Switch Theme:

1750 New nids versus pedro space marines  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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 user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






Los Angeles, CA

Hey guys. I've started figuring out what I want to start buying, gluing and painting for Nids, Nash was nice enough to help me test a list concept I had.

Keep in mind Nash is not a marine player, and borrowed my room mates dark angels models and whipped up a list he wanted to play. it was certainly decent. And definitely helped me better understand the units I fielded, but it lacked the one unit in the marine codex that all nid players fear... On to the lists...

tyranids - Operation: Ground and Pound

Hive tyrant with scything talons, heavy venom cannon, psychic scream and warp scream

3x tyrant guard with scything talons and rending claws

3x hive guard

3x hive guard

10x termagants

10x termagants

tervigon with catalyst and adrenal glands

tervigon with catalyst and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands


Space Marines - Choo-choo

pedro

5x sternguard with 2x meltas and a power fist in a razorback with lasplas

5x sternguard with 2x meltas and a power fist in a razorback with lasplas

5x sternguard with 2x meltas and a power fist in a razorback with lasplas

5x tactical marines with combi-flamer and power fist in a razorback with lasplas

5x tactical marines with combi-flamer and power fist in a razorback with lasplas

MMHF speeder

MMHF speeder

MMHF speeder

whirlwind

whirlwind

whirlwind



Ok, My first testing mission is always a 5 objective seize ground pitched battle. I got to place the first objective, and they managed to all be very close to the center line, all pretty much within 12" of each other, which was good for me. I won the roll and chose to play.

Sorry there were no pictures, but I used so many proxies that your heads would explode.

I deployed my hive tyrant and tyrant guard together in the center of the table. 11.5" forward. To either side of the hive tyrant, about 10" apart, were my two tervigons. Behind each of them was a carnifex. My third carnifex was going to be not getting cover saves, so i deployed one of my two hive guard units in base to base and placed the third fex behind that wall. I strung my 20 gaunts in a long line in front of the hive guard units and the tyrant. Since the majority of the models in the tyrant/guard unit are obscured, the whole kit and kaboodle got cover. The fexes were 50% obscured by the tervigons, the hive guard were behind the gaunt screen, and the gaunts got catalyst from the tervigons. Everything except the tervigons is no rocking 4+ cover or feel no pain. In hind sight, I should have definitely bought regenerate for the tervigons using this set up. But since I have no idea how much it costs, I don't know if it will work in the list.

Nash deployed in a double choo-choo, tac squad razor sideways up front, sternguard razor frontwys behind it for 3+ cover, and whirlwind behind that for 4+ cover (or 3+ if you are facing it flush). He had two of those trains in the center of the table, and in the corner he had a half choo-choo with a sideways sternguard razorback and a front whirlwind.

Ok, top of one, i move up 6" with the whole army, trying to cut over with the hive guard. I think 2 models in the far hive guard unit were out. I only managed to shake and weapon destroy the lead razorback, my venom cannons took a dump on turn 1. I really should have ran with my hive tyrant, but after watching all three of my fex VCs scatter or get beat by cover saves, I got distracted and took a bad shot. The termagants moved up almost a full 6" but headed for some naturally occurring cover. I was really hot with the tervigons and i got a 14 spawn and an 11 spawn and no doubles. Catalyst went on the screening gaunts like I mentioned, and I tried to warp scream the unshaken troop razorback but rolled an 11. Not a great turn.

Nash pretty much doesn't move. He pops smoke on the shaken razorback and shoots the rest of the non whirlwinds at my leftmost tervigon, causing 3 wounds. He then put a fourth wound on it with whirlwind shots, that managed to kill 12 of 14 of the newly spawned gaunts as well.

Top of two, I clearly need to learn to play nids here, as I am seeing that my gaunt farm has really tripped up my carnifexes, I can't really get them out from behind the mass of gaunts, and so I start setting them up to break out next turn, I run out of gaunts on both tervigons, but get a 12 and a 9. Really good day for making babies... The hive guard break cover and move as close as they can to the razor spam, and open up some side shots (choo-choo is kinda silly that way, useful for about one turn) the tyrant and guard break cover as well, and get a good run roll. I catalyst them and the wounded tervigon (who would be getting 4 regenerate rolls right about now, had I purchased them) For shooting I manage to weapon destroy a couple of razors and shake a whirlwind. Still not really nailing it on the shooting. I'm getting a lot of pens, but i couldn't roll higher than a 4 until next turn.

