Post by akaiyou on Mar 12, 2009 6:44:02 GMT -5
HIVE TYRANT
My analysis
BIOMORPHS
Acid Maw - YES - Is better than Bio-plasma, make your hits count in CC the first turn of combat could be seen as your golden opportunity to cripple whatever you assault before you get killed.
Adrenal Glands (I) - MAYBE - good for CC
Adrenal Glands (WS) - MAYBE - good for CC
Bio-Plasma - MAYBE - Acid Maw is simply better and you can't take both. Bio-plasma also gets no benefit from Monstrous Creature status and on a Tyrant this makes it ineffective against tanks being only strength 6/7 + D6 for penetration. However on a Winged Tyrant this can find some use if you need to chase down vehicles moving at crusing speed or higher
Enhanced Senses - YES - Must have for shooting.
Extended Carapace - NO - Too many points, Warp Field better on a Winged Tyrant. It's possible to get cover saves for the unit if you add in Tyrant Guard on a walk tyrant.
Flesh Hooks - MAYBE - Useful only for CC Tyrants. And only against units huggin cover.
Implant Attack - YES - great for CC specially against characters. Do not take if you are not planning on fighting multi-wound models.
Symbiote Rippers - NO - Pointless upgrade.
Toxic Miasma - NO - not so great anymore so simply do not take this unless you are building a character killer Tyrant and want to max out
Toxin Sacs - YES - always take this biomorph!
Winged - YES - Extremely useful makes your Tyrant really fast able to reach opponents faster.
WEAPON SYMBIOTES
Close Combat
=========
Lash Whip & Bonesword - MAYBE - If you want Catalyst this is great. It's a good upgrade on a CC or MIXED Tyrant (walk and shoot). Otherwise there's better stuff.
Rending Claws - NO - useless upgrade, specially with new Rending rules.
Scything Talons - YES - Best choise for CC.
Ranged
=====
Barbed Strangler - MAYBE - Good anti-infantry and ranged, but unless facing tons of large units you risk missing completely or greatly most of the time.
Venom Cannon - YES - Great against light/medium tanks and able to instant kill T4 multi-wound models.
Spinefists - NO - That's a waste for a Tyrant.
TL Barbed Strangler - MAYBE - Better anti-infantry than a single strangler. The re-roll can be golden when you only have 1/3rd chance to hit
TL Devourer - YES - overall the best shooty weapon for the Tyrant vs infantry. 2 of these will decimate any type of infantry.
TL Deathspitter - MAYBE - Haven't experimented with these but could be useful. I'd still rather let warriors handle these tho.
TL Venom Cannon - MAYBE - If you want to guarantee the damage then take it. Otherwise you have better options as this can be a VERY pricey configuration.
PSYCHIC POWERS
Catalyst - NO - If you want this power use Bonesword.
Psychic Scream - YES - Very useful against non-fearless units. This power works best when you keep a squad of zoanthropes with the same power close.
The Shadow In The Warp - NO - All other powers are more useful.
Warp Blast - YES - Always a good choice on a CC Tyrant if you want to do some light shooting before getting in combat. Otherwise always take the next power.
Warp Field - YES - hands down the best psychic power since it's our only way of getting an invulnerable. however be warned that since we can now get cover saves from our own units this has lost some of it's usefulness but all in all it works really well with a Winged Tyrant of any kind. If you are adding wings, take this power!
Recommended Configurations To Use
GENERAL RECOMMENDATION
The tyrant is powerful very powerful but you need to really think about how you want to use his power in your army. Either use him to compliment the rest of your armies or use slap wings on him and use him to hunt specific targets. The winged tyrants are very useful and you should always first make a winged tyrant and then a walking one. There's good reason why there's a 0-1 limit on winged tyrants.
