N18 Super Elite Goliaths (Help)

Histrydood

Juve
Mar 23, 2025
11
12
23
So for a few reasons, I've decided to try to build a super elite House Goliath list. I'm thinking 6 models total. Here's what I've come up with, you guys with more experience, let me know if this is just kinda bad...or not at all fun to play bad.

Forge Tyrant: 270
Boltgun
Chainaxe
Furnace Plate

Gene Smithing:
Nat Born
Iron Flesh
Tyrant's Own (+1S and +1T

Skills: True Grit

Forge Boss: 285
Heavy Bolter
Furnace Plate

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Forge Boss: 170
Renderizer
Stub Gun
Furnace Plate

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Bruiser Specialist: 135
Axe
Grenade Launcher
Furnace Plates

Gene Smithing:
Dermal Hardening

Bruiser: 90
Axe
Stubgun
Furnace Plates

Gene Smithing
Dermal Hardening

Bully: 50
Axe
Stubgun

Gene Smithing:
Dermal Hardening
Terminal Biology
 
I'd go wounds for the tyrant over strength (to an extent). Pg 103 dark box about characteristics says that the new number is the base. Getting to "base" wounds 4 and advancing to a 5 is elite. Unlike toughness odd numbers of wounds is good lots of D2 out there and a bio booster drops can offset the "over kill" for the first injury roll.

I've also had good use of the inspirational leadership skill. Effectively a reroll of cool after bottling! Accept that you will bottle and note that it says friendly fighter not "other" friendly fighter so the tyrant rolls cool, can use inspirational to roll leadership to count as passing then pass that out.

Consider moving that renderizer to the tyrant he has base 3 attacks and with enough wounds will get to hit back.

With so few models you need as much range as you can get make sure everybody has more than a pistol for range. Stub cannons are surprisingly decent and dependable.

Combat only really works for models that can avoid pinning bruisers should be shooters keeps the cost down and supports the other elites better.

Finally furnace plates are great but are the best place to find 5 credits for genesmithing or something offensive (stub cannon, stim slug stash for combat/ long charge). They are cheap so easy to pickup after the first game even with a loss.
 
Thanks for the thoughts! Ok so with your suggestions, I've modified the list to following....thoughts?

Forge Tyrant: 290
Boltgun
Renderizer

Gene Smithing:
Nat Born
Iron Flesh (+1W)
Prime Specimen (+1W) [Considering moving this one to +1M, thoughts?]
Tyrant's Own (+1W and +1T)

Skills: True Grit

Forge Boss: 215
Grenade Launcher w/Smoke Grenade Ammo (G. Launcher is a pretty good weapon, and with smoke, figured it could screen my guys on the way in)
Chain Axe

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Forge Boss: 210
Chain Axe
Stub Gun
Combat Shotgun

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Bruiser Specialist: 145
Axe
Grenade Launcher w/ Smoke Grenade Ammo (Same reason as above, figured 2 is better than 1)

Gene Smithing:
Dermal Hardening

Bruiser: 90
Stub Cannon

Gene Smithing
Dermal Hardening

Bully: 50
Axe
Stubgun

Gene Smithing:
Dermal Hardening
Terminal Biology
 
Looks a little more solid, enjoy that combat shotgun with nerves of steel! Having agency with that template is so nice. I have a forge boss with a combat shotgun and spud jacker that does work always does great out on a flank doing mission stuff. Rarely charges but being able to regularly move and template has seen him through a lot.
 
Unfortunately, your leader and bully are illegal, as you can only have up to two gene-smithing upgrades on a leader or champion, and up to one on anyone else. Removing Iron Flesh/Prime Specimen from the leader and Terminal Biology from the bully should fix it without other adjustments
 
So looking back into it, looks like i just have to remove the iron flesh from the Tyrant, and the terminal biology from the Bully. That even things out. While i have listed the points for natborn under genesmithing, that it just a cost for them to be that subtype and as far ad i can tell, does not count toward one of the tyrant's upgrades, so i only need to remove one. Edit: @Bladeswinga Rereading your post....thats exactly what you said, lol.

Forge Tyrant: 280
Boltgun
Renderizer

Gene Smithing:
Nat Born
Prime Specimen (+1W)
Tyrant's Own (+1W and +1T)

Skills: True Grit

Forge Boss: 215
Grenade Launcher w/Smoke Grenade Ammo (G. Launcher is a pretty good weapon, and with smoke, figured it could screen my guys on the way in)
Chain Axe

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Forge Boss: 210
Chain Axe
Stub Gun
Combat Shotgun

Gene Smithing:
Genetic Ancient
Dermal Hardening

Skills: Nerves of Steel

Bruiser Specialist: 145
Axe
Grenade Launcher w/ Smoke Grenade Ammo (Same reason as above, figured 2 is better than 1)

Gene Smithing:
Dermal Hardening

Bruiser: 90
Stub Cannon

Gene Smithing
Dermal Hardening

Bully: 60
Axe
Stubgun

Gene Smithing:
Dermal Hardening