Bottom, Nash moves up with two razors to take on the tyrant. He debarks with a sternguard unit with pedro, and a 5 man tac squad, inside a diamond formation (in other words, I won't be able to charge any of the units unless I wreck one of the razors). He reorients his trains and pops smoke on the shaken stuff. he puts one more wound on the teetering tervigon, targets a spot behind a building where two termagant units can be covered with the whirlwinds but only manages to kill 6. His bolter drill was disastrous. T6 3+ save, FNP was boss. I lost a single wound, It looked like he started working on the tyrants unit too late. A speeder arrived near my almost dead tervigon and tried to wound him while killing two more gaunts.

Top of three was a pretty big turn for me. My hive guard moved up and ensured they had good shots on the razorback wall pedro was hiding behind. The tervigon on the left set up to shoot/charge the speeder, and the carnifex had probably one more round of shooting in them before they were going to be charging stuff. My other tervigon and all of the gaunts were just getting into good spots where they could score and get cover saves, but Nash's damn whirlwinds weren't letting that happen. At this point, I would be getting 5 rolls to regen on my tervies on the left. I really want to know how much it costs. I catalysted my hive tyrant again and my wounded tervigon, hoping to keep him up for one more turn. The hive guard managed to explode the razorback in front of pedro, and the carnifexes managed to destroy the other razor (obviously only a wrecked result). I got a flush charge on pedro and his sternguard after a 4 difficult terrain roll, but I couldn't contact the nearby tac squad for the dual charge. I have to hand it to pedro, he hung in there for quite well. The wounded tervie had to charge the speeder to finish it off, but he got a couple hits and exploded it.

Bottom of three Nash got another speeder, and mishapped it back into reserve trying to set up another flamer shot. He moved another sternguard squad up and declared a charge on my hive guard, while he still had access to pedro's bubble. The rest of the vehicles just rotated and set up their shots. He took the last wound off of the tervigon, and I thought I had cleared the area of gants, but a 5 man unit was just within 6". It evaporated... He softened up the hive guard unit by doing two wounds, and then managed to do two more in CC. I managed to do one back, but made my save. the whirlwinds went after a 4 man gant unit in cover in my backfield and killed 2, they were out o synapse and hoofed it off the field, I think he also got two more in another squad.

Top of four, With the carnifexes all emerging from the gant screen unscathed, it was starting to look pretty good for me, I ran them right to table center, cutting off all objectives from Nash's razors. Pedro finished off my tyrant guard, and went down to his last wound, but stubbornly held... a little too stubborn Kantor! One fex was able to charge the remaining sternguard and resue my hive guard model from certain death. I catalysed my most vulnerable gant unit, and I have been forgetting to mention that I have been warp screaming pedro for the last two rounds. It was a really short shooting phase with me only immobilizing the empty razor in table center, but I was all about CC at this point.

Bottom four. Nash is really trying to make those gants go away, but I had so damn many of them, and i Had an unwounded tervigon parked right in the middle of them, and they weren't gonna be running. he killed 4 out of my 12 man squad that was stretched between two objectives. He also wiped out the weakened hive guard unit. He had a single speeder show up and flame my FNP gants, and killed 2. I popped pedro and consolidated towards the last sternguard razorback with my hive tyrant.

Top of five, I need to kill the speeder! and i need to open up the last sternguard razorback. And I need to keep those whirlwinds as quiet as possible. I catalyst my most vulnerable gant unit again, and don't have any reasonable targets for tyrant powers. One fex charges the speeder, one charges a tac squad that was still floating around on the table, the tyrant gets the charge i need on that sternguard razor, and my hive guard stuns a whirlwind. The tyrant explodes the razorback, and the fex all but destroys the speeder, but the speeder is still blocking one objective.

