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Made in gb
Ultramarine Chaplain with Hate to Spare





This is my flat competitive Nids. Straight forward 10 MCs marching up the board with some suppressing fire then charge into combat and kill everything.

Tyranid Prime: Rending claws, toxin sacs 140
Hive Tyrant: Wings 200

10 Termagants 40
10 Termagants 40
10 Hormagants 50

Hive Crone 155
Hive Crone 155

Exocrine 170
3 Carnifex: 5 Devourers, 1 Crushing claws 450
3 Carnifex: 5 Devourers, 1 Crushing claws 450

I've taken a CC on each carnifex brood in case I need to ID so T5 guys and to ensure I can rip through an AV14 I'm in combat with. I was thinking of dropping wings on the Tyrant for double Devourers but between getting a psychic shooting attack and running interference with 3 FMCs. Prime is the Warlord (obviously) and hides out in a Carnifex brood.

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30 gaunts is your troop core? and 2 synapse, 1 is fast another follow a unit... Im really not sure....
   
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Kill two models and your whole army is open to IB and three troops that will die to a stiff breeze.. just way to thin.

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Kill two models and your whole army is open to IB


Yes I'm low on Synapse but good luck killing the Prime with 3 Carnifex bodyguards. As soon as that unit dwindles he'll jump to the next unit.
2 synapse, 1 is fast another follow a unit... Im really not sure....


What do you mean by follow a unit?


three troops that will die to a stiff breeze.. just way to thin.


If you've got firepower to spare to shoot at my gaunts go for it I'm tabling you. This list isn't about scoring the troops selection for Nids is not a strength of the book (Warriors & Stealers have the same issues as the last book, Swarm just isn't viable at the top tier, Tervigons are just flat poor now).

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Death-Dealing Devastator





Southern Oregon

 FlingitNow wrote:
This is my flat competitive Nids. Straight forward 10 MCs marching up the board with some suppressing fire then charge into combat and kill everything.

Tyranid Prime: Rending claws, toxin sacs 140
Hive Tyrant: Wings 200

10 Termagants 40
10 Termagants 40
10 Hormagants 50

Hive Crone 155
Hive Crone 155

Exocrine 170
3 Carnifex: 5 Devourers, 1 Crushing claws 450
3 Carnifex: 5 Devourers, 1 Crushing claws 450

I've taken a CC on each carnifex brood in case I need to ID so T5 guys and to ensure I can rip through an AV14 I'm in combat with. I was thinking of dropping wings on the Tyrant for double Devourers but between getting a psychic shooting attack and running interference with 3 FMCs. Prime is the Warlord (obviously) and hides out in a Carnifex brood.


I see weak synapse, but that's an issue with the codex. Weak troops. The flyers are kinds underwhelming. But its not the list building. Its the codex. Can it stand up to taudar? Not at all. I really wanted this codex to be awesome.

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Made in gb
Ultramarine Chaplain with Hate to Spare





I see weak synapse, but that's an issue with the codex. Weak troops.


Agreed those are issues with the dex that you probably just have to accept. The only real solution is to take a Tervigon but itis a poor unit now and the 30 gaunt tax means I just ccan't seeit being used much anymore.

The flyers are kinds underwhelming


I disagree, Flyrant is cheaper now OK he lost biomancy but it was only really Iron arm that you wanted so I feel that hurt the Swarmlord more. The Hive Crone is pretty strong. The S8 vector strike will murder crisis teams, flyers and skimmer and the Haywire missile are decent do wish they'd allowed him to fire 2 missiles in addition to normal weapons though.


Can it stand up to taudar? Not at all. I really wanted this codex to be awesome.


I believe it can stand against Taudar. But them I remember the grumbles about the Tau codex being weak when it came out (Riptides have no use, Broadsides are useless now, stealth teams are still rubbish, no target locks nerfs Crisis suits, Kroot are terrible etc were all levelled at the Tau codex on release). I believe Taudar can't stop 10 MCs from reaching their lines. I think this will shift the meta back to everyone needing an anti-MC combat unit. 6-9 Dakkafexes is VERY strong in the current nets if you ask me.

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Southern Oregon

Think it can stand against taudar huh? Here ya go; http://www.youtube.com/watch?v=kQQGcgJ5PZ0
Guys from frontline. Its pretty sad. Granted it did not have ten mc's but still.