1 Hive Tyrant @ 196 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2); Warp Field
- This guys is a total monster against infantry, will land about 9 - 10 wounds on damn near any kind of enemy infantry. Rating 10/10
1 Hive Tyrant @ 221 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS; Extended Carapace +1 Save; Flesh Hooks; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon
- I've found this build to be very effective and flexible. It's a walking version of the winged CC tyrant but better because he can hurt tanks and instant kill multi-wound T4 models with the venom cannon. And he can do this while pressing forward towards CC where he can take down hard to kill enemies and character hunt. Rating 9/10
1 Hive Tyrant @ 149 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Devourer (x1); Venom Cannon
- Dual purpose Tyrant. Best use as a forward synapse unit can damage light tanks and cause good damage to infantry before possibly assaulting them. He can pump 9 shots into infantry with about 6-8 wounds guaranteed each time. keep him behind other models to get cover saves. A very inexpensive tyrant with good capabilities vs vehicles and infantry alike Rating 8/10
1 Hive Tyrant @ 137 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Barbed Strangler
- Cheap! And highly useful against all types of infantry. the str 5 big template will let you wound most things on 2s or 3s, and still hurt the tougher infantry models on 4s. With the possibility of pinning any unit it damages. The highlight is that he's so cheap easily making his points back. Rating 8/10
1 Hive Tyrant @ 225 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Winged; Scything Talons (x2); Warp Field
- Character killer. He's really strong but that will work against you, opponents normally get scared when they see him approaching and will try to shoot him down so move him behind cover if you need to make him run behind other models to get a cover save and procted him until you are in range to attack. Rating 8/10
1 Hive Tyrant @ 129 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Twin-linked Devourer (x1);
- Cheapest tyrant. Great for moving synapse, within 18" of an enemy infantry unit will decimate whatever it hits. Rating 7/10
1 Hive Tyrant @ 177 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Venom Cannon
- Anti-Light/Medium armor Vehicles. This guy can keep any mid armor vehicle at bay! Do not expect to destroy vehicles but rather expect to easily incapacitate them. He comes in handy working together with a group of sniper fexes against heavy MECH armies. Rating 6/10
1 Hive Tyrant @ 157 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Venom Cannon
- Dual purpose Tyrant able to take on light tanks and infantry from a good range! Very useful and versatile. However has a MAJOR flaw of not having any specialty. the strangler sucks against vehicles and the vc sucks against infantry so you'll have flexibility but every time you shoot it, one of your guns will be pointless. Rating 5/10
TYRANT GUARD
My analysis
BIOMORPHS
Flesh Hooks - YES - Very useful, low point cost.
Implant Attack - NO - Do not take this UNLESS you are certain that you can get these guys into CC with Multi-wound models. Most players will steer their characters away from a Tyrant Guard brood so it tends to be a waste of points.
WEAPON SYMBIOTES
Lash Whip - MAYBE - Situational, works very well against things with a lot of attacks but is pointless against normal units which you are likely to be fighting most of the time. Also ST are just a better upgrade.
Scything Talons - YES - Best choise for CC gives better chance at RENDING.
Recommended Configurations To Use
I recommend a full squad of 3. I find that anything below a full brood is just not very effective and gets taken out with ease. leave 'em standard with ST and maybe upgrade them with fleshhooks if you have extra points after building your whole army.
BROODLORD
My analysis
BIOMORPHS
Acid Maw - NO - This upgrade is useful specially with the change to the rending rules however it is costly and you need to sacrifice Feeder Tendrils and Implant Attack upgrades. Which makes this the least desired of the 3.
Adrenal Glands (I) - NO - Not needed unless facing some seriously fast characters.
Extended Carapace - MAYBE - Gives him a 3+ save which greatly improves his chances of survival in and out of combat but he'll still be very vulnerable as 3+ is good but not amazing.
Feeder Tendrils - YES - The prefered upgrade to anything else for the Broodlord as it is the ONLY WAY that you can get a group of genestealers to get preferred enemy with only one model in the unit having to pay the point cost for the tendrils. Due to his infiltrate rule the Broodlord is also a VERY good choice to accompany your first wave and provide them with preferred enemy at a very cheap cost.
Flesh Hooks - YES - VERY useful but not mandatory. Worth it's points.
Implant Attack - MAYBE - The broodlord is a very very good character killer when equipped with Implant Attack. Makes every unsaved wound count for 2, normally you'd only need to make the target fail 2 invulnerable saves and he's gone. On the downside the upgrade can be an expensive one and it prevents you from taking the much desired Feeder Tendrils. So take implant attack if you are wanting to assasinate some multi-wound models and already have a few units in your army with feeder tendrils.
Toxin Sacs - MAYBE - A bit high on the price tag but useful when combined with Feeder Tendrils.