Bottom of 5. The whirlwinds take one of my three tiny remaining gant units down to 4, it is stretched paper thin between two objectives, I think I'm still within 3" of both, but I can't eyeball it. The sternguards who fell out of their razor put a wound on the hive tyrant by shooting/charging it, while taking 3 casualties of their own. his third speeder comes in and mishap/kills itself.

The game continues....

top of 6, the last razorback dies, the tac squad inside is charged by a fex, the tyrant finishes off the sternguard squad, and the fex smashes the blocking speeder. It doesn't really matter what the two living whirlwinds can do to my gants now. He has no scoring units, and my tervigon isn't going anywhere. We call it here...



Thoughts on my list...

Well, all of the units I chose were very good. The hive guard are exactly what you think they are. ACcurate consistent harassment fire, shaking, stunning, weapon destroying, and ultimately wrecking tons of transports. They needed cover at first, but at a certain point, it gets safer for them to leave the gant screen behind and venture further across the table, chasing people as they run away. their WS4 was pleasantly surprising. That, T6, and a 4+ save means they don't really go away in CC. The tervigons are the real deal. Without going too far down the road of hyperbole, it is really a powerful scoring mechanic. The 20 gant 2 tervie set up is ample for 1750. It gives me my cover screen for the army, backfield deep striker kill, and its really distracting for an opponent to see you making babies. not overpowering by any means, but what a solid troops choice. The tyrant and guard seem pricey and slow, but they won me that game. I deliberated on whether to give them all lash whips or give them all scytals for a while, finally determining that every weapon I fear strikes at initiative 1 anyway. Almost all other weapons that strike at initiative (especially one higher than guard/tyrant) will allow me a 3+ save and FNP. It turned out i LOVED the re-roll 1s ability. It really is a big deal. When I do have to face down that scary scary THSS unit, I need a full tyrant and guard unit just to survive them. Even then I won't live through a charge by them, but a termagant screen can buy me the time to get a warp scream and then charge them. The carnifexes were my choice for anti-land raider. They were solid performers here. I like them much better than I thought I would. that strength 10 on the charge really made me feel comfortable, and I was able to keep those whirlwinds shut down pretty well with them. However, three was too much. I would have KILLED for something arriving on turn 2 to disrupt nash's shooting. Swapping one fex for a trygon sounds like exactly what this list needs. Had a trygon showed up on turn 2 or 3, rght in the middle of nash's lines, he would have been forced to divert everything he had at taking it out, or his whirlwinds would be gone. this would have taken pressure on both my hive guard unit I lost and even my tervigon. Lastly, if regenerate is reasonably priced on tervigons, I am definitely taking it.

Nash's list wasn't really tuned, and I know he isn't a marine player, and he didnt have THSS. All that being said, he maneuvered well, and didn't make a completely soft list. I totally misplayed my fexes and lost out on a turn of CC with them as a consequence (switching to two fexes one trygon will help a lot with that). Target priority is difficult when facing an entirely new army list. We discussed if he should have ignored the tervigon and softened the hive tyrant as soon as possible, I think he should have, and it would have helped him. But the loose fexes probably were the coffin nail. That particularly list didn't have enough firepower to cripple me, and it lacked serious counter-assault.

Anyway, its pretty safe to say you are going to need about 80 painted termagants to run a list like this. I spawned 46, and started with 20. If one more tervie hadn't rolled doubles I could have gotten another 8-12. If both had been able to put out three batches, then i'd just cap myself at 60.

So, bullet points....

buy and build lots of gants
figure out how you are going to convert your tervigons
carnifexes are better than they look.
Take at least one scary deep striker
hive tyrant with catalyst and warp scream is your best bet at winning CCs against hard core units.
hive guard are about as good as they seem like they are going to be, not incredible, but solidly good.

Next step, is to try a totally aggro deathleaper/zoanthrope/warrior/mawloc reserve list. it looks really fun and could be pretty overwhelming, if a bit dice dependent.

Thanks for reading.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Rotting Sorcerer of Nurgle





Looks promising, can't wait to Chaosify it into the new Lost and the Damned.

How was the hvy venom cannon? Was the oppurtunity cost of choosing between shooting and running a hard one?