This message was edited 1 time. Last update was at 2014/01/12 11:06:04


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USA

 spacewolved wrote:
Think it can stand against taudar huh? Here ya go; http://www.youtube.com/watch?v=kQQGcgJ5PZ0
Guys from frontline. Its pretty sad. Granted it did not have ten mc's but still.


Illuminating and relevent.

OT: I believe in the viability of the entrenched prime. But, you and I are having the same problem: nids troops are garbage. 10 Termagants 40 10 Termagants 40 10 Hormagants 50 will get obliterated.

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Whilst I didn't watch the battle the fact that a mediocre Taudar list beat a poor Nid list is hardly damning evidence that the codex can't deal with Taudar.

But, you and I are having the same problem: nids troops are garbage. 10 Termagants 40 10 Termagants 40 10 Hormagants 50 will get obliterated.


Marines and non-Enclave tau have the same issue (my marine army has 15 tactical marines at this point level and that's only to unlock a 4th HS). I run 4 x 6 FWs in my Tau and they don't get obliterated. Why? Because I give my opponent more pressing concerns and they are such a small threat there is no point shooting them. Granted you will go after them for FB if that is still available but with Tau if I go first I get First Blood!

The same principle applies here. I would like some Psykers for more powers so Onslaught can help me get FB. I would like to get Devourers on the Tyrant but don't know where to find 30 points. Even 15 would help (then if he gets Warp Blasts he can shoot both). I may drop a Crushing Claws from a Carnifex brood to get him 1 set particularly as I've only just noticed he's got Bs4. Or I could drop a Devourer off each brood to get him 2 sets. What do people think?

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I don't think crushing claws are worth it for a Carnifex, so I'd drop them. If you really need to ID some T5 stuff or take out AV14, just use smash attacks.
   
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Well since you didn't watch the video I'll tell you what happened. That "mediocre" tau list massacred the synapse and a few mc's in two turns. Then the rest of the nids did nothing do to IB. Second game, nids had a 500 point advantage, taudar deployed in the open and they just gave nids the best powers and taudar the worst. Same thing happened as the first game. Nids can not beat a good taudar list on a regular basis. I would love for that to be wrong but it isn't.

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Ultramarine Chaplain with Hate to Spare





Let's assume a Fex dies before I make combat. That's 6 smash attacks on the charge probably 2 dead T5 models (allowing for my usual rolling). Against AV14 I'll be lucky to do 2 HPs. With CCs I should kill 3 T5 models most of the time. The CC Fex should hit thrice (5 attacks hitting on 3s) that's 2d6 needing a 4 to glance should be 2-3 HPs and 2 pens. With the other flex weighting in with another pen should be a dead AV14 hull. It just tips the balance a bit I feel. But yeah hardly game making I think I'll add those points to the Flyrant.


Automatically Appended Next Post:
Mediocre Taudar is better than most good builds for other codexes. Yes it will beat a poor Nid list. Will it beat 6-9 Fexes (which is what the codex requires to be competitive) I'm far from convinced. If the Individual player was rocking 6-9 Dakkafexes and the Taudar took him off I'd be far more concerned and it would be actually relevant.


Automatically Appended Next Post:
I also note that he didn't have any Synapse that was difficult to kill. Given that and death of Synapse was his problem and you can't draw too many conclusions. Bad lists with new codexes against a poor version of the power house tournament combo is always likely to go one way.

This message was edited 2 times. Last update was at 2014/01/12 15:25:17


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Uk

Far too light on troops. 3 units of 10 gants won't hold anything. Your fliers will die to any dedicated AA whatsoever and the exocrine and carnefix's shooting will actually accomplish very little. You seem to be relying on the intimidation factor more than the army's actual ability to play. Most competitive lists will demolish this.
   
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 FlingitNow wrote:
Let's assume a Fex dies before I make combat. That's 6 smash attacks on the charge probably 2 dead T5 models (allowing for my usual rolling). Against AV14 I'll be lucky to do 2 HPs. With CCs I should kill 3 T5 models most of the time. The CC Fex should hit thrice (5 attacks hitting on 3s) that's 2d6 needing a 4 to glance should be 2-3 HPs and 2 pens. With the other flex weighting in with another pen should be a dead AV14 hull. It just tips the balance a bit I feel. But yeah hardly game making I think I'll add those points to the Flyrant.


