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Tuesday, February 16, 2010

Genestealers

With the new codex, everyone's taking a second look at all of their favorite units of old. Let's see how they treated genestealers.

WS:6, BS:0, S:4, T:4, W:1, I:6, A:2, Ld:10, Sv:5+

Cost: 14 pts/model.

Brood Telepathy: Genestealers are not subject to Instinctual Behavior. They don't freak out when out of synapse range.

Fleet: Allows you to assault despite making a "run" move.

Infiltrate: Allows you to set up on the board outside of your deployment zone. This used to only be available to genestealers attached to a Broodlord as a retinue.

Move Through Cover: Lets you roll an additional d6 when moving through difficult terrain.


So What Changed?
Stat-wise, absolutely nothing. Points-wise, they're 2pts cheaper/model.

The real difference here is in biomorph selection. Biomorphs in the new book have changed drastically from what they were in the last book. In the old codex, they adjusted your stat-line. In this book, they give you a special rule (most of them USRs).

Scything Talons: 2 pts/model
Scything Talons allow you to re-roll any 1's to hit in close combat. The old codex gave you +1A.

Adrenal Glands: 3 pts/model
Adrenal Glands give you the Furious Charge USR, meaning you hit at +1S and +1I when you charge into close combat (only for that first round). The old codex did not have this option.

Toxin Sacs: 3pts/model
Toxin Sacs give your attacks the Poisoned (4+) rule, meaning you always wound on a roll of 4 or more. In addition, if your Strength is equal to or more than your opponent's Toughness (in this case, anyone with a T of 4 or lower), you get to re-roll all failed to-wound rolls. In the old codex, this biomorph gave you +1S.

The old codex had a few more biomorphs available as well; Acid Maw, Feeder Tendrils, Implant Attack, Scuttlers ... but the most felt absence I believe is Flesh Hooks. Flesh Hooks were assault grenades, allowing you to assault effectively into cover. Now, genestealers no longer have the ability to assault into cover viably. This means you'll have to take care with your 'stealers to avoid this scenario. Assault first with a lesser brood (gaunts, gargoyles, rippers, etc) then come clean up with the stealers.

I've used genestealers a couple of times now, and they're not completely pointless ... but they really have changed from a frontline shock troop to a more commando ambush and hold objectives role. Their biggest weaknesses are the 5+ save and the lack of flesh hooks. In the games I've played it's the versatility of a 5-man stealer brood that make it tactically useful. Going second, you can infiltrate ... hold in reserve to back up your backfield or flank. At 70pts, they won't break the game if they fail ... but they are STILL stealers, and that's not to be balked at! (Suneokun of Pathfinder)



Broodlords
Another big change is the option of taking a Broodlord as an upgrade to your troops unit of Genestealers. Before, they were ICs that took an HQ slot.

WS:7, BS:0, S:5, T:5, W:3, I:7, A:4, Ld:10, Sv:4+
46 points to upgrade one genestealer to a Broodlord, so he's basically 60 points (still less than before).

Your Broodlord can take :
Scything Talons (2 pts)
Implant Attack (15 pts) - Instant Death on any 6 to wound. It's like "rending +"
Acid Blood (15 pts) - Any wound inflicted on the Broodlord forces the wounder to make an initiative test or suffer a wound with no saving throws.

Also, the Broodlord is now a psyker!

Aura of Despair causes all enemy units within 12" to suffer a -1 Ld penalty. I saw an interesting article on GW's site that this can be used in conjunction with the Hive Tyrant's Psychic Scream to increase the effect. This confused me, as AoD is used in the beginning of the Assault Phase, and PS is a shooting attack. So... it retro-actively helps PS? I think the GW article writer needs to pay closer attention to their own material.

Hypnotic Gaze causes a Ld roll-off with one model in base-to-base with the Broodlord. If the Broodlord wins, the loser cannot attack in the close combat that turn.

Since he's just an upgrade he can't be singled out, but he works great to single out and ignore that powerfist or IC. God forbid these things run up against something like a wraithlord, or a single character. He could be taking serious lumps. (Xzandrate of The Kabal of Agony)


Any thoughts on the new codex's genestealers? Any tactics/insights into their use? Drop a comment and I might include it in the actual post (with credit given, of course).

8 comments:

  1. I've been looking over the stealers again, in particularly the broodlord and his Hypnotic Gaze ability.

    Since he's just an upgrade he can't be singled out, but he works great to single out and ignore that powerfist or IC.

    God forbid these things run up against something like a wraithlord, or a single character. He could be taking serious lumps.

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  2. I've fielded units of 12 with a broodlord for a few games, and they worked out well. Infiltrating really helps now. Nice overview article, too.

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  3. I've used genestealers a couple of times now, and they're not completely pointless ... but they really have changed from a frontline shock troop to a more commando ambush and hold objectives role.

    Their biggest weaknesses are the 5+ save and the lack of flesh hooks. The Broodlord is still useful for soaking up powerfist attacks - but there are better toys to spend the points on.

    In the games I've played it's the versatility of a 5-man stealer brood that make it tactically useful. Going second, you can infiltrate ... hold in reserve to back up your backfield or flank.

    At 70pts, they won't break the game if they fail ... but they are STILL stealers, and that's not to be balked at!

    A good point with all high initiative close combat troops ... stealers can go to ground with impunity, as they'll lose no benefit in the ensuing close combat.

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  4. @Xzandrate: regarding the powerfist soak ... excellent point that I had failed to mention. Regarding Hypnotic Gaze, as it's a Ld roll-off, it is extremely useful to negate a powerfist sarge's attacks, but for IC's it's a 50-50. Not bad, but not too reliable either.

    @Suneokun: Excellent points as always :)

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  5. Two minor points to add here:

    Although Genestealers can now be taken in broods of 20, doing so is a bit over-the-top. It's a heavy points-load for a Tyranid brood, and while it will almost certainly tear through whatever it assaults in a single round of combat, it'll get shot to pieces immediately afterward. As has already been pointed out, 5-stealer broods work well as minor ambush units on a general basis. Against most enemies I'd go with a 10 to 12 stealer brood, maybe throw in the broodlord upgrade if I'm worried about powerfists. The only place a 20-man brood would be excessively useful would be against a footslogging Ork army, unless you really want a 280pt distraction brood - nobody is going to ignore a 20man stealer brood.

    The other point is just me being pedantic: Adrenal Glands were in the 4e codex. There were two variants, one giving +1Initiative, and one giving +1WS if I recall correctly. Most types of Tyranid that could take one, could take both.

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  6. I actually prefer the new 'stealers to the old codex. Yes, they don't work well as a shock troop anymore, but I prefer them as an infiltrate and eliminate unit. 

    A good sized cluster (or two) of 'stealers with a Broodlord, (give them adrenal glands and scything talons, and give the broodlord implant attack.) Combine with infiltrate and hypnotic gaze and you have a verified IC killer team. Just make sure they stick to cover and hope you get lucky on your fleet rolls.

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