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Made in us
Mindless Spore Mine




NY, USA

What do you think is the best or most competative build for biomorph enhancements for genestealers and why? I want to run a spam genestealer army list and I cannot decide. Also if you are running multiple units of genestealers would you equip them differently or all the same and why? I am also interested in what you think about broodlord and retinue.

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Made in us
Sneaky Sniper Drone




D.C. - USA

From a Tau/Necron player that plays 1 or 2 games a month against 'Nids:

Broodlord - The most effective thing he has used the Broodlord for is with a small retinue, he equipped the Broodlord with Tendrils, Carapace, and Flesh Hooks (possibly Toxin Sacs), put in 6 Stealers with Flesh Hooks and Carapace, and Infiltrated them all up in my junk on a flank. He typically will completely tie up one flank, either in combat or running away in fear. He'll kill the Broadsides that he has trouble shooting, he'll try to snag some Crisis suits, and he'll make my gunline look like little babies. The whole squad gets the reroll to hit from the Tendrils.

Stealers - I am usually not too afraid of Stealers, they get shot apart pretty well from standard Tau shooting, and Immortals and Destroyers do a pretty fair job on them as well. However, he has recently started Outflanking them with Scuttlers. Normally I think outflanking is a waste, but he'll put all his shootyfexes and Tyrants in the middle of the table and tromp them down the center, blowing Barbs and Venoms and worms all into my area. I can't go to the corners because the Stealers will be there waiting for me. It's typically pretty effective for him. So my vote is for Scuttlers.

Also, for 1 point I think you pretty much have to pick Tendrils or Flesh Hooks, with Flesh Hooks being the first choice in my opinion. He lost his last game against me mainly because I was able to block a whole flank with Kroot except for a small segment in cover, meaning he had to assault me through cover. He didn't bring his Hooks and it cost him 6 Stealers instead of a more reasonable 1 or 2. This meant his squad of 10 was able to be finished off by scattered Fire Warriors instead of drawing Plasma and Missile fire from the Carnifexes.

As far as size of the squads, I don't have a very good opinion on that, I hear 6 is too small and 12 is too large, so maybe 8-10 each. If you are spamming Genestealers you may consider maxxed squads. I'll let an experieced 'Nid player coach on that though, as well as the benefits of mixing types of Stealers for different roles.


Ubersnax A.K.A. McLasers 
   
Made in us
Mindless Spore Mine




NY, USA

Thanks for the info I do notice that alot of people take carpace. I am not sold on it yet though. Even with the +1 to save their armor is still pretty weak. Does it really make a difference?

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Made in us
[ARTICLE MOD]
Longtime Dakkanaut







The two no-brainer upgrades are extended carapace and feeder tendrils.

Extended carapace gives you the 4+ save. Not only does this increase your survivability in HTH combat slightly, it greatly increases your survivability vs. shooting, because you actually get a save against AP5 weaponry (which is usually fairly common, since bolters, shuricats, shootas, sluggas, and pulse rifles are all AP5.

Feeder tendrils is simply ridiculously good for the cost. 1 pt per model to re-roll failed hit rolls? Yes please.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

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