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Made in us
Mindless Spore Mine




NY, USA

I am curious to see what everyone thinks is the most competative build for genestealers and why. In particular I am curious whether feeder tendrils (reroll misses) or flesh hooks (no inititive penalty to assult into cover) is the better of the two choices, since the rules state you cannot take both. I also want to know peoples opinions on adding scything talons (+1 attack), extended carapace (+1 armor save <5+ save goes to a 4+ save> ), and scuttlers (scout / outflank). I want to get maximum effectiveness with minimal point cost. The two builds I was thinking of were:

Version 1 - feeder tendrils, scything talons, scuttlers <24 points each>
or
Version 2 - flesh hooks, extended carapace, scuttlers <24 points each>

Please tell me about your builds and why you think they are most effective. Thanks!

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Death-Dealing Ultramarine Devastator





Milwaukee, WI

If you are looking to shave points you probably don't need extended if you are taking scuttlers and planning on outflanking since you will be avoiding the normal fire on the way in. Also are feeder tendrils really needed if you are planning on outflanking? Genestealer WS & I should carry you through CC.

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Boosting Ultramarine Biker





Denton, TX

Normally, you don't want to put too many upgrades on them as it makes them a high priority target, but between flesh hooks and feeder tendrils I would choose the feeder tendrils.

My normal equips are feeder tendrils and scuttlers. Sometimes I spring for extended carapace, but normally I always try to keep my stealers at 20 points or less.

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Longtime Dakkanaut





animehedgeh0g wrote:Please tell me about your builds and why you think they are most effective. Thanks!


OK, thats not a simple answer, army composition and the number of genestealer squads in the army being major concerns. I will try to reduce the question a bit at first to (the OP in title):

What is the best Genestealer build?

The best Genestealer build IMO is naked with feeder tendrils.

Why? These stealers do not need the armor upgrade, because they are behind other tyranids, they will most always get the 4+ cover save anyway, so the armor is wasted. They don't need the S bonus, or the attack, or even the armor as they are not really for fighting in CC except in dire circumstances. These genestealers do not need scuttle because they do not want to move out front or outflank either, they are a support unit. The reroll in CC is an amazing power for say, carnifexes at WS3 I1, making sure their amazingly strong attacks hit makes the stealers worth it! This kind of genestelaer has an amplifying effect on other units, with good set up, possibly almost an entire tyranid army. Every tyranid army should have at least one, minimum size unit of these genestealers at the heart of their assault wave. Overall IMO it is the single best use of genestealers.

   
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Storm Trooper with Maglight





CT, USA

I mostly agree with Augustus. Feeder tendrils and nothing else is the best option, unless you don't have something to hide behind. At that point, I'd be taking scuttlers. If you know you have gaunts or soemthing to use a sheilds, then the tendril only aproach works great.

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Made in us
Longtime Dakkanaut





There are other great builds for "fighting" genestealers also.

I usually play at least 1 squad of outflanking stealers, just too keep my enemies firepower out of the back corner, it makes people nervous about it and they have to play forward.

In practice I have found multiple outflanking squads to be to inconsistent, they tend to come in not together, to late and on the wrong sides to often to make mass outflank a good idea...

My "fighting" stealers always have the extra armor, going from all dead vs bolter and flamer fire to half dead is a huge difference, AND 50% saved wounds in melee vs 33% is worth the points.

My standard "fighting" stealers are fleshooks and extended carapace.
   
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Longtime Dakkanaut







Since when I play 'nids, my Genestealers are my primary units, extended carapace, feeder tendrils, and scuttlers are musts.

I've been playing Daemons lately, but I've been theorizing that toxin sacs are worthwhile in a GS-heavy force.

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Blackclad Wayfarer





From England. Living in Shanghai

I don't really see the need to give stealers a strength upgrade. They have enough attacks to cause hurt and combined with their rending against most opponents they are gonna win the combat. Most of the upgrades that stealers can take aren't worth it unless you really have the points to spare. I find more stealers makes up for the lack of survivability, extra attack or whatever.