Automatically Appended Next Post:
Mediocre Taudar is better than most good builds for other codexes. Yes it will beat a poor Nid list. Will it beat 6-9 Fexes (which is what the codex requires to be competitive) I'm far from convinced. If the Individual player was rocking 6-9 Dakkafexes and the Taudar took him off I'd be far more concerned and it would be actually relevant.


Automatically Appended Next Post:
I also note that he didn't have any Synapse that was difficult to kill. Given that and death of Synapse was his problem and you can't draw too many conclusions. Bad lists with new codexes against a poor version of the power house tournament combo is always likely to go one way.


I think you're overestimating the survivability of dakkafexes, especially vs taudar or IG. Assuming that only 1 fex dies before you make CC is extremely generous. Even more so because this list does not have a gargoyle screen or venomthropes to give them a decent cover save and only has a few flyers to divert fire. Best case scenario is you're playing dawn of war and they are only playing a semi competitive list, and even in that case you probably wouldn't make it to assault until turn 3 (any decent taudar player would sit way back in their deploment against nids).

A couple riptides w/ a broadside team, or 3-4 serpents can knock out at least 2 fexes per turn, and thats giving you a 5+ from whatever random terrain they may hide in (not always available). Never mind that they are probably running far more riptides/broadsides and come with enough skyfire/smaller units to knock out both crones or your flyrant turn 1. So I think a more reasonable assumption is that you would be lucky if 1 or 2 fexes from your entire army made melee.

While dakkafexes are certainly viable with their point drop, I don't think nids players will be 'required' to spam them (nor should they). Especially not when we can field 3 biovores for the price of a standard fex, which can really soften up a gunline. I think nids are either gonna have to go all flyers (2 flyrants + 3 crones) with lots of long to mid-range support, or all ground by marching the whole army up the board with venomthropes and gargoyles for 3+ cover on important units.

This message was edited 2 times. Last update was at 2014/01/12 17:14:56


 
   
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Waaagh! Warbiker





UK

 spacewolved wrote:
Well since you didn't watch the video I'll tell you what happened. That "mediocre" tau list massacred the synapse and a few mc's in two turns. Then the rest of the nids did nothing do to IB. Second game, nids had a 500 point advantage, taudar deployed in the open and they just gave nids the best powers and taudar the worst. Same thing happened as the first game. Nids can not beat a good taudar list on a regular basis. I would love for that to be wrong but it isn't.


has anyone ever explained to them: more syanpse less bad special bugs? cause i would presume no

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Ultramarine Chaplain with Hate to Spare






I think you're overestimating the survivability of dakkafexes, especially vs taudar or IG. Assuming that only 1 fex dies before you make CC is extremely generous. Even more so because this list does not have a gargoyle screen or venomthropes to give them a decent cover save and only has a few flyers to divert fire. Best case scenario is you're playing dawn of war and they are only playing a semi competitive list, and even in that case you probably wouldn't make it to assault until turn 3 (any decent taudar player would sit way back in their deploment against nids).


Well since I was talking about the effectiveness of Crushing claws over just smashing taking more casualties actually further swings the maths in favour of what I was stating. Are IG well set up to kill MCs from a distance? Not convinced. Taudar likewise aren't always set up to deal with MCs (though Wraithknights very much are). Looking at the competitive builds these days other than Farsight bomb most low ap shots are blasts or volume S7 Ap4 (or worse) from Serpents, Broadsides, missile pods etc

A couple riptides w/ a broadside team, or 3-4 serpents can knock out at least 2 fexes per turn


So let's factor out 5+ cover (because if I have Venomthropes Tau would just ignore cover anyway). 2 Riptides (approx 380 points, 450 with stims) is 6 S7 shots 3 hits 2 wounds. 3 Broadsides (282 points) 12 S7 hits on average 8 wounds, 9 S5 hits another 3 wounds so 3.67 unsaved wounds. So around 700 points to nearly kill 2 fexes out in the open. Where do you get your maths?