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Nice batrep Shep. Good to see someone testing out lists already.

Just as a head's up. For my Tervigon conversion i'm just using a carnifex and eventually the small frontal claws and mawloc head from the trygon sprue. I put scything talons as his legs (the smaller ones on the back) and the larger ones in the middle spot leaving the two front arm holes empty for those small claw arms. The Mawloc head will make it look like he vomits them out Shouldn't be to expensive since the only bit i'll need is the head.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in au
Courageous Questing Knight






Australia

Sounds like you had alot of fun.

DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Sanctjud wrote:How was the hvy venom cannon? Was the oppurtunity cost of choosing between shooting and running a hard one?


Not really. I see 5th edition running as a "nothing better to do" kind of thing. I know others feel differently in that regard. I used the movement phase as aggressively as possible, but was often trying to get a weapon destroyed shaken or stunned on whirlwinds. That seemed to be much more important to me than 3" of movement. Without priority targets to shoot, I'm sure I'd favor running a bit more. It is frustrating that the heavy VC is so costly, but with no zoanthropes in the list, i need to see about stunning land raiders, manticores, hammerheads, dakka preds, vendettas and such as I move up. That particular list feels anti-infantry light, and the strangelthorn cannon is certainly tempting... but I'm sure I'll just kick myself every time I face mech and I have that thing. I think I'm just going to switch the thorn volley to the thorn blast on the tervigons, spring for toxic miasma on the tyrant and hope for the best...

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Hive tyrant with scything talons, heavy venom cannon, psychic scream and warp scream

3x tyrant guard with scything talons and rending claws

3x hive guard

3x hive guard

10x termagants

10x termagants

tervigon with catalyst and adrenal glands

tervigon with catalyst and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands

carnifex with scything talons, heavy venom cannon and adrenal glands

Nice report.
The list looks quite interesting.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

The more I think about the Death Leaper the more mandatory he is for my games.

The list is endless what he helps with.

Rune Priests with JAWs
Psychic Hoods
Stubborn Commissar Lords
Warbosses in Nob Squads
Fateweaver

He is such a good utility character.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Great batrep! I wish I wasn't set to run 4ed tyranids at the upcoming conquestnw, or I'd be doing some test games of my own.

Couple of points to consider.

1) Agree that the 3rd carnifex should be replaced. You mention a Trygon, I think a Mawloc with its high chance of S6 rear armor hits is also an option. Or perhaps a more cc oriented carnifex in a pod. The pod gets you some more cover, possibly more shooting and the carnifex is a must deal with target for your opponent.

2) I am liking your carnifex setup. Reminds me of the current strangle fex on roids. I dunno if I would spring for adrenal glands, but I understand your reasoning for adding them.

3) What are your thoughts on the size of the tyrant guard. I usually run 2 of them and find that to be plenty adequate but typically I have 2 tyrants also. My initial thoughts was to stick with 2 but it sure seems like that third one helped in this game.

4) The list overall seems to lack the umph of my current 4ed lists. Yes the anti-vehicle shooting is rachted up, but I dunno if it has the offensive ability to deal with the contents. I am not sure what tweaks to suggest (other then point 1) ),as it comes up with every list I make with the new codex. My out of the box thought is whether 2 tervigons are neccesary. They were the auto add in my own list building but I am wondering if that dilutes the offensive nature of the army. Slot some horagaunts, stealers or the like instead so that when the transports start popping there's a unit to really stick it to the contents.


Automatically Appended Next Post:
Ohh and regen on Tervigons is 30 points.

This message was edited 1 time. Last update was at 2009/12/30 22:37:53


snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Longtime Dakkanaut





Great report. I'm looking forward to getting the Codex myself so I can make my own list and compare my list to yours. Was interesting to compare guard lists.

Hard to comment without knowing points costs but here goes.

I liked the Tyrant with Guard in 4th edition but 5th I hear he is really expensive. Have to see for myself.

Dunno if the heavy venom cannon is worth it. Maybe if it was a large template instead of a little one. With the 4th edition gunfex the barb strangler sure scatters of vehicles more often then I want it to and the venom cannon had 2 shots and hit on bs back then.