I personally like my stealers with outflank and feeder tendrils or flesh hooks. It's a case of mixing the 2 up working in pairs of broods. If your opponents hunker down in cover then assault with the flesh hook guys and keep the feeder tendrils close by. If they don't then just rush and kill them all.

Im not sure which stealer builld is the best since it really depends on who you are playing. No real need for implant attack against "most" armies and no real need for the S upgrade if you are playing IG or Eldar.

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On the strength upgrade, I've really only got one main reason behind it: Land Raiders.

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Blackclad Wayfarer





From England. Living in Shanghai

If thats the case then it really depends on who you face regularly and what they bring to the table. My main opponents are tau, IG and orks.

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Mindless Spore Mine




NY, USA

I am thinking about running a broodlord with feeder tendrils and flesh hooks, and a genestealer retinue with extended carapace and hooks in order to get the re roll misses and the entire unit have a 4+save. Then for basic units I was thinking of primarily running some cheap scuttlers and hooks genestealers. Maybe throw in a unit of scuttlers and feeder tendrils or 1 - 3 lictors in order to get the feeder tendril re roll misses. What do you think?

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Blackclad Wayfarer





From England. Living in Shanghai

With the retinue make the most of the fact the broodlord can get them to re-roll misses and they can then re-roll wounds (acid maw). Sick!

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Soul Token






Broodlord Retinue on Crack:

(take this however you may, I will forwarn its a really NASTY squad, but .. very xspensive points.

Brood lord
+Extrended carapace, +Feeder Tendrils, +Toxin sacks. 83pts

retinue- 10 strong; Genestealers, +Acid Maw, +Extended Carapace, +Scything talons, +Toxin Sacks. 31ea x 10 units, 310pts



Nasty.


This message was edited 1 time. Last update was at 2009/03/06 07:54:52



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Made in us
Longtime Dakkanaut





Interesting I like it, it's also a hive mind unit!

I wish it scored... They are genestealers after all aren't they?
   
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Nimble Pistolier





the best genestealer build.... have some mercy on up opponent and dont take any lol

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Soul Token





haha... no fun in that though!

I say rend em to DEATH


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Longtime Dakkanaut





Centurian99 wrote:Since when I play 'nids, my Genestealers are my primary units, extended carapace, feeder tendrils, and scuttlers are musts.

I've been playing Daemons lately, but I've been theorizing that toxin sacs are worthwhile in a GS-heavy force.


I think you could live with flesh hooks instead of the feeder tendrils.

Also, the str5 upgrade is absolutely worth it.

27pt genestealers are where the money is at, imo.

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Made in us
Longtime Dakkanaut





Florida

Augustus wrote:
animehedgeh0g wrote:Please tell me about your builds and why you think they are most effective. Thanks!


OK, thats not a simple answer, army composition and the number of genestealer squads in the army being major concerns. I will try to reduce the question a bit at first to (the OP in title):

What is the best Genestealer build?

The best Genestealer build IMO is naked with feeder tendrils.

Why? These stealers do not need the armor upgrade, because they are behind other tyranids, they will most always get the 4+ cover save anyway, so the armor is wasted. They don't need the S bonus, or the attack, or even the armor as they are not really for fighting in CC except in dire circumstances. These genestealers do not need scuttle because they do not want to move out front or outflank either, they are a support unit. The reroll in CC is an amazing power for say, carnifexes at WS3 I1, making sure their amazingly strong attacks hit makes the stealers worth it! This kind of genestelaer has an amplifying effect on other units, with good set up, possibly almost an entire tyranid army. Every tyranid army should have at least one, minimum size unit of these genestealers at the heart of their assault wave. Overall IMO it is the single best use of genestealers.



I totally agree on Augustus' assessment of Genestealers here.

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Made in us
Regular Dakkanaut




Flower Mound Texas

In a well balanced army, naked stealers with feeder are the best bang for your buck.
However scuttlers on one or two small units is amazing, either you opponet has to abandon the bored edges witch allows you to hammer him with you main force or your stealer can ream the stray hammerhead or dev squad that was sittign out of range.

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