Switch Theme:

1850 nids, CLOSE COMBAT F*** shooting! kekekekeke  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut





2nd draft list idea:

Hive tyrant 163 2xST, S6, flying, TotW, AM
6 warriors 144 ST, RC
6x carnifex 678 2xST, TM -1ws enemies, AD+1ws
10 gene stealers 160
10 gene stealers 160
10 gene stealers 160
16 hormagaunts 160
16 termagaunts 112 devourers
16 termagaunts 112 devourers



Total 1849

Ok edited the list a bit, Thoughts now?

genestealers don't really need synapse the same, so they would go at the flanks, gaunts and warriors stick together. (so hopefully warriors get 4+ cover save)


I realize that the warriors will have to stay near the termagaunts, and the termagaunts will have to stay near obectives on my side of the board, so I'm considering giving the warriors death spitters instead of rending claws... I really don't want even that much shooting..... Can anyone else solve this problem?

This message was edited 3 times. Last update was at 2008/09/29 01:29:56


 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

How are you getting a 2+ save and shadow in the warp. A HT can only take one extra psychic power and a hive tyrant with wings can't take EC.

pg 33 "a winged model may not have the leaping or EC biomorphs"
pg 35 "The HT has the synapse and the horror psychic powers, and may choose one of the following fot the pts cost listed"

This message was edited 1 time. Last update was at 2008/09/28 23:32:45


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





wyomingfox wrote:A HT can only take one extra psychic power and a hive tyrant with wings can't take EC.


Why can't I take EC?

 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

pg 33. I quoted it above.

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





Oh quite right my mistake. Then I have 25 pts to spend

 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

i would drop 2 stealers from the 12 units and use the points for more gaunts.
might be worth taking some without number ones too

cut ot 1 fex and take some warriors instead for extra synapse as the army lacks it.

and possibly cut another and take 3 zoantropes, as these now are amazing for tank hunting, and once again, provides more synapse.

due to the lack of synapse 1 large blast will take out most of a gaunt unit.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Regular Dakkanaut





JD21290 wrote:due to the lack of synapse 1 large blast will take out most of a gaunt unit.


Sorry but how would synapse protect them from a blast template? :/

Yeah I'm new to nids if you haven't noticed!

I don't really want to drop any of the fexes though :| I want as many big uns and then little uns as possible :p

This message was edited 1 time. Last update was at 2008/09/28 23:41:44


 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Actually, he is referring to any shooting attack directed at your army in volume that will cause 25% casualties and force you to take a leadership 5 check if out of synapse. Over 20% of your army relies on being within synapse to stay on the board and headed in the correct direction.

This message was edited 1 time. Last update was at 2008/09/29 00:04:03


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





wyomingfox wrote:Actually, he is referring to any shooting attack directed at your army in volume that will cause 25% casualties and force you to take a leadership 5 check if out of synapse.


Well how about the 2nd list is that much better?

I lose the brood lord/infiltrating genestealers but I get a synapse unit that's pretty beefy as well...

 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Read the rules for synapse
models in range are immune to instant death

so warriors would gain loads from this, as would the stealers and gaunts.
plus, you will need them to be doing what you want every turn, without synapse it will cause serious problems.
and the fact the tyrant has wings makes this problem worse, as alot of the time he wont be near the gaunts as killing units seems like more fun


general, most nid armies are styled in 3 ways that work to an extent:

1: tide of claws, nothing but wave after wave of gaunts, warriors and a broodlord with his stealer guards, someimes a fex, allthough raveners and zoanthropes fit in well too.

2: nidzilla, pretty much allways 2 tyants, 1 with wings, 6 fex's, and a few gaunts to use up troop choice.

3: balanced, a nice mix between the 2, provides the best all round style of play againt most armies.

what you seem to have done is tried for a balanced army, but cram in as many gaunts as possible with a nidzilla style army.
with that you will allways lack troop.
synapse is not a problem in nidzilla as fex's dont really need it, unless a weapon of some form causes instant death.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

2nd is much better, nice balance in there, allthough its numbers are fairly low.

with any spare points i would reccomend adrenal glands (+1 I) for all fex's, this allows them to strike before things like power fists and power klaws which have the ability to take down a fex with ease.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Regular Dakkanaut





JD21290 wrote:2nd is much better, nice balance in there, allthough its numbers are fairly low.

with any spare points i would reccomend adrenal glands (+1 I) for all fex's, this allows them to strike before things like power fists and power klaws which have the ability to take down a fex with ease.