Hive guard sound good but do you want some Zoanthropes for killing Land Raiders?

I have to agree with Mahu. Deathleaper sounds pretty good and he gives you a +1 to reserves.

Problems here are I heard Deathleaper is expensive and you want your elite slots for Hive Guard and possibly Zoanthropes.

Troops Tervigons sounds like they want regeneration if it doesn't cost too much. You want your scoring unit to stick around as long as possible. Giving itself FNP with Regeneration sounds pretty tough.

   
Made in us
Longtime Dakkanaut






Los Angeles, CA

winterman wrote:1) Agree that the 3rd carnifex should be replaced. You mention a Trygon, I think a Mawloc with its high chance of S6 rear armor hits is also an option. Or perhaps a more cc oriented carnifex in a pod. The pod gets you some more cover, possibly more shooting and the carnifex is a must deal with target for your opponent.


Yeah, I love the mawloc... but I love him only for death from below. With his number of attacks, his weapon skill, and his lack of scytals, he is seeming more and more to me like a basilisk. I see him as a strength 6 ap2 large blast that fires every turn, that also has this desperation option for when something that needs to die is on the board, but every turn you initiate a charge, you chose not to re-burrow, and thats one less ap2 large blast. In an aggro, drop pod based list, he is for sure my favorite, but its for his "shooting" ability, not for his CC. For this ground pounder list, I think I'd rather just have a CC monster appear in the backfield, I'll really want the fleet, I'll really want the twin-scytals, and I'll really want the high WS and attacks of a trygon.

winterman wrote:2) I am liking your carnifex setup. Reminds me of the current strangle fex on roids. I dunno if I would spring for adrenal glands, but I understand your reasoning for adding them.


Carnifex is just barely making the list. It's not as dynamic and obviously good as the other choices, but since I'm skipping the zoanthropes, I need to respect land raiders and take at least a couple. Its tough to stomach the increase in cost, but as the whole picture of nids has changed, there is a niche that it can fill. Adrenals plus the special rule for charging means I can go simultaneously with dreads on the charge. I also can instakill thunderwolves, and its even more forgiving for rolling penetrates on ironclads/soulgrinders/land raiders. Its costed correctly, because it is definitely not a no-brainer, but it makes me a bit more comfortable.

winterman wrote:3) What are your thoughts on the size of the tyrant guard. I usually run 2 of them and find that to be plenty adequate but typically I have 2 tyrants also. My initial thoughts was to stick with 2 but it sure seems like that third one helped in this game.

4) The list overall seems to lack the umph of my current 4ed lists. Yes the anti-vehicle shooting is rachted up, but I dunno if it has the offensive ability to deal with the contents. I am not sure what tweaks to suggest (other then point 1) ),as it comes up with every list I make with the new codex. My out of the box thought is whether 2 tervigons are neccesary. They were the auto add in my own list building but I am wondering if that dilutes the offensive nature of the army. Slot some horagaunts, stealers or the like instead so that when the transports start popping there's a unit to really stick it to the contents.


These two points seem kind of at odds with each other. While I am admittedly worried about hordes, and good foot CC (demons, other nids). The tyrant and guard are my only genuinely scary CC unit. Sure the carnifex can kill 3 models a turn, but that doesn't do enough against a floating fist unit to keep itself alive.

I am considering finding points for lash whips for the guard, and trading back to sword/whip on my hive tyrant, and then springing for the preferred enemy ability. That would probably push the tyrant and guard into the realm of being able to beat just about anything on the charge. Keep in mind that the tyrant and guard now have that nasty nasty warp scream and catalyst combo to power themselves. Even if just one of those goes off through a hood, then that increases their ability quite a bit from their 4th ed version.

The other consideration is that I am a bit scared of a bad farm roll, and then losing tervigons quickly to vendettas, fire dragons, or just massed long fang shooting. If I can find the points I am tempted to run 24ish poisoned hormagaunts and buying the outflank/reserve ability for the tyrant. Points equivalent genestealers are also another option.


Kirika wrote:I liked the Tyrant with Guard in 4th edition but 5th I hear he is really expensive. Have to see for myself.


