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![[Post New]](/s/i/i.gif) 2008/12/18 04:53:31
Subject: 2k Tournement 'Nids, Comments Requested
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Ok so here is the list i'm planning for a local indy gt that is coming up in 2 months. Just built my tyrannids and am now playtesting for my optimal build. Comments and critiques are welcome. HQ 6 Warriors-191 5xDeath Spitters, 1xBarbed Stangler, 6xScything Talons, 6xToxin Sacs (+1ST) 6 Warriors-191 5xDeath Spitters, 1xBarbed Stangler, 6xScything Talons, 6xToxin Sacs (+1ST) Elite Dakka Fex-113 2xTL Devourers, +1BS Upgrade Dakka Fex-113 2xTL Devourers, +1BS Upgrade Boom Fex-113 Barbed Strangler, Scything Talons Troops 8 Spinegaunts-64 w/out number 20 Spinegaunts-100 20 Termagaunts-120 20 Hormagaunts-280 +1St, +1I, +1WS 8 Genestealers-160 Feeder Tendrils (Preferred Enemy), Scuttlers (Scout) Fast Attack 4xWarriors-144 8xScything Talons, Wings Heavy Support Boom Fex-113 Barbed Strangler, Scything Talons Super Boom Fex-182 Barbed Strangler, Scything Talons (+1A), +1WS, +1I, +1St, Scyth Tail (+d3 Attacks) Tusked (+2A's on Charge), Extended Carapace Super Boom Fex-182 Barbed Strangler, Scything Talons (+1A), +1WS, +1I, +1St, Scyth Tail (+d3 Attacks) Tusked (+2A's on Charge), Extended Carapace Total Points:2,000 Synapse Creatures-16 (32 total wounds) Monstrous Creatures-6 Little Bugs-76 Let me know what you guys think. Thanks
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This message was edited 3 times. Last update was at 2008/12/22 02:27:50
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2008/12/19 01:08:11
Subject: Re:2k Tournement 'Nids, Comments Requested
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Lurking Gaunt
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I am not sure how your HQ choice will fare, they are only toughness 4 if you get hit with anything @ ST8 or AP5 you are done. Personally I have had great luck with a Hive Tyrant(venom,lash/bone,ES, +1WS, miasma, warp field) and 3 guards with lash. For around the same points you get 10 T6 wounds 6 with a 3+, and 4 with a 2+/6+inv., and they will last a lot longer in hand to hand.
I think the other warriors are good they can keep up with the hormies.
Also what about dropping some of the regular gaunts to pay for one more squad of stealers, that should leave you enough gaunts to provide a meat shield for hormie delivery followed immediately by the feeder faced genestealers, good run rolls provided.
Just some ideas it really depends on how you play.....
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This message was edited 1 time. Last update was at 2008/12/19 01:10:13
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![[Post New]](/s/i/i.gif) 2008/12/19 01:21:13
Subject: Re:2k Tournement 'Nids, Comments Requested
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Been Around the Block
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Really cool list. I like all the warriors and it is cool to see such a shooty Nid list.
Here is what I see:
Pluses:
Lots of mid strength shooting: You have a sick amount of Str 4-7 shots, most of which are blast weapons, so that will help against hoard armies, and also force MEQs to make a lot of saves. 6 fexs is nothing to laugh at and should ensure that at least a few of those big guys last the entire game.
A few things don't seem to fit:
Genestealers, Hormogaunts, and Winged Warriors. These three are all about getting into combat quickly, but running them out in front of your army just means they are going to get killed quickly. All three of these units are frail (just my opinion). Everything else is very shooty and will be walking slowly forward, but I don't know what 8 stealers are going to do in combat alone w/o support.
One thought would be to drop the hormogaunts and take 20 more termagaunts and give ALL your gaunts w/o number. (20 termagaunts with w/o number is only 180 pts) I think the scary factor of all those warriors with 6 fexs and 80 or so gaunts would be more effective.
I think you are going to struggle against heavy armor. The best weapon you have is only Str 8, and while you have 4 of them, with the low BS of a Fex, they could be scattering pretty far. You do have a good number of Fexs, so maybe you can close quick enough before they do damage, but I am thinking that in a 2000 pt list, a Necron player is bringing at least one monolith, a marine player is bringing a landraider, guard bringing a tank or two, and even an ork player can bring a battlewagon.
