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Made in ca
Been Around the Block





Hey folks!

I know I was just posting a marine list here like two weeks ago, but 'Nids have always been tempting for me, so I worked up a list, just wanting to see what you all think:

HQ
Broodlord (Flesh Hooks, Extended Carapace, Toxin Sacs)     
93pts
Retinue: Genestealers x 11
176pts
Elites
Lictors x2
160pts
Troops
Genestealers x 10 (Scuttlers)
190pts
Same
190pts
Same
190pts

Total: 999pts

Everything but the Lictors Infiltrates, and the Troops can make an extra 'free move' before turns are rolled for. The Lictors can deepstrike into/around any terrain on the board later in the game to reinforce any combats that need help (or hunt down lone shooty units, like Dev's or Tanks).

I know that the biggest weakness is the lack of anti tank, but I was stuck between a huge model count or a big Carnifex with Barbed Strangler and Twin-linked deathspitters. With rending claws I stand a decent chance against vehicles in melee (if I can catch them) and against skimmers/fast vehicles I have a big problem if I don't go first.

Also, if the mission dissalows Infiltrate I have to pray for really good Fleet of Claw rolls, or early Lictor Deep Strike to tie up the enemy.

But man if it works it REALLY works (hrrm costs about $350.00 CDN incl codex + taxes though)
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Genestealers w/o a Broodlord attached don't infiltrate.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Tunneling Trygon





The House that Peterbilt

-See my post in tactics -- scuttler doesn't give infiltrate. Only thing that infiltrates are the brood lord and his retinue.

-Lictors are kinda sucky. they lack wounds to really be a close combat threat and any smart opponent will dictate where you can place them (and try and force them to die to scatter). Lictors are really overpriced with the only reasons to take them being immproved reserve rolls and immproved close combat ability for guants. Problem is your list benefits from neither.

-Scuttlers is an ok upgrade in certain circumstances but I think you'd be better off with extended carapace and/or more stealers. Consider the extra 6" really just puts you closer to the enemies guns and will only occasionally get you into combat quicker. Nice thing is scuttler is an upgrade you really don't have to model, so test it out as you build your list.

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 ca
Been Around the Block





Yeah... damnit.. sorry winterman, I thought they did, refused to admit they couldn't, but I just looked it up and they can't *kicks the dirt, feeling pretty dumb* Sorry

Anyways, yeah I guess ditch the scuttlers.

Lictors are an old favourite of mine, they used to be ridiculously good, but as I was looking over their entry today I was starting to wonder about them. It's a shame but sometimes you have to admit it when your favourite unit/army just isn't viable anymore (I was playing DE for a while... which are sorta that weird army that some people make work and others don't, I didn't feel I could)

I think I'm going to have to ditch the idea of a swarm army though, just too expensive for me

Thanks for the advice though guys!
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

How about some dropping Spore Mines from the sky? With improved reserve rolls reliable and can be a nasty surprise for your opponents (the bio acid one that is) Vehicles and MEQs.

I really like the style of your list.

Would give you two thumps up if you showed up with it, though.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in ca
Been Around the Block





Heh thanks!

And I would like to edit my previous statement....
Swarm armies aren't really expensive, ARMIES AT ALL ARE!

*mans up*

Okay so... fex and or mines? Then just a huge swarm of stealers?

I'm tempted not to go for the extended carapace as just about every gun I've seen has AP 5+ (except lasguns), you (winterman) seem to think it's useful but I just can't see how (aka please explain!!)!

Toxin Sacs seems good though, whole army at str5 and up >_< Yikes! Won't instant kill anything but makes the rending claws even more dangerous vs. vehicles, and means I'll even wound MEQ's easy!

Any other suggestions?
   
Made in ca
Regular Dakkanaut




Extended carapace brings Genestealers from a 5+ save to a 4+ save, which is why it's useful.
   
Made in us
Tunneling Trygon





The House that Peterbilt

Extended carapace gives them a 4+ save. Means they get a save versus bolters and other standard weaponry. Without the 4+ save, on average you're losing a genestealer per 3 bolter shots (versus 6 with exteneded carapace). That is a huge difference.

As far as other upgrades, I'd avoid them. Scuttlers, maybe for a few units as a vanguard but other then that the upgrades aren't worth it. Stealers are just too squishy to be putting tons of points into, especially when rending on its own is enough.

Hope that helps!

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 ca
Been Around the Block





Haha damn gotta remember to check my info before posting (I was thinking of the gaunts entry!)

Thanks for the help! *thinks further*
   
Made in us
Longtime Dakkanaut




and don't add toxin sacs. Waste of pts. Stealers get kills from rending, not from str.

And they normally have enough attacks for tank killing, that the extra one doesn't help.
   
 
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