General Recommendation
1 Broodlord @ 221pts
Feeder Tendrils; Toxin Sacs +1 S
6 Genestealers
Toxin Sacs; Scything Talons
- This is what I would call the best set up on paper. Take 6 stealers in the retinue because the typical MEQ squad will have 10 models. Statistically you should kill 8 of them guaranteed leaving only 2 models to retaliate which your squad should be able to survive and having killed 8 models in the unit there is no way that you could 'lose' combat without being already wiped out. Letting 1 or 2 models survive also allows you to keep the unit in combat during the opponent's turn to avoid being shot and guarantees you a victory during your own turn so that you may take on the next. What I looked for to come up with the best possible unit was killing power ability to make it's points back and ability to survive return attacks and to maximize the chance of winning in case of No Retreat. Rating 10/10
Recommended Configurations To Use
1 Broodlord @ 83 Pts
Feeder Tendrils; Toxin Sacs +1 S
- POWERFUL! This Broodlord can do it all and do it well, he can chew down any infantry and elites as well as take down the strongest of vehicles (monolith not included) and also performs really well against enemy characters.Rating 10/10
1 Broodlord @ 86 Pts
Extended Carapace +1 Save; Feeder Tendrils; Flesh Hooks
- This guy is great to provide preferred enemy while remaining relatively cheap and effective. Remember he's an independent character and as such he CAN join other units! So if his retinue get's destroyed make sure to join another unit to keep him alive! Rating 8/10
1 Broodlord @ 95 Pts
Flesh Hooks; Implant Attack; Toxin Sacs +1 St
- This guy is a character killer! a monster of 1 on 1 combat. He'll be able to kill most of the opponent's characters. Rating 7/10
KILLING POWER COMPARISON
BROODLORD
GENESTEALER RETINUE
My analysis
BIOMORPHS
Acid Maw - YES - More powerful than having Toxin Sacs for the 1st turn of combat. You will hit the enemy very hard.
Extended Carapace - MAYBE - This is a good upgrade makes your stealers more survivable however dedicated enemy fire can quickly peel through this, making it a better option to try to move into cover or within assault distance right away.
Flesh Hooks - YES - If you are outflanking this comes in very handy as enemies will likely be in cover at their back lines. However this upgrade is not always necessary, you can live without it.
Implant Attack - NO - Unless you are specifically fighting models with multiple wounds this upgrade will be a waste otherwise.
Toxin Sacs - YES - This makes genestealers more powerful and capable of making their points back with ease in the long run.
WEAPON SYMBIOTES
Close Combat
=========
Scything Talons - YES - This upgrade will give you +1 attacks which is really really good with the nerf on rending. However it costs as much as adding EC it's a very expensive upgrade per model to add on. However of all offensive upgrades this is the best one next to feeder tendrils, and will allow you to make your points back quickly.
Recommended Configurations To Use
GENERAL RECOMMENDATION
I recommend you keep the unit small as it becomes easier to make your points back and keeps you from looking like a very big target on the field. Give the stealers Talons before anything else and make sure your broodlord has taken Feeder Tendrils. You can keep them base with just talons which improve their effectiveness immensely or if your stealers have no talons you can add in acid maw and toxin sacs to get a powerful combination that will make it's points back just as easily.
5 Genestealers @ 115 Pts
Toxin Sacs; Scything Talons
- The strongest reliable combination. More attacks and more strength to take out a wider range of targets. This is the ideal set up to strike the enemy hard and make your points back as quickly as possible while maintaining a strong offensive and defense. Rating 10/10
5 Genestealers @ 120 Pts
Acid Maw; Scything Talons
- Very powerful slightingly more expensive than taking toxin sacs but talons do so much more for you. And making your points back is very easy if you assault the right opponent. Rating 8/10
5 Genestealers @ 115 Pts
Acid Maw; Toxin Sacs
- Very powerful, the first round of combat is very deadly and the killing power is improved when paired up. Making your points back becomes much easier as they can easily kill whatever they encounter. Rating 7/10
5 Genestealers @ 100 Pts
Scything Talons
- Lots of attacks, and stronger than any other single biomorph when paired with a feeder tendrils wielding Broodlord. Highly recommended as it works very well offensively and defensively Rating 7/10
5 Genestealers @ 95 Pts
Toxin Sacs +1 St
- Very strong offensively slightly weaker at wiping out enemies during the 1st turn assault than Acid Maw, but stronger in the long run and also stronger against vehicles. Great reliable option Rating 6/10
5 Genestealers @ 100 Pts
Acid Maw
- Very powerful during the first turn of combat. This upgrade works absolute wonders against opponents with high toughness or that you would only be able to damage via rending like Wraithlords. If you want to charge in and wipe out the enemy as quickly as possible this is a very good option coupled with feeder tendrils from the broodlord Rating 6/10
5 Genestealers @ 80 Pts
- Very weak, but the Broodlord's feeder tendrils will help greatly making them a viable option if you want to go really cheap on points Rating 5/10
My analysis
BIOMORPHS
Acid Maw - YES - Is better than Bio-plasma, make your hits count in CC the first turn of combat could be seen as your golden opportunity to cripple whatever you assault before you get killed.
