The Ymgarl Genestealers (Corporaptor Ymgarli). Codex: Tyranids (6th Edition) (Digital Edition), pg. 101 Codex: Tyranids (5th Edition), pp. 15, 61. 6th Edition Genestealer Cult Army List (First. For 6th Edition. Geek Chic Genestealer Cult Genestealers Goblins Golden Demon. 6th Edition 40K; WHFB Tacticas; Video Game Reviews. Contact Us! Make a Suggestion; Hobby Portal. Tactica Tyranids - Genestealers.
Imperator Guides: Tactica Tyranids - Genestealers. Hey guys, my name is Learn. Eel, and today I'm going to be bringing you. Tyranid Tactica series! There are many dark portents of an impending Tyranid invasion, but none are more sinister than in infestation by the nefarious Genestealers. Weaving their way undetected through planetary defences and civilian populations, these humanoid creatures intermingle with the local populace, using telepathy and various disgusting measures to gain control of millions of citizens. These innocents are purged of their humanity and give birth to revolting hybrids, eventually leading to many planetary uprisings to destabilize and demoralize the planet, making it easy prey for the Hive Fleets. I hope you enjoy this article! Genestealers. Overview. Billed as a frighteningly strong melee unit, Genestealers are the clearest example of a glass cannon in the Tyranid codex. They do quite a bit of damage against most enemy types once they reach combat, but actually making it there with Genestealers is quite a challenge. But first, let us look at what makes these terrors tick. Each Genestealer has a crazy good Weapon Skill and Initiative of 6, rivaling that of most commander- type models such as Autarchs or Captains. They have two attacks each for three per model on the charge, and each Genestealer is equipped with Rending Claws. This allows them to cut through lightly armoured tarpit units quickly, generally striking first, hitting on 3s and having AP5 attacks. The extra effects of proper Rending make Genestealers a nasty surprise for elite units such as Terminators, Broadside Battlesuits or monstrous creatures like the Nemesis Dreadknight. Their Strength and Toughness of 4 is befitting their supposed equivalency with Space Marines, giving them a solid looking profile at first glance. To add to their good melee capabilities, Genestealers have more deployment options and speed boosts than most other Tyranid units. Move Through Cover and their low armour save means there is little reason not to be advancing through cover - at least until they get close enough to charge - while Fleet makes any charge they attempt much more reliable, as well as giving them a re- roll for Run moves. As befits their background, Genestealers have the Infiltrate special rule, allowing them to deploy closer to an opponent than usual or opt to Outflank. Overall, they look like a nice melee unit in practice that is quite similar to Striking Scorpions. Unfortunately, that is where the issues start to pop up. Genestealers are as fragile as they come even with that Toughness 4, with only a 5+ armour save - increased to 4+ on the Broodlord - for protection. This means that template weapons, even the cheap as chips flamers accessed by any Space Marine unit you can find, will murder large swathes of Genestealers in one go. 40K - Genestealer Cults in 6th edition? I'm pretty much a warhammer fantasy guy. Prime = Patriarch, Warriors = purestrain Genestealers. Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka. Tyranid Genestealers In 40K 6th Edition Wargamer: Fritz. How to Paint Tyranid Genestealers for Hive Fleet Kraken - Duration: 16:43. Tyranid Tactica Ymgarl Genestealers The Contortionist on the. Tyranid Units #13 Elites Ymgarl Genestealers 6th edition Warhammer 40k Tactics. Ymgarl Genestealers are a mutated form of Genestealers originally thought. Ymgarl Genestealer Common. Codex: Tyranids (5th Edition).That's before even mentioning what Overwatch with the Wall of Flame will do. Heck, twenty bolter shots from ten rapid firing Tactical Marines will statistically slay seven Genestealers assuming no cover. Now, this wouldn't be such an issue if Genestealers were cheap, but no, Genestealers are identical in base cost to Tactical Marines in the new Space Marine codex. Now, comparing any model to a Space Marine with all their special rules and wargear is ludicrously unfair, but the point remains that Genestealers are just so expensive for what they bring. They really aren't that deadly in combat once you factor in how many Genestealers are likely to survive to even make combat, and besides, they lack assault grenades. Like any other high Initiative unit lacking assault grenades, it is almost painful to see Genestealers striking after a blob squad of Imperial Guardsmen that, sadly, will kill entire Genestealer broods through their Overwatch and close combat attacks. The final insult is that Genestealers lack any kind of ranged attack, meaning that unless they get into combat they may as well be sitting ducks. When you factor this in, they really aren't that good of a melee unit to make up for it. The saving grace for Genestealers is that you can take small broods of them and make the most of their nasty squad leader, the Broodlord. Now we are getting into more friendly waters, as the Broodlord is a really good model for the points. For half the cost of a Tyranid Prime, you are getting a psychic - but not Synaptic - version of the same character with a few stat modifications, such as a higher