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![[Post New]](/s/i/i.gif) 2007/04/05 02:08:23
Subject: 1750 GT Nids
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Been Around the Block
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Well with Adepticon behind us I am looking forward to the GT and wanted to get Dakka's thoughts on my revised Nid list. 1 Hive Tyrant Enhanced Senses +1 BS; Winged; Twin-linked Devourer (x2); Psychic Scream; Synapse Creature; The Horror 1 Hive Tyrant Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Devourer (x1); Venom Cannon; Psychic Scream; Synapse Creature; The Horror 2 Tyrant Guard Rending Claws; Scything Talons 1 Carnifex Enhanced Senses +1 BS; Twin-linked Devourer (x2) 1 Carnifex Enhanced Senses +1 BS; Twin-linked Devourer (x2) 1 Carnifex Enhanced Senses +1 BS; Twin-linked Devourer (x2) 16 Gaunt Brood Spinefists 16 Gaunt Brood Spinefists 16 Gaunt Brood Spinefists 16 Hormagaunts Scything Talons 3 Ravener Rending Claws; Scything Talons (x1) 1 Carnifex Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom Cannon 1 Carnifex Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom Cannon 3 Zoanthrope Toxic Miasma; Psychic Scream; Synapse Creature; Warp Field Total Roster Cost: 1750 Thoughts and suggesstions would be greatly appreciated. Brave Rifles
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![[Post New]](/s/i/i.gif) 2007/04/05 06:10:13
Subject: RE: 1750 GT Nids
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Regular Dakkanaut
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I would put a venom cannon on the tyrant with the guards. You already have 3 dekka fexes, especially since the tyrant is only shotting with S4 shots.
I also would try and find points for the big carnifexes to have extended carapace.
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![[Post New]](/s/i/i.gif) 2007/04/05 06:30:30
Subject: RE: 1750 GT Nids
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Been Around the Block
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Actually the walking tyrant has a venom cannon, army builder just doesn't do a great job of formatting stuff.
Given the large amount of AP 2 weapons would it be better to go with regen or extended carapace?
Brave Rifles
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![[Post New]](/s/i/i.gif) 2007/04/05 11:06:30
Subject: RE: 1750 GT Nids
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Regular Dakkanaut
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Extended carapace. Players mostly shoot exculsively at a single carnifex until it dies, so at most you will have one turn to have regen work, and the odds are that you'll never get a wound back.
Yakkface had a really good write up on carnifexes, you should read it.
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![[Post New]](/s/i/i.gif) 2007/04/05 15:18:36
Subject: RE: 1750 GT Nids
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Longtime Dakkanaut
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Hey cool list. Not sure what the role of the gaunts, that will be interesting. Most of my advice will, unfortunately, cost points. But I believe they will be points well spent.
Flyrant: Are you planning on keeping him near your Zoans? I would assume you are using his mobility more then that. If so, Psychic Scream won't help very much, you would be better off with Warp Field. You also want Toxin Sacs
Tyrant: I really can't think of why you want the Dev/VC combo. You will almost always be better off with either 2xDev, or VC/BS. Getting the 2+ save is also a great boon.
What is the envisioned role for the Spinegaunts, HGaunts, Raveners?
Gunfex: You will be better off with EC rather then Chitin. EC will stop more wounds than 1. Chitin is better Exoskeleton. And anything is better than Regen.
Zoan: It doesn't seem like you need this much Synapse. You can either drop it to save pts, or swap it for Warp Blast.
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![[Post New]](/s/i/i.gif) 2007/04/05 19:04:46
Subject: RE: 1750 GT Nids
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Regular Dakkanaut
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Almost perfect. I would seriously consider would be dropping a spinegaunt squad, and using those points to beef the other two to 20 each and giving the hormies toxin sacs. This allows them to glance AV10, which many vehicles have for rear armor. It also helps against all those Landspeeders.
I'd also drop the devourers off the Flyrant in favor of talons. The extra CC can really help, (especially against units without power fists) and you already have a lot of dakka in this list.
You might also give a couple of Zs a Warp Blast instead of Synapse. Synapse prevents them from being insta-killed, though, so I understand the dilemma.
Personally, I wouldn't go with regen or extended carapace. The +1 wound is good enough. They'll be in the back in cover anyways, right?
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![[Post New]](/s/i/i.gif) 2007/04/06 04:30:52
Subject: RE: 1750 GT Nids
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Been Around the Block
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The idea for the Spinegaunts is to add additional shooting wounds to cause Ld tests as well as additional models for outnumbering purposes in assualt.