4 Serpents (820 points): 16 S6 shots 14.22 hits 7.11 wounds. Shields 18 shots 16 hits 10.67 wounds. 12 S6 blade storms 3.67 hits 0.6111 rends, 1.22 wounds total 6.94444 so again nearly (but not quite) kill 2 fexes out in the open now with over 800 points.

Skyrays are more an issue as they basically kill any MC you point them at but they are 1 shot (and generally the only source of skyfire in a decent Tau list).


While dakkafexes are certainly viable with their point drop, I don't think nids players will be 'required' to spam them (nor should they). Especially not when we can field 3 biovores for the price of a standard fex, which can really soften up a gunline. I think nids are either gonna have to go all flyers (2 flyrants + 3 crones) with lots of long to mid-range support, or all ground by marching the whole army up the board with venomthropes and gargoyles for 3+ cover on important units.


The 5 FMCs just don't hold enough threat to hold up as an army and taking 2 Flyrants means no survivable Synapse hidden in a unit. I just don't see that as a viable build. Biovores are great now and viable in low points games or 2k+ games but HS is too overloaded to take them otherwise.

As stated Dakkafexes were actually viable at the 190 points of the last codex at 150 they are top tier. They will be at the heart of the top Nid builds. Exocrine are ace, Mawlocs are very strong now too. It says something about HS that the Tyrannofex can drop 75 points and still be the worst option for that slot (now running very close with the Trygon).

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 FlingitNow wrote:

I think you're overestimating the survivability of dakkafexes, especially vs taudar or IG. Assuming that only 1 fex dies before you make CC is extremely generous. Even more so because this list does not have a gargoyle screen or venomthropes to give them a decent cover save and only has a few flyers to divert fire. Best case scenario is you're playing dawn of war and they are only playing a semi competitive list, and even in that case you probably wouldn't make it to assault until turn 3 (any decent taudar player would sit way back in their deploment against nids).


Well since I was talking about the effectiveness of Crushing claws over just smashing taking more casualties actually further swings the maths in favour of what I was stating. Are IG well set up to kill MCs from a distance? Not convinced. Taudar likewise aren't always set up to deal with MCs (though Wraithknights very much are). Looking at the competitive builds these days other than Farsight bomb most low ap shots are blasts or volume S7 Ap4 (or worse) from Serpents, Broadsides, missile pods etc

A couple riptides w/ a broadside team, or 3-4 serpents can knock out at least 2 fexes per turn


So let's factor out 5+ cover (because if I have Venomthropes Tau would just ignore cover anyway). 2 Riptides (approx 380 points, 450 with stims) is 6 S7 shots 3 hits 2 wounds. 3 Broadsides (282 points) 12 S7 hits on average 8 wounds, 9 S5 hits another 3 wounds so 3.67 unsaved wounds. So around 700 points to nearly kill 2 fexes out in the open. Where do you get your maths?

4 Serpents (820 points): 16 S6 shots 14.22 hits 7.11 wounds. Shields 18 shots 16 hits 10.67 wounds. 12 S6 blade storms 3.67 hits 0.6111 rends, 1.22 wounds total 6.94444 so again nearly (but not quite) kill 2 fexes out in the open now with over 800 points.

Skyrays are more an issue as they basically kill any MC you point them at but they are 1 shot (and generally the only source of skyfire in a decent Tau list).


While dakkafexes are certainly viable with their point drop, I don't think nids players will be 'required' to spam them (nor should they). Especially not when we can field 3 biovores for the price of a standard fex, which can really soften up a gunline. I think nids are either gonna have to go all flyers (2 flyrants + 3 crones) with lots of long to mid-range support, or all ground by marching the whole army up the board with venomthropes and gargoyles for 3+ cover on important units.


The 5 FMCs just don't hold enough threat to hold up as an army and taking 2 Flyrants means no survivable Synapse hidden in a unit. I just don't see that as a viable build. Biovores are great now and viable in low points games or 2k+ games but HS is too overloaded to take them otherwise.

As stated Dakkafexes were actually viable at the 190 points of the last codex at 150 they are top tier. They will be at the heart of the top Nid builds. Exocrine are ace, Mawlocs are very strong now too. It says something about HS that the Tyrannofex can drop 75 points and still be the worst option for that slot (now running very close with the Trygon).