I like zoanthropes, but that doesn't really fit your list. One thought might be to give your heavy support boom fex a venom cannon, if just to stun a tank or two until you get in close.
Just my thoughts.
Good luck in the tournament.
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![[Post New]](/s/i/i.gif) 2008/12/19 01:38:40
Subject: 2k Tournement 'Nids, Comments Requested
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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As far as the HQ goes they can't be instant killed since they are synapse so the sheer number of wounds (w/cover saves) and all the extra fire power they provide seems like it would be more efficient than a single shooty big bug. Plus it spreads out the synapse range.
The reason for all the gaunts is that some of them are going to form a screen for those deadlier close combat units (horms, warriors, and stealers). The speed the gives me a distraction punch to help the bigger units get there. As for monoliths i'll have to stick with the standard of making them phase out since against monoliths i'm pretty hosed.
I had considered dropping the horms for more stealers or standard gaunts to literally drown the enemy in gaunts. As for zoans it's the easy kill points that stops me and their price since they're still metal models which hurts the pocketbook
Thanks for the comments, please keep them coming.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2008/12/19 02:18:19
Subject: Re:2k Tournement 'Nids, Comments Requested
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Lurking Gaunt
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Sorry  I keep forgetting about the immune to instant death thing but toughness 4 is still weak have you thought about giving them carapace? If you do at least they will get a save against bolter fire. I personally steer away from them for my main synapse because the people I frequently play against target the hell out them with all of their long range shooting and even with cover saves I'm lucky to have one left by the end of the game.
As for Fexes scattering off of things, that stopped for me when I dropped two of them entirely and used the points to buy twin linked stranglers and either reinforced chitin or bonded exoskeleton for the other three/ four, and then put the extra points into more stealers or hormies. So far I have been dealing out death more consistently.
As for the screen remember you only need enough to get there.
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This message was edited 1 time. Last update was at 2008/12/19 02:19:19
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![[Post New]](/s/i/i.gif) 2008/12/19 04:06:44
Subject: Re:2k Tournement 'Nids, Comments Requested
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Towering Hierophant Bio-Titan
UK
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If you have horders (as in any) of warriors, Always (and by love of god please do it) make them unique in terms of upgrades.. this means in a 6 model squad of warriors, they can soak up 6 str 10 hits and laugh but after this you start loosing models -where as you have it now, you loose models much more quickly.
Warriors have two wounds, so use that and the new wound allocation rules to your advantage. Also make those winged warriors leaping (and unique) instead so they can properly keep pace w/ those hormaguants -rather than getting further ahead more quickly- and give em rending. Str 5 rending isnt anything to laugh at either. Also one lash whip is always a must in the larger CC squads of warriors.
Can you get extra rending D3 penetration dice against necrons living metal? If so, warriors can glance. If not... str 10 fexes
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2008/12/19 05:29:17
Subject: 2k Tournement 'Nids, Comments Requested
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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@Razerous
Making each unique warrior unique would be good except i'd be giving up the weapons since the only thing you can use to make them different is weapons. Standard bio-morphs have to be given to the entire brood.
Making the warriors leaping makes them an HQ or Elite spot again which is already full. I had to make them winged to have a unit that could keep up with the hormies and give myself more redundency with synapse.
I agree with the fexes and those are the reason for 6 of them. So many strength 9-10 fexes should be able to take down the big tanks unless they keep running them away from me
I appreciate the comments, keep them coming guys
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2008/12/19 16:17:03
Subject: Re:2k Tournement 'Nids, Comments Requested
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Lurking Gaunt
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I agree that adding rending claws to the winged warriors would be a good move. You can have rending claws and scything talons on the same model on mine I count the wings as scything and have magnetized rending claws in the bottom arm sockets. It's nice to at least have the option of taking armor out with that extra d3, let alone all the negated saves if any wants to tangle with em.
Also I don't see a problem with them keeping up with the hormies they are there to support via synapse, not jump into combat on the same turn right? I would say let the hormies do thier job and jump in if you have to to avoid getting shot up or counter assaulted.
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This message was edited 1 time. Last update was at 2008/12/19 16:17:43
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![[Post New]](/s/i/i.gif) 2008/12/20 00:24:32
Subject: 2k Tournement 'Nids, Comments Requested
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Blackclad Wayfarer
From England. Living in Shanghai
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Ok i think your list is pretty solid, just needs to be playtested (if it hasnt been already) and a couple of small changes made.
