Kirakoku wrote:I don't have a 7th edition codex so I can only go off of the 6th book.
I'm going for a smaller elite army to try and learn with so I'm giving my units a bit more of a buff than the normal swarmy lists I come up with.
In 7th ed. do the toxin sacs still allow the stealer to wound on a fixed number? If so what number? On the subject, do the rending claws still buff armor penetration and allow for a auto wound on a roll of six?
In the sixth mini book it just says poison wounds on a fixed, but the nid codex just says the Toxin sacs grant the poisoned rule but no number is mentioned.
Poison was nerfed in 7th. In 6th, Genestealers could wound on a 4+ and re-roll failed to wound rolls vs T4 or worse, giving you a good chance at Rending
MEQ/
TEQ. In 7th, it still wounds on a 4+ but the re=roll is only vs T3 or worse now. On the flip side, Rending Claws received AP5, so they butcher
GEQ even more readily than before. Swings and roundabouts.
I've tried Genestealers with Toxin, with Scything Talons(for +1 Attack), with both Toxin and Scything Talons and with none of the above. I think I am coming out on the size of larger numbers of un-upgraded Genestealers at the moment (ideally Manufactorum or Broodlord Hunting Pack Formations), or tiny units of Genestealers with a Broodlord leader for a reasonable assassin and extra Warp Charge,
Genestealers as an "elite" unit are extremely (and I mean extremely) risky because of their incredibly poor defence in and out of combat. They take huge casualties and you have no way of boosting that with their upgrades alone. For this reason, large numbers of upgraded Genestealers are probably a mistake in most environments.
If you're looking to do "elite" Tyranids maybe consider something more like a Monstrous horde or the "turn 2 tsunami" list of massed Raveners, Shrikes and flying Tyrants.