Adrenal Glands (I) - MAYBE - good for CC
Adrenal Glands (WS) - MAYBE - good for CC
Bio-Plasma - MAYBE - Acid Maw is simply better and you can't take both. Bio-plasma also gets no benefit from Monstrous Creature status and on a Tyrant this makes it ineffective against tanks being only strength 6/7 + D6 for penetration. However on a Winged Tyrant this can find some use if you need to chase down vehicles moving at crusing speed or higher
Enhanced Senses - YES - Must have for shooting.
Extended Carapace - NO - Too many points, Warp Field better on a Winged Tyrant. It's possible to get cover saves for the unit if you add in Tyrant Guard on a walk tyrant.
Flesh Hooks - MAYBE - Useful only for CC Tyrants. And only against units huggin cover.
Implant Attack - YES - great for CC specially against characters. Do not take if you are not planning on fighting multi-wound models.
Symbiote Rippers - NO - Pointless upgrade.
Toxic Miasma - NO - not so great anymore so simply do not take this unless you are building a character killer Tyrant and want to max out
Toxin Sacs - YES - always take this biomorph!
Winged - YES - Extremely useful makes your Tyrant really fast able to reach opponents faster.
WEAPON SYMBIOTES
Close Combat
=========
Lash Whip & Bonesword - MAYBE - If you want Catalyst this is great. It's a good upgrade on a CC or MIXED Tyrant (walk and shoot). Otherwise there's better stuff.
Rending Claws - NO - useless upgrade, specially with new Rending rules.
Scything Talons - YES - Best choise for CC.
Ranged
=====
Barbed Strangler - MAYBE - Good anti-infantry and ranged, but unless facing tons of large units you risk missing completely or greatly most of the time.
Venom Cannon - YES - Great against light/medium tanks and able to instant kill T4 multi-wound models.
Spinefists - NO - That's a waste for a Tyrant.
TL Barbed Strangler - MAYBE - Better anti-infantry than a single strangler. The re-roll can be golden when you only have 1/3rd chance to hit
TL Devourer - YES - overall the best shooty weapon for the Tyrant vs infantry. 2 of these will decimate any type of infantry.
TL Deathspitter - MAYBE - Haven't experimented with these but could be useful. I'd still rather let warriors handle these tho.
TL Venom Cannon - MAYBE - If you want to guarantee the damage then take it. Otherwise you have better options as this can be a VERY pricey configuration.
PSYCHIC POWERS
Catalyst - NO - If you want this power use Bonesword.
Psychic Scream - YES - Very useful against non-fearless units. This power works best when you keep a squad of zoanthropes with the same power close.
The Shadow In The Warp - NO - All other powers are more useful.
Warp Blast - YES - Always a good choice on a CC Tyrant if you want to do some light shooting before getting in combat. Otherwise always take the next power.
Warp Field - YES - hands down the best psychic power since it's our only way of getting an invulnerable. however be warned that since we can now get cover saves from our own units this has lost some of it's usefulness but all in all it works really well with a Winged Tyrant of any kind. If you are adding wings, take this power!
Recommended Configurations To Use
GENERAL RECOMMENDATION
The tyrant is powerful very powerful but you need to really think about how you want to use his power in your army. Either use him to compliment the rest of your armies or use slap wings on him and use him to hunt specific targets. The winged tyrants are very useful and you should always first make a winged tyrant and then a walking one. There's good reason why there's a 0-1 limit on winged tyrants.