I see my MCs and Sguants starting on a line and advancing. First turn the Sgaunts more then likely fleet to get in front of the MCs and the MCs move forward and fill in the sheild wall. The raveners and Hgaunts will stay behind the MCs waiting till turn 2 or 3 when they can burst out from behind and charge or providing counter charge support for fexes and Sgaunts.
The reason I opted for synaspe over warp blast is that I save 45 points, I expand my potenial synaspe range and that warp blast has always seemed largely ineffective for me. 50%, 50% to glance or pend AV14 never seemed to work out for me. I will however see if I can find the points somewhere to play test it.
I like the idea of giving TS to the Hgaunts but I am wondering if its overkill for AV 10 as all of the MCs have the ability to deal with AV10?
Brave Rifles
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![[Post New]](/s/i/i.gif) 2007/04/06 07:11:37
Subject: RE: 1750 GT Nids
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Longtime Dakkanaut
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Sounds good. Aside from previous suggestions, I would say play it and see how it goes.
The TS for the HGaunts isn't for vehicles, it is for taking out MEQ and such.
Things I would watch for: Usefulness of the TLDev/VC combo Too much Synapse. Even if you don't get Warp Blast, you can drop synapse for the points. (And remember, WB has a nice long range template attack also.) # of wounds added by spinegaunts, and their 12" range.
Have fun
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![[Post New]](/s/i/i.gif) 2007/04/06 08:59:15
Subject: RE: 1750 GT Nids
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Longtime Dakkanaut
Brotherhood of Blood
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Good list it just comes down to your personal preferences after 6-8 MC's. I personally like haveing a couple of stealer squads with carapace to do my clean up work. I march them behind a MC shield wall and bring them out as needed. I personally like to run at least one Lictor for those reserve re-rolls. I have been jacked up two many times with escalation. Especially with dakkafexes and thier limited range or having all those gaunts without a single synaptic tyrant showing up but you have addressed that well with your Thropes.
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![[Post New]](/s/i/i.gif) 2007/04/06 10:15:13
Subject: RE: 1750 GT Nids
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Dakka Veteran
Troll country
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I would go with genestealers over the shooty gaunts. Often you will probably find yourself fleeting instead of shooting and they will at best get one round of shooting in at most.
- Greenie
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- I am the troll... feed me!
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97% |
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![[Post New]](/s/i/i.gif) 2007/04/09 19:55:28
Subject: RE: 1750 GT Nids
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Regular Dakkanaut
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Posted By Brave_Rifles on 04/06/2007 9:30 AM I like the idea of giving TS to the Hgaunts but I am wondering if its overkill for AV 10 as all of the MCs have the ability to deal with AV10? But the hormies have a chance to wrap around the back of a vehicle to get the rear armor. It's particularily useful vs. the eldar airforce, which has the mobility to hide from your slow carnis. And, as stated, it does make them better in CC vs. troops of any sort.
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![[Post New]](/s/i/i.gif) 2007/04/09 20:19:34
Subject: RE: 1750 GT Nids
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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No wrap-around on the charge; all attackers hit the facing closest. Now, if you assaulted to get close, then moved and fleeted to get some in the back arc after it moved away (which it will, unless prevented), THEN you could hit the squishy backside. Fairly big "if", though.
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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 |
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![[Post New]](/s/i/i.gif) 2007/04/10 07:22:58
Subject: RE: 1750 GT Nids
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Horrific Horror
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I'm not confident in Zilla without at least *some* Genestealers. They're the best countercharge in the game. Sure, you can tarpit with the Gaunts, but... Why not drop a squad or two and get some Genestealers?
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If that upsets your fluff stomach, buy a case of "it's just a game"-bizmo and get over it. -Mahu
Men are like steel. When they lose their temper, they lose their worth. -Chuck Norris |
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![[Post New]](/s/i/i.gif) 2007/04/10 07:59:32
Subject: RE: 1750 GT Nids
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Rampaging Carnifex
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I've started playing mine without stealers and it is just fine. What happens for me is people get tarpitted on gaunts and then have the Tyrant and his guard squad slam into them or the Flyrant. Course, I run an all-choppy Tyrant who finishes off a squad of marines in two phases. the flying hive tyrant is the best countercharge unit in the game imho  way more cost effective than stealers. Course I also run 6 raveners. Raveners > stealers, hands down.
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![[Post New]](/s/i/i.gif) 2007/04/10 08:03:29
Subject: RE: 1750 GT Nids
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Rampaging Carnifex
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Only comment I have on the list is that I would drop the hormagaunts for more spinegaunts, and use the leftover points to buy some warp blasts. The zoeys are so hard to kill for their points it's nice to have something to threaten with to get people to sac shots on them. Oh, and split some of your squads into minimum squads, e.g. 2 x 8 instead of 1 x 16. The tactical flexibility of an 8 man spinegaunt squad is huge.
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