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ok here goes it recently occoured to me after my opponent said "genestealers are nasty" and i replied " i wouldn't know they never get into combat". that i may in fact be using my guys wrong. i can run 2-3 broods to genestealers of 8-12 and they NEVER make it to the enemy lines to actually do any damage. please help with tactice to actually get theese beasts into combat as my mad rush to the enemy always ends up badly
First of all, they should never be within LOS of shooting units until your gaunts/hormagaunts have much of the front line already locked in combat. Use cover to stay out of LOS, and if this means they can't move forward at all, so be it. The gaunts should be getting into combat on turn 2 and the genestealsers should be getting there by turn 3 or 4 depending on cover and your knowledge of when to launch them and how to use cover to your advantage.
When facing indirect fire weapons such as the Imperial Guard and others have, you should both stay out of LOS and in cover whenever possible, but you will probably lose quite a bit anyway before they get there - you have to be a bit more aggressive when facing indirect fire.
I personally only use about 10 genestealers in 2000 points (or about 16 if I have a broodlord) - more or less if I can customize to a known opponent. For instance, if I know I am fighting IG and I can make my list accordingly, I don't take any genestealers since Hormagaunts and Spinegaunts tear them up quite nicely and the GS generally don't live to reach the tanks anyway - I rely on gunfexes, a flying HT and rending warriors to take out tanks. When fighting marines, I take some, and when figting chaos or Black Templar, I use some more.
Hope this helped.
Last edited by ZenGamer; January 6th, 2007 at 22:11.
If you have 30 genestealers, a full squad should make combat even on open tables... what biomorph(s) do you use? I find the Extended Carapace is a must, hands down the best you can give them. Some people love scuttlers, though I tend to avoid it. If you have gaunts, don't use scuttlers as the scout move will just put you ahead of them... if you don't use gaunts, then scuttle can help reach assault much faster (turn 2 with a little luck).
In my list, I use 5 squads of stealers, 4x6 + 1x8 (32 total), and they reach combat in 95% of the games... and the ones that they don't, my monstrous creatures wreak havoc because they were left alone. If you have them en masse, don't worry about taking some fire, just make sure you limit what they can be shot by. This helps with them being troop choices.
If your opponent has a 4xheavy bolter dev squad, make sure your approach does not let him shoot your stealers with that squad. Don't worry about getting shot up by a few regular tac squads, they won't cause enough casualties to stop your advance (not if you take Ext. Carapace). Also, make sure you make a full charge with all your stealers together. Don't spread them out across the table. If you have all your stealers charge a single flank, there is no way the enemy can stop them all... and then you can just run down his line when (not if) you reach him.
The only times it can be very difficult to reach assault is against very mobile shooty armies (mechanized tau & eldar, mainly). In those situations, you want to use your shooty bugs to drop his transports so his troops can't fly away when you get close.
That's all the generic advice I can come up with off the top of my head... if you post some basics about what you use in your army and what kind of opponents you play against... also what kind of terrain setups you typically use, I might be able to give some more specific advice.
Those two above me already said everything.. I'd just like to add a little something extra. ^^
I run 2 squads of Genestealers of 6-8 in each unit, no carapace upgrade, no scuttler, they always gets into combat guaranteed.
Hug cover when you move around with them, even a 6+ cover save is better than nothing.
Look at your opponent's heavy bolter/auto cannon squad, draw a thick line of sight and stay away from it as you advance.
It's very okay if your genestealer do not get into combat on the 2nd turn, which usually happens anyways.. it's also okay if they dont get into combat on the 3rd turn, as long as they do eventually get into combat ALIVE, that's the most important factor.
It's okay to leave your gaunts to die when you have to decide which unit gets that piece of small cover on the table... or that patch of forest where it could only hide a single unit behind. Poor critters.. O_O
By the way, why is everyone calling them bugs! Seriously, people, since when do you see bugs have tongues and joints! Especially the gaunts, they look alot like alien doggies ^^
Last edited by nekochen; January 6th, 2007 at 23:46.
Anima Tactics - try it out!
I call my gaunt BoBo, but yeah.
what they are saying is right,
but. using the +1 save is good, if iam facing SM they die if not in cover, if they have the +1 save, heck they live.
i was playing a game and there were like 3 that died and they were in the open.
here is the thing about scuttlers, if you going to spend points on your modles. USE THEM!
i allllll ways forget and it's realy annoying.
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Personally i take 2 broods of 10 with EC, then a unit of 6 with a broodlord. For them I take EC and scything talons. Since they are such a small brood the extra attacks really come into there own.
My personal favorite experiance was infiltrating the broodlord behind a wood. My opponant ran his 10 man tactical squad of space marines round and opened fire, killing just one stealer. I then assaulted him, wiped out the full squad (7 rends!!!) and consolidated toward his predator. In my first turn id wiped out a full 20% of his troops!
Stealers are amazing, but youve gotta play them clever. Treat them like your babies and protect them from harm. Rush them forward like gaunts and they will die like gaunts.
Get gaunts in front of them and keep it that way. Ifer there aren't gaunts infront, they will be mercilessly shot to death and won't reach cc before gaunts can tie up squads. The most important issue is screening. Here are some different possibilities to do it:
*Gaunts, the classic favorite, simply keep them infront of the steelers and tie up squads with them
*MCs. Even a cheap 114 point carni will draw a lot of fire and last for a pretty long time unless your opponent is cannon happy that day. This doesn't even have to be infront of the stealers, just put a mc out where the opponent has a line of site to it. Coupled with the gaunts, it will force nearly all fire away from stealers
*Use tons of terrain and split your stealers into several squads including the ones with a broodlord. This works well because they will shoot stealers, but there will still be more that they can't hit. This works best though with ec
Hope it helps :-)
Originally Posted by The Paint Monkey
always use your cover. my biggest problem is when all there assualt cannons can draw line of sight. also try running something like gaunts infront of them or have some carnies with venom cannon and barbed stranglers giving cover and drawing fire.
ok cool thanks guys. yes i was running them like gaunts and they were dying like gaunts! lol on a side note all my gaunts would hit the enemy's line intact... he he gee wonder why =).
ok so ill try holding back my bloodrage and hit them in turn 3-4 instad of going for turn 2
ah but you see, there is a way you can make it on turn 1, like the hormas.
this is alot like running them up like gaunts. but if there is cover Use it if it fails.
ok so lets say that you are playing on a 4'x4' board, you each deploy 24" away frome onanother, there is a peice of terrian in the middle of your genes and one of his squads.
you get to do scuttle movement(not sure how it works) but you get a 6 to move up,
you also get to go 1st, you move up your 6, you fleet 6 and OMG thats 18" right there, your normal charge is 6, so lets say they arent in cover, you charge. they cry "OMG thats not fair charging genes on 1st turn!!!"
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