1 Hive Tyrant @ 196 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2); Warp Field
- This guys is a total monster against infantry, will land about 9 - 10 wounds on damn near any kind of enemy infantry. Rating 10/10
1 Hive Tyrant @ 221 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS; Extended Carapace +1 Save; Flesh Hooks; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon
- I've found this build to be very effective and flexible. It's a walking version of the winged CC tyrant but better because he can hurt tanks and instant kill multi-wound T4 models with the venom cannon. And he can do this while pressing forward towards CC where he can take down hard to kill enemies and character hunt. Rating 9/10
1 Hive Tyrant @ 149 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Devourer (x1); Venom Cannon
- Dual purpose Tyrant. Best use as a forward synapse unit can damage light tanks and cause good damage to infantry before possibly assaulting them. He can pump 9 shots into infantry with about 6-8 wounds guaranteed each time. keep him behind other models to get cover saves. A very inexpensive tyrant with good capabilities vs vehicles and infantry alike Rating 8/10
1 Hive Tyrant @ 137 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Barbed Strangler
- Cheap! And highly useful against all types of infantry. the str 5 big template will let you wound most things on 2s or 3s, and still hurt the tougher infantry models on 4s. With the possibility of pinning any unit it damages. The highlight is that he's so cheap easily making his points back. Rating 8/10
1 Hive Tyrant @ 225 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Winged; Scything Talons (x2); Warp Field
- Character killer. He's really strong but that will work against you, opponents normally get scared when they see him approaching and will try to shoot him down so move him behind cover if you need to make him run behind other models to get a cover save and procted him until you are in range to attack. Rating 8/10
1 Hive Tyrant @ 129 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Twin-linked Devourer (x1);
- Cheapest tyrant. Great for moving synapse, within 18" of an enemy infantry unit will decimate whatever it hits. Rating 7/10
1 Hive Tyrant @ 177 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Venom Cannon
- Anti-Light/Medium armor Vehicles. This guy can keep any mid armor vehicle at bay! Do not expect to destroy vehicles but rather expect to easily incapacitate them. He comes in handy working together with a group of sniper fexes against heavy MECH armies. Rating 6/10
1 Hive Tyrant @ 157 Pts
Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Venom Cannon
- Dual purpose Tyrant able to take on light tanks and infantry from a good range! Very useful and versatile. However has a MAJOR flaw of not having any specialty. the strangler sucks against vehicles and the vc sucks against infantry so you'll have flexibility but every time you shoot it, one of your guns will be pointless. Rating 5/10
TYRANT GUARD
My analysis
BIOMORPHS
Flesh Hooks - YES - Very useful, low point cost.
Implant Attack - NO - Do not take this UNLESS you are certain that you can get these guys into CC with Multi-wound models. Most players will steer their characters away from a Tyrant Guard brood so it tends to be a waste of points.
WEAPON SYMBIOTES
Lash Whip - MAYBE - Situational, works very well against things with a lot of attacks but is pointless against normal units which you are likely to be fighting most of the time. Also ST are just a better upgrade.
Scything Talons - YES - Best choise for CC gives better chance at RENDING.
Recommended Configurations To Use
I recommend a full squad of 3. I find that anything below a full brood is just not very effective and gets taken out with ease. leave 'em standard with ST and maybe upgrade them with fleshhooks if you have extra points after building your whole army.
BROODLORD
My analysis
BIOMORPHS
Acid Maw - NO - This upgrade is useful specially with the change to the rending rules however it is costly and you need to sacrifice Feeder Tendrils and Implant Attack upgrades. Which makes this the least desired of the 3.
Adrenal Glands (I) - NO - Not needed unless facing some seriously fast characters.
Extended Carapace - MAYBE - Gives him a 3+ save which greatly improves his chances of survival in and out of combat but he'll still be very vulnerable as 3+ is good but not amazing.
Feeder Tendrils - YES - The prefered upgrade to anything else for the Broodlord as it is the ONLY WAY that you can get a group of genestealers to get preferred enemy with only one model in the unit having to pay the point cost for the tendrils. Due to his infiltrate rule the Broodlord is also a VERY good choice to accompany your first wave and provide them with preferred enemy at a very cheap cost.
Flesh Hooks - YES - VERY useful but not mandatory. Worth it's points.
Implant Attack - MAYBE - The broodlord is a very very good character killer when equipped with Implant Attack. Makes every unsaved wound count for 2, normally you'd only need to make the target fail 2 invulnerable saves and he's gone. On the downside the upgrade can be an expensive one and it prevents you from taking the much desired Feeder Tendrils. So take implant attack if you are wanting to assasinate some multi-wound models and already have a few units in your army with feeder tendrils.
Toxin Sacs - MAYBE - A bit high on the price tag but useful when combined with Feeder Tendrils.
