken's triple Advance roll is great, and so is fallback and charge, but in all honesty I dont see this as game changing anymore. We needed it before to cross nearly 40" of no man's land due to ridiculously partial to shooting LOS rules, and Fallback/charge allowed us to work odd distances and funny little tricks into our rotation - now that No Man's Land is less perilous to stand near, holding a near central position makes Behemoth Genestealers extremely viable IMO, and if given the chance/choice, will be my preferred type of Genestealer build. No Fallback/charge is sadness, but since they're now less likely to kick the bucket in OW and will be more alive at the end of an enemy turn (or pretty much deleted if we (please do not swear) it up by accident), I think we could work around the no fallback/charge. What would be even funnier, is use the fact that they're trapped in combat, to pull a Devout Push shenanigan - basically we FIGHT to kill whatever it is we wrapped, kill the thing, use Overrun into the real target that's 11" away, and Adrenaline Rush to FIGHT AGAIN into them, thereby getting past the Charging attack restrictions. Guarantee you no one is expecting this at all (and honestly, I think we could do this all of 8th ed, but it never occured to me until Devout Push came into the picture.)