IG has plenty to deal with MCs from a distance, vanquisher tanks, vendettas, plasma vets, lascannon teams. But lets focus on tau for now.

Okay we'll go with hard numbers if you prefer. Though with fexes squadded in 3s (and 4 in the prime unit) you ignored the possibility of a nova charge, which is quite often going to hit 2 dakkafexes (from each riptide). At s9, that can easily be 4 wounds, but 3 is average when considering gets hot and 1s to wound. Toss in the twin-linked plasma rifle or fusion blaster they each have (though maybe not on turn 1) and that's about another .5 wound from each, up to 5 on average from the riptides (not counting any markerlights you may have been hit with from others). Now for the broadsides. Sporting twin-linked high yield missile pods, you're looking at an average of 9 hits and 6 wounds, meaning 2 unsaved wounds. 4-5 unsaved from the riptides and 2 unsaved from the broadsides is 6-7 unsaved wounds or about 2 dead dakkafexes. So what's wrong with my math?

Tau still has another 1100+ points of units to do something with and until turns 2-3, you can return very little fire aside from a flyrant or crone missiles.

Dakkafexes were viable last tier because they could take drop pods and get right into both shooting and melee range very quickly, it was a great high pressure unit. Now without that option, the new dakkafex has a lower cost to compensate, and while it is buffed against armies who will come to you, it is probably about on par with what it was against taudar. I'm not convinced that we have to hide synapse (aka a prime) in a death ball unit for it to survive, especially not if we have 5 flyers coming up the board. Zoanthropes are durable enough in this instance, because if tau shoots their big guns at the zoans (which they have to do if you're positioning them correctly) you're going to be able to land 3-4 fmcs on them turn 2 and wreak melee havoc. The pressure of 5 flyers should keep zoanthropes alive in the backfield to support your long range units and units moving up.

Heavy is crowded yes, but I don't see how you can't take a squad of 3 biovores unless you know you're facing marine armies. 120 points for 3 s4 ap4 large blasts with spores to compensate if you miss is too good.

This message was edited 1 time. Last update was at 2014/01/12 19:40:29


 
   
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This message was edited 1 time. Last update was at 2014/01/12 19:41:52


 
   
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IG has plenty to deal with MCs from a distance, vanquisher tanks, vendettas, plasma vets, lascannon teams.


Plasma vets aren't at distance if I'm within 24" of you you are in trouble. Lascannon teams are rarely seen in the numbers to cause 10 MCs a problem. Vanquishers perhaps. Vendettas yes but being flyers is actually problematic against this army.


Okay we'll go with hard numbers if you prefer. Though with fexes squadded in 3s (and 4 in the prime unit) you ignored the possibility of a nova charge, which is quite often going to hit 2 dakkafexes (from each riptide). At s9, that can easily be 4 wounds, but 3 is average when considering gets hot and 1s to wound. Toss in the twin-linked plasma rifle or fusion blaster they each have (though maybe not on turn 1) and that's about another .5 wound from each, up to 5 on average from the riptides (not counting any markerlights you may have been hit with from others). Now for the broadsides. Sporting twin-linked high yield missile pods, you're looking at an average of 9 hits and 6 wounds, meaning 2 unsaved wounds. 4-5 unsaved from the riptides and 2 unsaved from the broadsides is 6-7 unsaved wounds or about 2 dead dakkafexes. So what's wrong with my math?


That was working on the basis of no cover AND LoS being readily available (not saying that the Riptides and Broadsides wouldn't have any targets but making the point that not all his army should have viable targets). Carnifexes have 4 wounds so 6-7 wounds is 1 dead Carnifex. Not the at least 2 you initially claimed. The blast can over heat (why would you Nova giving another 1/3 chance to take a wound) and you've factored in a Fusion (most likely secondary weapon) which means you're within 18" (before you jump back granted). So again we conclude that 2-4 Carnifexes probably can be dealt with by Tau or Taudar but 6+ causes them a huge problem particularly when you're saturating with 4 other MCs 3 of which are flying. The issue may be the Crone model. It is so damn tall.

The problem with the FMCs is apart the Hive Tyrant they can be ID'd by S10 and have what 3 S5 attacks or 3 smash attacks on the charge at Ws3. So that's not really wreaking havoc. There's a fair amount of S10 in combat heck even a Riptide is favourite in combat against the Crone. If you could take 5 flyrants then yes that would be great.