Yes, he is very much more expensive. And at first it seems hard to justify... but their are so many more synergies in the new book, and the tyrant can really capitalize on them. He can buy preferred enemy, he can have feel no pain, he can make an enemy unit WS1 and BS1, the scytals really smooth out the curve on dice rolling odds. Better shadow in the warp, and the ability to leave the tyrant guard unit really help his case a lot as well.

Kirika wrote:Dunno if the heavy venom cannon is worth it. Maybe if it was a large template instead of a little one. With the 4th edition gunfex the barb strangler sure scatters of vehicles more often then I want it to and the venom cannon had 2 shots and hit on bs back then.


Yeah, I hear you. or this type of list... where I have virtually no reserves, I need to influence your backfield, and the HVC isn't a great tool for the job, but it is the only thing handy. Tyrannofex capsule cannons are great and all, but thats 265 point for one. Totally valid, but you are basically trading the fexes respecetable CC for better shooting, more survivability, and almost 100 points.

They worked for me in the one game I've played with them, because I was able to shut down vehicles termporarily that were otherwise completely out of reach. The carnifex is much too slow to attempt to actually run down vehicles that don't want to be caught. When your opponent wants to run and hide, its better to take the shots, and when he finally needs to stand and fight because he has run out of table or needs to go get an objective, thats when you flip over their tank in CC. For the hive tyrant, he is also quite slow, and when he has to, it is nice to get some more help for the hive guard in transport/mobility kill.

Its pricey, and again, not a no-brainer, but its an important role for me to be able to influence the first two turns of the game with a list like this. In other faster, more aggressive lists, forget about it.

Kirika wrote:Hive guard sound good but do you want some Zoanthropes for killing Land Raiders?


Ahh, you missed the 'tech' of my list. An alternate title for my list could be "sorry you took so many meltaguns, they aren't going to help you." What I'm seeing in this book are three different types of units. Cheap single wound models, expensive T6 MCs, and expensive T4 multi-wound models. There are excellent models in each of the types, but if you can manage to dodge taking anything from the last catagory, then you really punish opponents who refused to take plasma guns. Once you include a unit of T4 multi-wound models, I think the best bet is to saturate your opponent with them, to overload their ability to cause ID. Which leads me to the next point.

Kirika wrote:I have to agree with Mahu. Deathleaper sounds pretty good and he gives you a +1 to reserves.


Yeh, deathleaper is pro anti-psyker tech for sure, but I didn't have reserves, and also, his price tag, while fair, is very prohibitive. It's not really the slots that hurt him, its that he costs more than an ironclad dreadnought. When making a gant farm list, you spend 500 on troops, 300 on hive guard, 400 on carnifex, 400 on tyrant and friends. In a 1750 list, that gives you room for the deathleaper, but no reserves to call in with his ability. I admit freely that he is totally good, but I just can't shoehorn him into any resilient ground pounder.

Here is a revised T4 spammer aggro list. I'm not sure if all of the synergy works exactly like i think it does, but even if it doesn't, this kind of army has a ton of threats,

alpha warrior double boneswords, deathspitter, adrenal glands

alpha warrior double boneswords, deathspitter, adrenal glands

3x zoanthropes in a pod

3x zoanthropes in a pod

deathleaper

5x warriors with scytals, deathspitters and adrenal glands in a pod

5x warriors with scytals, deathspitters and adrenal glands in a pod

9x genestealers with toxin sacs

9x genestealers with toxin sacs

mawloc


That is a lot of strength 6 shooting coming from the four pods and deathleaper, a lot of strength 5 coming from the warriors, and a lot of strength 10 lances coming from the zoanthropes. The deathleaper breaks peoples psychic hoods to help you shoot with zoanthropes and the mawloc plays pop goes the weasel on enemy held objectives.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in de
Fresh-Faced New User





So why do you think, that a tyrant can get catalyst?
The only one with catalyst is the tervigon...
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Because the Tervigon will cast it on the tyrant I assume...

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Tunneling Trygon





The House that Peterbilt

These two points seem kind of at odds with each other.

