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Made in es
Raging Ravener







Quite similar to other lists already posted by me, but this time I'm asking for c & c and, if possible, specific tuning up Vs. vanilla, BA, SW, DA and IG...
Thaaaankss...

ENKHANNA HIVE FLEET
(SPEARHEAD EXPANSION RULESET APPLYING)

HQ
HIVE TYRANT (SWORD/WHIP, TL LEECH DEVOURER, HIVE COMMANDER, OLD ADVERSARY, WINGS) 270 Pts.
HIVE TYRANT (SWORD/WHIP, TL LEECH DEVOURER, OLD ADVERSARY, WINGS) 245 Pts.

ELITE:
DOOM OF MALAN'TAI (MYCETIC SPORE) 130 Pts.
ZOANTHROPE BROOD (x2, MYCETIC SPORE) 160 Pts.
ZOANTHROPE BROOD (x2, MYCETIC SPORE) 160 Pts.

TROOPS:

MASS ATTACK SPEARHEAD 90 Pts.
GENESTEALER BROOD (x8, TOXIN SACS, BROODLORD W/SCYTHING TALONS) 184 Pts.
GENESTEALER BROOD (x8, TOXIN SACS, BROODLORD W/SCYTHING TALONS) 184 Pts.
GENESTEALER BROOD (x8, TOXIN SACS, BROODLORD) 182 Pts.
TERMAGAUNT BROOD (x20, DEVOURER, MYCETIC SPORE) 240 Pts.
TERMAGAUNT BROOD (x20, DEVOURER, MYCETIC SPORE) 240 Pts.


MONSTER SPEARHEAD 60 Pts.
TERVIGON (ADRENAL GLANDS, TOXIN SACS, CATALYST) 195 Pts.


HEAVY SUPPORT:
CARNIFEX BROOD (1x, TL LEECH DEVOURER, FRAG SPINES, MYCETIC SPORE) 220 Pts.
CARNIFEX BROOD (1x, TL LEECH DEVOURER, FRAG SPINES, MYCETIC SPORE) 220 Pts.
CARNIFEX BROOD (1x, TL LEECH DEVOURER, FRAG SPINES, MYCETIC SPORE) 220 Pts.


3000 TOTAL.

Spearhead rules are a great asset here, since even the weakest of my bugs has S7 krak grenades, preferred enemy Vs. MC and some sort of "...and they shall know no fear" rule, while mobile TMC's (except HQ ) feel the joy of fearless, fleet, furious charge, counter-attack together with the only drawback (or not?) of rage USR's coming along and the ability to run AND shoot on the same turn (could spores use counter-attack ).

Each spearhead, as a team, will come into play the same turn , and I tried to create every unit to act as a pain in the @ss and a bait individually, that meaning they should pose a threat big enough to attract and endure big amounts of punishment for every other unit to have their chance to carry their task on (then again, theoretically) without great loss of efficiency if any unit mishaps, gets killed or takes its time to get to the table.

This message was edited 1 time. Last update was at 2011/01/27 23:02:24


 
   
Made in it
Infiltrating Broodlord





Italy

I haven't played a 3000 points Spearhead game yet with my Nids.

Generally I like your list. I will only change a couple of things.

I wll drop the 3 Carnifexes for instead, 3 Trygons with Adrenal glands. With the 30 free points I'll buy Acid Blood on both the Tyrants.

I will drop all the Stealers Broodlords, grow up 2 units to 10x and 9x respectively using the resultant points to exchange the doom for another 2x Zoans in spod unit.

I will also consider to double the Tervigons as troops, dropping the third Stealers brood.

In my personal opinion you will balance a little better the points invested in each foc slot.
Besides, why the Monsters Spearhead to the loner Tervigon? You'll don't want a Tervigon runing ahead on the rage effects. you have Trygons for that..



(Spearhead Expansion Rules applying)

HQ - Tyrant - Paroxism and Leech Essence - Bonesword and Lashwhip - 1x TL Devourer - Acid Blood - Hive Commander - Old Adversary - Wings. 285
HQ - Tyrant - Paroxism and Leech Essence - Bonesword and Lashwhip - 1x TL Devourer - Acid Blood - Old Adversary - Wings. 260

EL - 2x zoanthropes - Spod. 160
EL - 2x zoanthropes - Spod. 160
EL - 2x zoanthropes - Spod. 160

Mass Attack Spearhead. 90
TR - 10x Stealers - Toxin Sacs. 170
TR - 10x Stealers - Toxin Sacs. 170
TR - 20x Devilgaunts - Spod. 240
TR - 20x Devilgaunts - Spod. 240
TR - Tervigon - Adrenal glands - Toxin Sacs - Catalyst. 195
TR - Tervigon - Adrenal glands - Toxin Sacs - Catalyst. 195

HV - Trygon - Adrenal Glands. 210
HV - Trygon - Adrenal Glands. 210
HV - Trygon - Adrenal Glands. 210
Tot. 2955


Please, avoid the caps.

This message was edited 5 times. Last update was at 2011/01/28 16:14:57


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in es
Raging Ravener







Toban wrote:I wll drop the 3 Carnifexes for instead, 3 Trygons with Adrenal glands.

Ok, just send me 120 € and we fully agree, because I currently have no trygon model available... (I could always try the "counts as" trick)
Automatically Appended Next Post:
Also, spore spam provides a nice meat wall for the opponent to shoot/pass through

Toban wrote:I will drop all the Stealers Broodlords, grow up 2 units to 10x and 9x respectively using the resultant points to exchange the doom for another 2x Zoans in spod unit.

Removing broodlords/doom is not an option, I love the gaze of fear in my opponents as I spore a Doom just in the middle of his infantry, the fire magnet it becomes serves me almost better than its abilities.
As for broodlords, they have their a gaze of their own and grant stealers an anti-AV 14 chance (and other advantages) and the only drawback I see is -2 to -4 base attacks, so they will stay... Also, same as above, no more zoans in my box...

Toban wrote:I will also consider to double the Tervigons as troops, dropping the third Stealers brood.

Yeah, that has been taken into account before, but that would have the 2nd tervigon deploying normally, removing all reserves from the title.
I have several ideas about hybrid deep strike/normal deploy all reserves army, that including hive guard, swarmlord, t'fexes... But that's another story.

Toban wrote:Besides, why the Monsters Spearhead to the loner Tervigon? You'll don't want a Tervigon runing ahead on the rage effects. you have Trygons for that....

This way the tervigon outflanks the same turn as carnifexes, ensuring synapse for them from the beginning, it can be changed back to mass attack, for the same purpose with gaunts, though they are some sort of suicide units and shooting down the tervigon will slaughter them down, unlike with carnifexes. Rage is not an issue because it still lets me shoot, and If I want carnifexes to stomp forward (tervie will most likely run behind) all the time, they need synapse to run along.
BTW, target saturation will probably have some of those 4 T6 MC's team survive longer (care not which).

Toban wrote:Please, avoid the caps.

Caps issue noted, sorry.
Your list is nice, but I don't want (more) overpriced tyrants for them to be a greater loss (removed old adversaries from my current lists)
I don't pay for acid blood because I don't expect the tyrants to die in CC, rather than shot down (likely before getting into CC, or after winning a combat), if I was to pay 15 more points on them it would be to get 2 dakka tyrants but I don't want to remove the whip anyway...

This message was edited 2 times. Last update was at 2011/02/04 10:38:03


 
   
 
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