What long range units do you have that can put pressure on Tau? Only really the Exocrine is much of a threat and he's mid ranged.

Where as Biovores are great but against the top armies they don't justify a HS slit over an Exocrine or Carnifex brood. You sat against marines you don't take them. Well what about against Eldar? What exactly are they going to do against Wave Serpents or even jetbikes? Tau troops will either be Crisis teams, outflanking Kroot or irrelevant FWs. So Kroot you will most likely not get to shoot until its too late (that is your best target), FWs are not what causes you issues (its the O'Vesastar, or Farsight bomb or 15 Broadsides) whilst crisis suits will laugh it off. Now again I'm not saying biovores are poor or even that they are terrible in those match ups just that they don't cause the problems that Exocrines or Carnifex broods cause to those match ups and it is those match ups that you need to worry about at the top end of tournaments.

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Southern Oregon

Nids had a very hard time with tau before and there codex, if you are generous, stayed the same. It will be a uphill battle no mater what mathammer says.

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Nids had a very hard time with tau before and there codex, if you are generous, stayed the same.


Depends what you mean by stayed the same. If you mean gained the tools to cause Taudar trouble then yes. This codex is much stronger than the last.

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 FlingitNow wrote:
IG has plenty to deal with MCs from a distance, vanquisher tanks, vendettas, plasma vets, lascannon teams.


Plasma vets aren't at distance if I'm within 24" of you you are in trouble. Lascannon teams are rarely seen in the numbers to cause 10 MCs a problem. Vanquishers perhaps. Vendettas yes but being flyers is actually problematic against this army.


Okay we'll go with hard numbers if you prefer. Though with fexes squadded in 3s (and 4 in the prime unit) you ignored the possibility of a nova charge, which is quite often going to hit 2 dakkafexes (from each riptide). At s9, that can easily be 4 wounds, but 3 is average when considering gets hot and 1s to wound. Toss in the twin-linked plasma rifle or fusion blaster they each have (though maybe not on turn 1) and that's about another .5 wound from each, up to 5 on average from the riptides (not counting any markerlights you may have been hit with from others). Now for the broadsides. Sporting twin-linked high yield missile pods, you're looking at an average of 9 hits and 6 wounds, meaning 2 unsaved wounds. 4-5 unsaved from the riptides and 2 unsaved from the broadsides is 6-7 unsaved wounds or about 2 dead dakkafexes. So what's wrong with my math?


That was working on the basis of no cover AND LoS being readily available (not saying that the Riptides and Broadsides wouldn't have any targets but making the point that not all his army should have viable targets). Carnifexes have 4 wounds so 6-7 wounds is 1 dead Carnifex. Not the at least 2 you initially claimed. The blast can over heat (why would you Nova giving another 1/3 chance to take a wound) and you've factored in a Fusion (most likely secondary weapon) which means you're within 18" (before you jump back granted). So again we conclude that 2-4 Carnifexes probably can be dealt with by Tau or Taudar but 6+ causes them a huge problem particularly when you're saturating with 4 other MCs 3 of which are flying. The issue may be the Crone model. It is so damn tall.

The problem with the FMCs is apart the Hive Tyrant they can be ID'd by S10 and have what 3 S5 attacks or 3 smash attacks on the charge at Ws3. So that's not really wreaking havoc. There's a fair amount of S10 in combat heck even a Riptide is favourite in combat against the Crone. If you could take 5 flyrants then yes that would be great.

What long range units do you have that can put pressure on Tau? Only really the Exocrine is much of a threat and he's mid ranged.

Where as Biovores are great but against the top armies they don't justify a HS slit over an Exocrine or Carnifex brood. You sat against marines you don't take them. Well what about against Eldar? What exactly are they going to do against Wave Serpents or even jetbikes? Tau troops will either be Crisis teams, outflanking Kroot or irrelevant FWs. So Kroot you will most likely not get to shoot until its too late (that is your best target), FWs are not what causes you issues (its the O'Vesastar, or Farsight bomb or 15 Broadsides) whilst crisis suits will laugh it off. Now again I'm not saying biovores are poor or even that they are terrible in those match ups just that they don't cause the problems that Exocrines or Carnifex broods cause to those match ups and it is those match ups that you need to worry about at the top end of tournaments.


