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Welcome to another week of discussions and fun
This week the topic is Genestealers and Broodlords. When anyone thinks of Tyranids, one of the first things that come to mind is always the Genestealer. Famous for its Close Combat abilities, Genestealers have always been in the Tyranid arsenal. They have a bloody legend on a thousand worlds, lurker of dark places, harbringer of sudden and violent death.
But this week is about their role in the armies (not their fluff, even though I love it so much!).
So here's my analysis:
Genestealers are one of the most deadly units in CC. They are pretty strong, but need to be in CC in order to be effective. When shot at, guts flying soon follow. With the 'nerf' of not being able to upgrade the genestealers armour to 4+, the normal bolter can now rip through them with ease. However, I think that their pure brutality is required in most armies.
They should make use of their abilities to get into CC quicker (Fleet, Infiltrate, Move Through Cover). With these three abilities, most Genestealers can get into 12" if behind cover, or 18" at the furthest if the models can't find cover. With the 6" move, up to 6" run and then 6" assault in most cases the Genestealers can get into cover by turn one. Even if they start behind cover, they can be really fast and still cover up to 18".
If you don't have the first turn, then the Genestealers will get shot at. In this case I find it easier to just keep them in reserve and then outflank. Generally I don't Deepstrike them, as they already have such nice options for deployment.
No Genestealer brood is complete without a Broodlord in my opinion. With the Broodlords increased chance of survival and better combat skills, he is in raw a better fighter. However, his abilities is what really makes him important. Aura of Despair and Hypnotic Gaze.
Aura of Despair - Is really usefull for armies which have a tendancy to weaken the opponents leadership. Having several broodlords is a killer, with the ability stacking.
Hypnotic gaze - Is not that powerfull in my opinion, but can be extremily good if in close combat against elites or strong characters.
However, the two psychic abilities are already in the package, so yay!
Which brings me onto the next part - Biomorphs
Scything Taylons - for its points value I feel that Scything Taylons are a must. In addition to having rending on all attacks, all rolls to hit on a one are re-rolled, increasing the chances greatly! Thanks to the FAQ, all weapon abilities stack, so all the attacks benifit from Rending Claws and Scything Taylons. Pretty much the most needed biomorph for these guys!
Implant attack - For the cost of a genestealer all this does is makes one guy better at killing multi wound characters and elites. Unless you want these guys to be elite killers, I say skip it.
Acid Blood - Is quite expensive, and seeing how it can only be brought for the Broodlord, I say skip as well. It won't cause enough wounds to make any real damage, unless again, you're making these guys elite killers.
Adrenal Glands - This is OK, but I feel that the points could be better spent on more models. Their Initiative is good enough, and so doesn't need the boost, while Toxin Sacs really take care of the Strength part.
Toxin Sacs - It can be a yes, It can be a no. It really depends if your facing tough guys or not. Generally, I feel in the Tournament situation these points can be spent on better things for other broods.
And so thats my analysis. Tactics, Broodlord powers and bio-morphs.
Anyways, its the same as always. Discuss stories, tactics, Option to be taken etc!
Have fun, learn something new, and remember that one of these guys might be under your bed right now!
Last edited by Hive Fleet Ruina; July 16th, 2010 at 21:06.
Quote of the Week (Number 3) - "It is impossible to defeat an ignorant man in argument." - William Gibbs McAdoo (1863-1941)
Ruina's Hive - My personal Blog
Easily my favorite unit in the book. Gotta love these little glass cannons. If it's not for their ability to run through units in one round of combat then it's their ability to keep attention focused on them and keep moving.
I run them heavily in almost all of my lists, they are generally in groups of 8-10 no more and no less and have always proven reliable. I try and hold off on upgrades as much as possible because iv found that vanilla preform just fine. If I feel the need for upgraded genestealers I run ymgarl. There abilities are ammazing and although pricy iv found them to be worth every point, every time.
I try and stay clear of the brood lord and try and keep every unit the same so that decisions of focus fire are less clear to my opponant. I find it helps increase the survival rate of them and keeps the units moving forward.
Outflanking is my deployment if choice, it's not uncommon for me to have all my genestealers reach combat the turn they arrive and it's never anything shy of devestating to my opponents.
But the true power of the genestealers lie not in their strength but in there reputation, people fear them on the board and for that reason (iv found) they tend to focus all attention on them alone leaving most everything else untouched till every last genestealers is done away with. Essentially they buy you time.
I do wish it was still possible to move into combat durring your consolidation move but then perhapse they would be far too powerful, even though point wise they are a steal as is!
Double post sorry!
i'm going to pipe in here to counter the sentiment about toxin sacs. for me they're essential for stealers.
now, the success i've had with stealers isn't any where as glowing as the OP's. they're still feared, but irrationally so. especially because the majority of my opponents are marines. i've had stealer brood of varying sizes get tarpitted by tactical squads, where if they survive the initial charge the stealers and marines are able to square off one another, often with my brood losing the war of attrition due to their low armour save.
this is where i find toxin sacs invaluable. being able to reroll the wounds, not only statistically grants you an extra 25% wounds, but also a chance of those adding extra rends.
i'll agree the broodlord kind of needs to be there too. a lot of people think its points better spent on additional wounds, but i've found he's a powerful character in his own right and survives and does plenty even after being stripped of his brood
the brood lord has been essential in our units, like having a power fist on your sergent.
I'll always love stealers. Hands down one of the best CC units. And it's always the focus of the enemy's ire. If you can get enough of them into melee, it's well worth it. The downside is they can no longer be upgraded with flesh hooks, making assaults into cover a massacre.
Great unit to add for an all reserve deployment list as it doesn't take a pod to get them onto the field.
I have a wound allocation question. Do you put wounds on your broodlord early to prevent wounds to stealers, or do you save him at full strength so once the squad falls you have one tough baddy to eat some guys?
Stealers are one of my favorite units in the game, same with ymgarl, what I like to do is outlank a tervigon with them so it can bestow catalyst on the squad... mmmmmmmmm feel no pain stealers and broodlord
Reese's Space Marine and Tyranid WIP Thread: Warp Masters and Friends
one of the other major advantages of genestealers is they do not need synapse
hormogaunts with toxin sacs are scary, but with the cost of providing them synapse can make them less cost effective than genestealers