If you like warriors for HQ then stick to them. Just make sure they always have a cover save. Your heavy support Boom Fex doesnt need the flesh hooks...he is initiative 1, no bonus there.
As for your other fexes I dont know why they have so many upgrades for shooting AND cc. Why not drop the cc biomorphs and put in more gaunts. With the amount that you are fielding you should very stop most assaults against the big guys.
Oh and for your winged warriors, definately add rending. It makes them SO much more dangerous!
GL
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2008/12/20 01:31:28
Subject: 2k Tournement 'Nids, Comments Requested
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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IMNSHO your troops are all over the place and i'm not just saying that because you have hormies. Try adding 1 more squad of stealers add hormies and split them into 2 units and either make to large units of aunts or to mediun (12-16) with WON for OBJ's. On another note I would get tyrants but unstead of removing the warriors remove 2 fex's. Tyrants are definetly needed for this list as synpase will be an issue.
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![[Post New]](/s/i/i.gif) 2008/12/20 02:36:30
Subject: Re:2k Tournement 'Nids, Comments Requested
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Towering Hierophant Bio-Titan
UK
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Good call, ive read the Warrior section & ya -it isnt blinding obvious but its fairly clear aswell.
Between the mix of sything talons, rending claws & a lashwhip or two, your dakka warriors can still be fairly dissimiliar thus keeping those hq choices alive. Tyrants are good but dakka hq warriors are fine.
If you do really need more synapse then take out just one of those heavy support choice fexes & add in three zoanthropes with synapse (and maybe scream or warp blast for added pew).
Swap out those flying warriors for raveners unless you really need some more synapse. What do those warriors do that raveners cant? A few points more and youve get rending, same A, better I (@ 5 which is fairly decent vs the majority) and beasts, which is basically better all round compared to flying. You gain fleet, and you only get close when you charge which you can do easier due to fleet. Another 6 points and you can get deathspitters but not worth it for the points. Keep em choppy.
That fex that you can take out doesnt have the 2+ sv so is a bit of a waste neways for a non-restricted heavy sup choice. Keep ur dakka fexes either shooty or cc. Even base thier good enough at HTH when thier shooty to save on those points.
Um, no genestealers as your on a synapse heavy list & add in more precious meaty guants.
8 w/out number gaunts are great because you can charge em forward, spend thier 8 wounds w/ possible cover saves & then lurk them back at your board egde to wait for objective capture when a synapse wanders back towards the end of the game. Possibly have two of such suicide squads, as they do have to be shot at.
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This message was edited 1 time. Last update was at 2008/12/20 02:40:03
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2008/12/22 02:43:03
Subject: 2k Tournement 'Nids, Comments Requested
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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@lukas83
He didn't have flesh hooks, i just forgot to delete them when i cut and paste  . I'm gonna be working on freeing up the points for rending on the warriors.
As for the cc biomorphs those guys are my actual unit heavy hitters. They shoot as they close and can do some real damage against elite infantry (6-8A's on the charge) so those guys are staying.
@Yermon
How is synapse going to be a problem? I'm just curious as my synapse creatures will have a cover save and be very hard to assault due to intervening small bugs. I have 3 units of warriors and a total of 16 synapse creatures. Tyrants have less wounds, are easier to kill, and produce far less firepower.
I have considered dropping a fex to get more warriors but I probably won't field a Hive Tyrant. As for the gaunts i like the larger units without WoN. The small squad is a suicide squad that goes in front and when it dies it comes back in to take the objective. Giving more than one unit WoN is a waste of points since you'll only ever need one unit. Good thoughts but not really where the list is headed except for maybe (after playtesting) more genestealers.
@Razerous
Glad you like the idea of so many warriors. i like the idea of possibly dropping the stealers but i do like the tactical possiblities of outflank. They really are in there as a testbed and might not make the final cut  .
The problem with raveners is with their price but I can convert some out of warriors so I might work on it but for now I feel like I need the synapse to keep the army in line  Though raveners with devourers are just my favourite unit (8 shots!)
Good thoughts everybody, keep them coming
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2008/12/23 03:17:52
Subject: Re:2k Tournement 'Nids, Comments Requested
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Lurking Gaunt
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Good luck with your list be sure to let us know how it works out
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