Okay yes so its not 2+ fexes but still, 1/3 of their army taking out 1-2 fexes per turn is pretty brutal considering the range you have available. Many tau players have 3 units of broadsides, not 1. The blast is an option when tau doesn't have a markerlight for the riptide to use, and what it loses in the 1/3 overheat chance it gains by hitting more targets on average and being s9 instead of s6. I just can't see the dakkafexes making it to melee (which they would need to for the list to work) when you are going to be starting the game probably 30" away from the tau/eldar lines. About 10" average movement on turns 1 and 2 (assuming you choose not to fire). If you go first *maybe* you can get a couple in melee, just have to hope you can kill enough before the riptides come smash in melee. A lot would depend on what you can do with the flyrant and crones.

Riptides aside, any MC will wreak havoc vs tau in melee with most of them at i2 and 1 attack, not to mention you have fear as well. 3 smash attacks should kill most vehicles or 1-2 broadsides, and if they pass morale you can likely clean up in their assault phase. S10 is a concern yes, but afaik only one of their vehicles has S10 skyfire and you can always give it a jink and get lucky. In melee you would obviously try to get the flyrants in against the riptides and crones against the broadsides/smaller stuff. If you manage to go first, 3 crones w/ 2 missiles each can take out the most threatening tau vehicle unless you get unlucky.

Long range is basically biovores, which as you've said are great vs some armies but others they are much less effective. For nids id consider exocrines long range given what else we have, they can be great sleeper units if your opponent ignores them.

The army could work, I just dont see dakkafexes as being the best answer to long range armies, given they are relatively slow and dont have great range or ap on their weapons.
   
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Southern Oregon

 FlingitNow wrote:
Nids had a very hard time with tau before and there codex, if you are generous, stayed the same.


Depends what you mean by stayed the same. If you mean gained the tools to cause Taudar trouble then yes. This codex is much stronger than the last.


What tools did they gain? I don't see any. Regardless playtesting will be needed before we can say the nid codex is completely unplayable in tournament play. It does seem kinda fun in the fact stupid amounts of mc's can be played.

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Ultramarine Chaplain with Hate to Spare





Exocrine gave Nids actual Ap2 firepower. You can now field silly amounts of MCs and Devourers (some at Bs4!) You also gained haywire and S8 vector strikes.

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Smokin' Skorcha Driver






I think the list will have to be play tested before any sure conclusions can be made. It may get crushed by taudar or other such armies or it may do just the opposite. I could really see that match up going either way in the case of tau, initially I would probably give a slight edge to the nids because all they would need to do is probably get 3-4 mc's to the their lines and that would more times than not be game over. However, most DE builds will likely table you 4 out of 5 games. Not a huge concern considering there aren't many of us DE players out there, but just some food for thought.

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Possessed Khorne Marine Covered in Spikes






Looks like a...*yawn*...fun list


Seriously though, you should defiantly take more gaunts, 3 units of 10 at at 1850 is bad enough as it is especially 3 units of ten gaunts.

This message was edited 1 time. Last update was at 2014/01/13 02:52:00


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Been Around the Block




More synapse needed. Drop some fex goodness and replace with thropes or warriors. Keep in mind if they are busy throwing a huge chunk of fire at your MCs then they are not shooting the other part of your army.

This message was edited 1 time. Last update was at 2014/01/13 03:21:20


   
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Guarding Guardian




Waynesville, Mo

i think the list could be a viable choose for the codex as most things in it are very lack luster AT BEST! However i think that droping the crushing claw in favor for more troops (just a idea though). But another thing im trying understand is that is the perpose of giving the prime claws and toxin cause the fexs are going to do the heavy lifting what could the prime do for the unit(again a thought to save points, in favor of more troops or even a venom). And pushing on to the tau or eldar with the current meta that it is one list i would keep in mind too is Daemons. those 2++ could cause a tarpit for a unit of fexs or two and piece mill the rest of the list again a thought.

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Daemonic Dreadnought





Eye of Terror

I don't have much feedback but would love to hear how this list works out.

   
 
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