Hullo there!
I've scrambled up another list. Since I'm only starting nids as we speak, I want to gear it for 5th edition. Let's assume the PDFs are mainly good, pointedly when it comes to Rending going on the to wound roll (meaning Feeder Tendrils are ace) and the Run rule (Broodlord/Leaping).
This time I've moved more for a 'balanced' approach, even throwing some fexes and guns into the mix. Who would've thought!
The one thing I'm most uncertain for is actually wether to run the Flyrant for meele or with
Devs... if you could give some thoughts about what would synergize with the rest of the swarm etc, that would be great.
Another thing is the scuttling gaunts. The idea is that they shield the Stealers (5th ed, 4+ cover save if hiding behind unit). This may be a terrible idea, or it could prove neat. Ofcourse, bad fleet rolls are going to mess with it seriously, hence the Scuttlers to give the gaunts a head start.
Now, the enemies I'll mostly be facing will be a mix of
MEQ's and more squishy stuff; Eldar, Marines, Sisters of Battle, Orks, Guards and Tau primarily.
I expect to play with the normal 1/4 table of terrain, and a lot of the time I might get to place some of it. Cityfighting won't be too rare either.
Enough ramblings, on to the list:
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Hive Fleet Singularis
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HQ:
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Hive Tyrant
Symbiotes: Double twin-linked Devourers
Biomorphs: Winged, Toxin Sacs, Enhanced Senses, Warp Field
Points: 196
Broodlord
Symbiotes: Rending Claws & Scything Talons
Biomorphs: Toxin Sacs
Points: 80
Retinue:
6x Genestealers
Symbiotes: Rending Claws
Biomorphs: Extended Carapace & Feeder Tendrils
Points: 154
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Elites:
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3x Warriors
Symbiotes: Rending Claws & Scything Talons
Biomorphs: Leaping, Toxin Sacs, Adrenal Glands (I)
Points: 114
3x Warriors
Symbiotes: Rending Claws & Scything Talons
Biomorphs: Leaping, Toxin Sacs, Adrenal Glands (I)
Points: 114
Devilfex
Symbiotes: Two twin-linked Devourers
Biomorphs: Enhanced Senses
Points: 113
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Troops:
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14x Hormagaunts
Symbiotes: Scything Talons
Biomorphs: Toxin Sacs & Adrenal Glands (I)
Points: 182
14x Hormagaunts
Symbiotes: Scything Talons
Biomorphs: Toxin Sacs & Adrenal Glands (I)
Points: 182
8x Genestealers
Symbiotes: Rending Claws
Biomorphs: Extended Carapace & Feeder Tendrils
Points: 176
8x Genestealers
Symbiotes: Rending Claws
Biomorphs: Extended Carapace & Feeder Tendrils
Points: 176
11x Termagaunts
Symbiotes: Fleshborers
Biomorphs: Scuttlers
Points: 88
10x Termagaunts
Symbiotes: Fleshborers
Biomorphs: Scuttlers
Points: 80
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Fast Attack:
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Ravener
Symbiotes: Rending Claws & Scything Talons
Points: 40
Ravener
Symbiotes: Rending Claws & Scything Talons
Points: 40
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Heavy Support:
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Devilfex
Symbiotes: Two twin-linked Devourers
Biomorphs: Enhanced Senses
Points: 113
Sniperfex
Symbiotes: Venom Cannon & Barbed Strangler
Biomorphs: Enhanced Senses
Points: 148
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Total Points: 2000
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So the idea is that the first consisting of the Hormies, Raveners and Leaping Warriors hit the enemy lines on turn 2 with the Flyrant, tying up a lot of shooting and generally causing mess. The genestealers move up behind their meatshield, and start shredding stuff around turn 3. The Devilfexes move along and lay down suppresive fire, while the Sniper does his thing and aim for big things. The Broodlord and his infiltrating lot acts as a forward synapse node, staying very carefully in cover until backup arrives and they can join in on the slaughtering. So, will the Flyrant fit in the meele charge with his Dakkas, or should I go for a meele approach w/ character slicing abilities?
Comments and critiscm vastly appreciated
-Crawler