Weapon Skill and Initiative but a worse armour save. Like the Red Terror but without the limitations of being Unique, Broodlords are Strength and Toughness 5 characters with combat stats that are highly reminiscent of a Phoenix Lord. Their 4+ armour save isn't great, but it is still worlds better than the 5+ offered by Genestealers simply because the basic weapons and templates in the game are generally AP5. The Broodlord is an additional upgrade to the unit and dissimilar to its previous incarnation where it was purchased as an upgrade for a single Genestealer. This means that a maximum sized Genestealer brood would have twenty Genestealers and one Broodlord, as opposed to nineteen Genestealers and one Broodlord in the previous codex. It mostly serves to make taking the Broodlord more expensive for smaller units as they have to take a fifth Genestealer rather than just four and the Broodlord. The Broodlord doesn't just bring the pain in combat, but through its sole and nonexchangeable psychic power, the Horror. This causes a Pinning test with a - 2 modifier to a single unit within 2. Broodlord, a power that - due to its medium range - gels very nicely with the Infiltrating or Outflanking Broodlord. This can pin down Riptides, Devastator squads - watch those Space Marine players lament not taking Veteran Sergeant - and all other kinds of nasty ranged units. The Broodlord is really valuable and serves to make a useable unit out of one that would otherwise be almost unplayable. Still, Genestealers do have one unique trait to consider that could be worthwhile in certain army types - they neither confer Synapse nor test for Instinctive Behaviour. This makes them the only fully self- sustainable unit in the codex that isn't also a Synapse unit, which is always something to keep in mind and allows them to, for example, hold down a flank by their lonesome. How to Equip Them. Genestealers are much more limited in the options they can take compared to Warriors, but honestly, that's a good thing in its own way. To be incredibly blunt, you aren't as tempted to add even more points to over- costed models. Genestealers can add Scything Talons to compliment their Rending Claws, a choice that I would actively recommend against taking. The reason for this is that it is a heavy cost for a melee weapon that is a downgrade on their stock Rending Claws, with the only benefit provided being the extra attack for having two melee weapons. Now, it might be worth it from that perspective, but look at how much other codices pay for those extra attacks on basic infantry. Genestealers pay double that amount, and extra attacks are not what Genestealers really need. Unless you like the look of the models with them, avoid the scything talons. Genestealers can also take one or both of Adrenal Glands and Toxin Sacs. The former isn't so useful as Genestealers already have Fleet, hence its lower cost than usual, but massed Strength 5 Rending attacks on the charge do allow them to have a better chance against AV1. AV1. 1 rear tanks like Leman Russ Demolishers. Toxin Sacs are the better overall upgrade if you are wanting the Genestealers to take on monstrous creatures and other infantry, though, with a permanent benefit in combat letting them pile regular wounds on with Rending wounds for extra spice. Ultimately, I don't think Genestealers really need any upgrades to do their job, as they are a decent enough unit in terms of damage output once they actually reach their target. The high cost per model makes me avoid upgrades because of their fragility, so I recommend just keeping them stock. The Broodlord has access to the full Biomorphs list, meaning it pays over seven times as much as Genestealers for Adrenal Glands, and over three times as much for Toxin Sacs. For this reason, and with the Broodlord already having a base Strength 5, I would avoid these upgrades. It can take Acid Blood and Regeneration, but the former isn't likely to do too much, and the latter is more appropriately priced for something like a Tyrannofex. Again, a Broodlord is better left with no upgrades simply because those extras are costly and won't really help the Genestealers out. Their main issue is actually surviving to reach combat, and even Regeneration won't really help out on that front. Where to Put Them. On a conventional gaming board where there is lots of line of sight- blocking terrain, I see little reason for Genestealers not to be Infiltrating. This is the logical method to make the most of the Broodlords' psychic power, it can't be countered by Interceptor, it allows them to charge either at the end of game turn one or throughout game turn two, and it gives them guaranteed cover to advance through. About the only time I would advocate more for Outflanking is if the middle of the board or the area close to an opponents' deployment zone is relatively devoid of terrain, and only even then against a gunline. Forward moving forces like standard Chaos Space Marine builds are more inclined to move into the midfield where Genestealers can try to hide in what terrain is available and pop out as deterrent units to try and break up an opponents' advancing battle line. Otherwise, Outflanking against a gunline does spare the Genestealers a turn of shooting and, hopefully, they will arrive when many other Tyranid units are starting to reach an opponents lines, generally on turn three.
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