Well, I can't upgrade 3 of them to have adrenal glands for Initiative, and I'd like them to be all the same just for simplicity, but you make a valid point. Just where to get 18 pts...

I could drop acid maw off the HT, but I'd then be 7 pts over ... Is it really necessary?

 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Acid Maw isn't as big of a boost as you will be wounding on 2+ in most cases anyways

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

its not necessary, just makes them great for killing moddels with power fists and power klaws that would usually kill them.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Fireknife Shas'el





Reedsburg, WI

I would say that the added Initative is more usefull against terminator units which field a high percentage of PF or IC that wield PF. Won't be as usefull against 10 man up squads where the PF is hidden, as even on a charge you will probably only be getting 3 kills per carni.

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Oh, I would also give the HT the initiative 6 so that he goes before characters and units with furious charge.

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





wyomingfox wrote:Acid Maw isn't as big of a boost as you will be wounding on 2+ in most cases anyways


Well I put acid maw in there for vs Daemon prince, plague marines, pesky 1s on the roll, etc.

JD21290 wrote:its not necessary, just makes them great for killing moddels with power fists and power klaws that would usually kill them.


wyomingfox wrote:I would say that the added Initative is more usefull against terminator units which field a high percentage of PF or IC that wield PF. Won't be as usefull against 10 man up squads where the PF is hidden, as even on a charge you will probably only be getting 3 kills per carni.


Well the only time I can see its useful is on an all power fist squad or some such, but then I can use the HT, warriors, or Genestealers, or multiple units.

wyomingfox wrote:Oh, I would also give the HT the initiative 6 so that he goes before characters and units with furious charge.


Well since I'm flying I can avoid being charged, and most dangerous characters are w/power fists or some such... Plus its 15 pts man....



Anyways, any general critiques? Could this really work?

Will I dissapear to AP5 weapons? lose my synapse? Get flamered :(

I think I can at least do a good job of capturing 1-2 obectives and then spamming fexes and stealers into the enemies objectives...

This message was edited 1 time. Last update was at 2008/09/29 01:10:53


 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

GeneralX wrote:
Will I dissapear to AP5 weapons? lose my synapse? Get flamered :(


5th ed, man. You have a 4+ save.

You will lose your synapse and get flamered, yes.
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Actually all of your troops have a 5+ or 6+ save (as well as your warriors) so a large portion of your army is very vunerable to flamers and most rapid fire guns (especially guants with thier low toughness). This is especially true of mech armies as they can move 12" disembark an additional 2" and then open up fire...as such thier maximized shooting threat range exceeds your assault range (mechanized double tap being 26").

This message was edited 1 time. Last update was at 2008/09/30 04:29:55


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Deadly Dire Avenger




this might be useless cuz if i recall they cant take objectives but its worth a look if you have the codex right there is ripper swarms to take objectives. i just like the +2 to cover saves.

 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Swarms can never claim an objective

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





wyomingfox wrote:Actually all of your troops have a 5+ or 6+ save (as well as your warriors) so a large portion of your army is very vunerable to flamers and most rapid fire guns (especially guants with thier low toughness). This is especially true of mech armies as they can move 12" disembark an additional 2" and then open up fire...as such thier maximized shooting threat range exceeds your assault range (mechanized double tap being 26").


This is very true, but getting that close to me will put them in range of all my fexes and/or what they haven't shot up, but your point is very valid.

 
   
Made in ca
Tough Tyrant Guard





Vancouver, BC, Canada

I'd switch out the Hormies for another squad of Genestealers.

(Behemoth - 2,000 Points Painted)

(Alpha Legion - 2,000 Points Painted)
- Favourite Opponent - Local RTT Dec. 2018

(Vior'la Sept - 1,000 Points Painted)
- Medusa V Veterans, Konor Veterans

(Steel Legion - 1,000 Points Painted)
 
   
 
Forum Index » 40K Army Lists
Go to: