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Genestealer army, what not to use ??
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Old 03 Feb 2006, 01:10   #1 (permalink)
Shas'La
 
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Default Genestealer army, what not to use ??

Genestealer army is definitly my choice, whatsoever are their weaknesses, but I'd like to know how to make them very good, no one knows ??
Is scuttlers any usefull ??
I plan to fill arround 60 genestealers in my 1500 pts list, with scuttlers to all, broodlord and retinue plus 2 zoanthropes, but would 80 genestealers without scuttlers be better ??
I need some advice here ...
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Old 03 Feb 2006, 01:19   #2 (permalink)
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Default Re: Genestealer army, what not to use ??

Uh.. Can't be too sure, as I've never played an entirely Genestealer list. Played a heavy one before, but not entirely....

I think the scuttlers would be nice, especially on the smaller boards. I can see extended carapace coming in handy, as nothing in your army will have better than a 5+ otherwise. I think I'd give some of the Stealers Scutters, and some of them not. Probably make it half. So you can have 70 Stealers! Consider Extended Carapace though. Seeing all those pricey units die to massed weak gunfire can be brutal.
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Old 03 Feb 2006, 01:34   #3 (permalink)
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Default Re: Genestealer army, what not to use ??

I think this comes down to some simple math. You can get scuttlers on 7 genestealers for approx. the cost of one genestealer. So you ask yourself - with the extra move save one out of 8 genestealers?

By the way - extended carapace is a must. A MUST!!!

I think my genestealers would be extended carapace, flesh hooks, and scuttlers. 50% more expensive but worth every point, IMO.
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Old 11 Feb 2006, 21:34   #4 (permalink)
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Default Re: Genestealer army, what not to use ??

i would go with extended carapce, and scything talons. you will always kill even the biggest squads, and you get more stealers into CC. i am guessing those zoathropes are the anti-tanks?
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Old 13 Feb 2006, 00:25   #5 (permalink)
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Default Re: Genestealer army, what not to use ??

I wouldn't use Scything Talons on Genes___yes, they're far more killy. However, they're already very killy and it doesn't add them any survivability. Worse, these will scare your enemies so much they'll have them killed as soon as they can.

Extended Carapace is indeed a must, then in order of importance___Flesh Hooks, Scuttlers, then anything else.
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Old 13 Feb 2006, 09:04   #6 (permalink)
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Default Re: Genestealer army, what not to use ??

There is 1 very simple rule to an all genestealer army: keep them basic. Just leave them as they are, take a broodlord with 11 stealers and give just the broodlord extended carapace. I'd recommend flesh hooks on a couple of broods, unless you play with a lot of terrain in which case take them on every brood.

I wouldn't take carapace on genestealers as a 4+ save will still be ignored by the majority of armies and you'll need as many models as possible.

Scuttlers is useful, but I wouldn't take it on more than 1 brood really, 2 at most.

Never, ever take scything talons with genestealers, it's far too expensive and cuts down your numbers unnecessarily IMO.

Feeder tendrils are a major points sink against anything other than Harlequins really.

I'd recommend something along the lines of this list:

HQ

Broodlord + 11 genetealers - Carapace on Broodlord - 260

Elites

2 x Lictors - 160pts

Troops

4 x 10 genestealers - 640pts

1 x 12 genestealers - 192pts

Heavy Support

Carnifex - crushing claws, scything talons, extended carapace, bonded exoskeleton, adrenal glands (both) - 163pts (IIRC)

This comes just short of 1500pts if my maths is correct, giving you some points to customise it and make it your own. Also you could probably afford to drop 1 unit of stealers to help you customise it even more.

Hope this helps.
Mkoll.
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Old 13 Feb 2006, 20:15   #7 (permalink)
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Default Re: Genestealer army, what not to use ??

I gotta disagree with mkoll. against almost every army (especially against space marines) going from a 5+ to a 4+ save is a major improvement. You survive twice the number of shots from bolters. genestealers can smack around space marines in CC, but when they get shot to peices by bolters... that's just sad.
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Old 14 Feb 2006, 09:55   #8 (permalink)
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Default Re: Genestealer army, what not to use ??

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Originally Posted by alcibiates
I gotta disagree with mkoll. against almost every army (especially against space marines) going from a 5+ to a 4+ save is a major improvement. You survive twice the number of shots from bolters. genestealers can smack around space marines in CC, but when they get shot to peices by bolters... that's just sad.
But when you have more than 60 of them plus a Carnifex and 2 lictors then your opponent won't be focusing everything on the 'Stealers anyway giving you more reaching combat and even more because you didn't take the carapace.
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Old 14 Feb 2006, 22:56   #9 (permalink)
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Default Re: Genestealer army, what not to use ??

yes, but from experiance, it is better to have carapace than more stealers. that way, it also limits your casulties in CC, when your fighting invunerable saves, and lots of numbers that is.
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Old 15 Feb 2006, 00:57   #10 (permalink)
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Default Re: Genestealer army, what not to use ??

I think just the biggest math you consider is that you only lose a few points per wound, and you gain a 4+ vs. no save against most basic weapons.
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