I suppose so, although 3) was more of a general question about the tyrant and guard, not just in regards to this army. In this case, being the army really relies on the Tyrant then perhaps 3 TG are neccessary. Although in my experience, a counter charge or combined charge was always a neccesity against the hammer units -- the tyrant just doesn't have the attacks to get the job done and the guard are not offensive power houses. Yes WS1 enemies will be a boon now but you have to get it off and since it is a 12" shooting attack it won't always be an option.

Also, Tyrants are seperate targets in cc from the guard now, so that is another factor for me -- is it worth all those points when the tyrant will just get focused on in the end. That change is huge, as 4 T6 no inv wounds will not last long against many of the hammer units, regardless of how many guard you have.

Also 4) was less about dealing with hammer units and more about killing the other guys army as a whole. I guess I am just concerned by your afore-mentioned lack of anti-infantry shooting, coupled with a reduction in assault capability (eg no stealers to help counter charge on the tyrants assaults or to outflank and harras units and objectives, one less tyrant then usual, etc). Maybe the extra attacks on the carnifexes are enough? Maybe the addition of the trygon will give it that extra umph? I dunno, it is certainly worth playtesting.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in de
Fresh-Faced New User





Hulksmash wrote:Because the Tervigon will cast it on the tyrant I assume...


Ok,
but i think thats not a viable option. Most of the time you will get shots from guns which denies FnP and in CC there are only Fists/ Hammers etc hurting your Tyrant...
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

It's a very viable option. It means that only lascannons, railguns and plasma will be hurting your tyrant guard (the people who actually take the shots at range) and that in combat most of the time the tyrant and his guard will eat most units before they get to strike.

FNP is just a bonus when you need it, not something you give to them every turn. That's the joy of 2-3 tervigons with it, you get to pick and choose and in a way choose for your enemy which units will get targetted.

FNP isn't so much about what it does for your army in this codex. It's about how it affects your opponents target priority.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in de
Fresh-Faced New User





Mh, i dont think so.
I have played a couple of games lately and i never gave my tyrant FnP, he isnt that scary anymore and most of my opponets are aiming after other Heavies. Mostly the Tervis Guards and Trygons.

Sure you can give that FnP to a tyrant if you think he needs it, but the offensive units need it more. Especially guards or the Tervigons. And sometimes its good to give gaunts FnP.

But it depends on how do you play and field your army.
My tyrant, if i actually use one, is not very offensive.
   
Made in us
Fixture of Dakka






on board Terminus Est

I'm not completely sold on Tervigans. Sure an MC for a troop choice is nothing to sneeze at but I would like a much aggressive build. NidZilla is here to stay but with some new spins.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Green Blow Fly wrote:I'm not completely sold on Tervigans. Sure an MC for a troop choice is nothing to sneeze at but I would like a much aggressive build. NidZilla is here to stay but with some new spins.

G


Yep, agreed...

I took the game handily. But that doesn't say much other than I played a new list against someone who hasn't seen it yet. Tonight I am playing the other side of the coin... Completely face eating aggro reserved army.

What my guess is, is that it'll be good, it will appeal to some people, but ultimately a little mono-dimensional to be highly competitive.

I'm just finding the goalposts here. That first list was a walking, plodding, zombie horde... Too hard to kill from range so you get dragged into CC with it, and It just gambles that it's CC is better than yours.

The other goalpost is fragile, fast and shreddy. I'll try and get the batrep up tongiht.

The best lists for nid tournament players will be the most useful and synergistic elements of each, rolled in together to forma hybrid list. thats what seems to be working for every other army with a post 5th edition codex.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

Choo-choo? Razor? I think I woke up on the wrong Earth...

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

Great report shep. Nice to see new bugs can at least stand up to a normal list.

I'm personally going to try and revive my mostly cc blitz army from 4th. Might not work so well but should be fun at least. I'm thinking something like 2 tyrants and guards, 3 trygons, 6-9 hive guards and the rest in hormas/warriors and maybe ravs.

Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Batrep part 2 has been posted...

http://www.dakkadakka.com/dakkaforum/posts/list/0/272373.page#1227029

If this list I ran was too slow and boring for you, you'll probably like this one.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
 
Forum Index » 40K Battle Reports
Go to: