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stealth suits
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Old 07 Aug 2009, 23:05   #1 (permalink)
Shas'Ui
 
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Default stealth suits

i looked at the stats, i did the math and the damage to points ration and i can honestly say i may NEVER use stealth suits especially compared to the 3 crisis suits with twin fusion blaster and shield generators. is this a bad move? how effective are the stealth suits?
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Old 07 Aug 2009, 23:08   #2 (permalink)
Shas'O
 
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Default Re: stealth suits

Did you factor in their Stealth Field Generators?

To garantee a shot you opponent has to get a nuit within 6"any further then that, and they're shooting at air.
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Old 07 Aug 2009, 23:13   #3 (permalink)
Shas'El
 
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Default Re: stealth suits

Furthermore, stealth suits are a more specialized sort, then say a crisis suit. Let me tell you that you can rarely go wrong with stealth suits if you play them right,
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Old 08 Aug 2009, 00:23   #4 (permalink)
Kroot Shaper
 
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Default Re: stealth suits

Quote:
Originally Posted by salamut2202
How effective are the stealth suits?
The stealth suits are as effective as you use them. While they might not be better at tank busting as 3 twin-linked Sunforge suits, they definitely can fill a role in the right list. While they are constrained in what weapons they have, they can either infiltrate or deep strike, they can jump-shoot-jump, and they can take accessories from the battlesuit support systems list.

What has worked for me in GEQ games is to bring 6 Stealth suits, two with FB and 4 with BC. Give the FB ones Target Locks, while giving the team leader a BK and drone controller, and the three other drone controllers. Bring 6 gun drones, and now you have a team that can fire at the tanks that you hopefully infiltrated exactly 12" from, and also fire with 12 BC shots and 6 pinning-twin-linked Pulse Carbine shots at a seperate unit.

Granted the gun drones don't have the same safety shield drones do, they still are 6 extra units you can allocate wounds to, giving you 10 options before your FB go down. Furthermore, you can allocate wounds to the FB once their usefulness is expended, and can then jump back to 18" and have fun with the stealth field generator. Remember, drones will be affected by the Stealth Field Generator as well. The BK is definitely a must, though.

Furthermore, if you just want to create a harassing unit, you can definitely use them to great effect. A unit of 6 stealthies with no support systems is 180 points for 18 shots at 18" that the enemy has to roll to see. If you keep them right at the edge of the 18" window and jump back after shooting you have decent odds that the enemy will not be able to see you. Remember, they roll after declaring their attack and can not attack a different unit if they can not see your stealth team. This forces the enemy to either ignore your unit or risk the chance of wasting shots in the shooting phase.

That being said, I really don't like using them against MEQ. I don't know why, but they never seem as useful as they do against GEQ.
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Old 08 Aug 2009, 01:13   #5 (permalink)
Shas'La
 
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Default Re: stealth suits

Also, stealth suits being able to outflank can be a lot handier than deepstriking. Deepstriking will scatter 66% of the time, sometimes moving you out of an effective position, or possibly destroying you entirely. Outflanking gets you where you want to be 66% of the time, and the other 33% of the time it is very rare that they become totally useless when coming in on the wrong board edge.
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Old 08 Aug 2009, 04:13   #6 (permalink)
Shas'La
 
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Default Re: stealth suits

anything that has a 5 or 6 save is gonna be in a lot of trouble when going against stealth suits. a squad of 6 with no extra equipment can fire 18 shots like fizyx said, and every added gun drone brings a twin-linked pinning shot and an extra wound to the unit. but since stealth suit squads are small, even with a few gun drones, a bonding knife is practically required for the unit to be fully effective, but its only a 5 point investment.
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Old 08 Aug 2009, 05:06   #7 (permalink)
Kroot Shaper
 
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Default Re: stealth suits

Quote:
Originally Posted by runer60000
a bonding knife is practically required for the unit to be fully effective, but its only a 5 point investment.
It'll end up being 10 points, including the 5 points to upgrade the team leader. Still not a whole lot, given what it is worth.

And remember, aside from the team leader with Battlesuit Wargear, if one member takes a battlesuit support system, they all must.
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Old 09 Aug 2009, 03:42   #8 (permalink)
Shas'Vre
 
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Default Re: stealth suits

in my book, stealths should not be judged by their ability to carry meltas.

They are there to drop 18 marker light assisted power 5's on to a unit of non terminator infantry at 18" and then fading away to 24"- outside of even fast CC troops.

marine players hate them - can bring on the big guns, can't catch them, and they keep putting out more S5s than a devastator squad can. Is a significant psychological weapon.
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Old 10 Aug 2009, 05:43   #9 (permalink)
Shas'El
 
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Default Re: stealth suits

Quote:
Originally Posted by Fizyx
Quote:
Originally Posted by runer60000
a bonding knife is practically required for the unit to be fully effective, but its only a 5 point investment.
It'll end up being 10 points, including the 5 points to upgrade the team leader. Still not a whole lot, given what it is worth.

And remember, aside from the team leader with Battlesuit Wargear, if one member takes a battlesuit support system, they all must.
So you plan ahead to avoid that.

Two gundrone add ons to the team leader are a nice touch, especially for avoiding a (3 firewarriors) worth of of points.

That t3 is practically making that 3+ save a 4+
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Old 10 Aug 2009, 23:23   #10 (permalink)
Shas'La
 
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Default Re: stealth suits

well, a bonding knife is not a support system, its wargear, so you wouldnt have to buy a support system for every other unit.
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