General Recommendation
1 Broodlord @ 221pts
Feeder Tendrils; Toxin Sacs +1 S
6 Genestealers
Toxin Sacs; Scything Talons
- This is what I would call the best set up on paper. Take 6 stealers in the retinue because the typical MEQ squad will have 10 models. Statistically you should kill 8 of them guaranteed leaving only 2 models to retaliate which your squad should be able to survive and having killed 8 models in the unit there is no way that you could 'lose' combat without being already wiped out. Letting 1 or 2 models survive also allows you to keep the unit in combat during the opponent's turn to avoid being shot and guarantees you a victory during your own turn so that you may take on the next. What I looked for to come up with the best possible unit was killing power ability to make it's points back and ability to survive return attacks and to maximize the chance of winning in case of No Retreat. Rating 10/10
Recommended Configurations To Use
1 Broodlord @ 83 Pts
Feeder Tendrils; Toxin Sacs +1 S
- POWERFUL! This Broodlord can do it all and do it well, he can chew down any infantry and elites as well as take down the strongest of vehicles (monolith not included) and also performs really well against enemy characters.Rating 10/10
1 Broodlord @ 86 Pts
Extended Carapace +1 Save; Feeder Tendrils; Flesh Hooks
- This guy is great to provide preferred enemy while remaining relatively cheap and effective. Remember he's an independent character and as such he CAN join other units! So if his retinue get's destroyed make sure to join another unit to keep him alive! Rating 8/10
1 Broodlord @ 95 Pts
Flesh Hooks; Implant Attack; Toxin Sacs +1 St
- This guy is a character killer! a monster of 1 on 1 combat. He'll be able to kill most of the opponent's characters. Rating 7/10
KILLING POWER COMPARISON
BROODLORD
GENESTEALER RETINUE
My analysis
BIOMORPHS
Acid Maw - YES - More powerful than having Toxin Sacs for the 1st turn of combat. You will hit the enemy very hard.
Extended Carapace - MAYBE - This is a good upgrade makes your stealers more survivable however dedicated enemy fire can quickly peel through this, making it a better option to try to move into cover or within assault distance right away.
Flesh Hooks - YES - If you are outflanking this comes in very handy as enemies will likely be in cover at their back lines. However this upgrade is not always necessary, you can live without it.
Implant Attack - NO - Unless you are specifically fighting models with multiple wounds this upgrade will be a waste otherwise.
Toxin Sacs - YES - This makes genestealers more powerful and capable of making their points back with ease in the long run.
WEAPON SYMBIOTES
Close Combat
=========
Scything Talons - YES - This upgrade will give you +1 attacks which is really really good with the nerf on rending. However it costs as much as adding EC it's a very expensive upgrade per model to add on. However of all offensive upgrades this is the best one next to feeder tendrils, and will allow you to make your points back quickly.
Recommended Configurations To Use
GENERAL RECOMMENDATION
I recommend you keep the unit small as it becomes easier to make your points back and keeps you from looking like a very big target on the field. Give the stealers Talons before anything else and make sure your broodlord has taken Feeder Tendrils. You can keep them base with just talons which improve their effectiveness immensely or if your stealers have no talons you can add in acid maw and toxin sacs to get a powerful combination that will make it's points back just as easily.
5 Genestealers @ 115 Pts
Toxin Sacs; Scything Talons
- The strongest reliable combination. More attacks and more strength to take out a wider range of targets. This is the ideal set up to strike the enemy hard and make your points back as quickly as possible while maintaining a strong offensive and defense. Rating 10/10
5 Genestealers @ 120 Pts
Acid Maw; Scything Talons
- Very powerful slightingly more expensive than taking toxin sacs but talons do so much more for you. And making your points back is very easy if you assault the right opponent. Rating 8/10
5 Genestealers @ 115 Pts
Acid Maw; Toxin Sacs
- Very powerful, the first round of combat is very deadly and the killing power is improved when paired up. Making your points back becomes much easier as they can easily kill whatever they encounter. Rating 7/10
5 Genestealers @ 100 Pts
Scything Talons
- Lots of attacks, and stronger than any other single biomorph when paired with a feeder tendrils wielding Broodlord. Highly recommended as it works very well offensively and defensively Rating 7/10
5 Genestealers @ 95 Pts
Toxin Sacs +1 St
- Very strong offensively slightly weaker at wiping out enemies during the 1st turn assault than Acid Maw, but stronger in the long run and also stronger against vehicles. Great reliable option Rating 6/10
5 Genestealers @ 100 Pts
Acid Maw
- Very powerful during the first turn of combat. This upgrade works absolute wonders against opponents with high toughness or that you would only be able to damage via rending like Wraithlords. If you want to charge in and wipe out the enemy as quickly as possible this is a very good option coupled with feeder tendrils from the broodlord Rating 6/10
5 Genestealers @ 80 Pts
- Very weak, but the Broodlord's feeder tendrils will help greatly making them a viable option if you want to go really cheap on points Rating 5/10