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![[Post New]](/s/i/i.gif) 2010/01/26 03:59:00
Subject: New Tyranids Army List 1850
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Jovial Plaguebearer of Nurgle
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HQ
Swarmlord
Troops
Hormagaunts x 15
Hormagaunts x 15
Genestealers x 9 w/Broodlord w/Mycetic Spore
Genestealers x 9 w/Broodlord w/Mycetic Spore
Elites
Zoanthrope x 3
Doom of Maan'tai w/Mycetic Spore
Heavy Support
Trygon Prime
Trygon
Mawloc
This is a new army list that for a touranment this saturday. What do you think about it?
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Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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![[Post New]](/s/i/i.gif) 2010/01/26 07:44:58
Subject: New Tyranids Army List 1850
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Raging Ravener
Bay Area, CA
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looks to be very fragile and will crumple if you cant take out elements that coud hurt your snakes, maybe drop either trygon or mawloc and throw some biovores in there because i have found infantry to be the number 1 killers of tunneling snakes just because of the volume of shots. or maybe just run some spore mine clusters... easy way to screw with deployment, which is enormously powerful especially to create safe areas for the snakes. and i think your genestealers would be better served outflanking and take advantage of the swarmlord's special rule.
just my thoughts
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4000 pts, 4000pts, 4000pts, 2000pts,
1500pts, (daemons)2000pts, 4500pts, 3170pts, 1500pts, 2500pts, 1850pts
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![[Post New]](/s/i/i.gif) 2010/01/26 10:07:30
Subject: New Tyranids Army List 1850
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Ultramarine Chaplain with Hate to Spare
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Not convinced this list will do well. Here's the problems: Swarlord is great but with no body guard and no Flyrant to offer duel threat he'll get blow to bits turn 1. Then you won't even get your +1 reserves on turn 2. 15 Hormagaunts don't scare me, they are slower and have to sit for a turn in rapid fire range now. My guess is they don't make combat or least not in enough numbers to win against anything other than Tau. Stealers are a total mess. Why take Stealers and not toxin sacs? They are manditory in the new 'dex, rending + re-rolls to wound is horrific. They increase the stealers killing power by 50% for just 3 points (21% increase in cost) that is the most cost effective spend in the army. Why on earth put them in spores? They can inflitrate and can't assault out of the spore. If you want them coming on as reserves then out flank them and at least they can assault when they arrive. A total waste of points that will do nothing but get your Genestealers destroyed. Also not having them infiltrate will mean your opponent can concentrate even more fire on that Swarmlord as he'll literally have nothing else to worry about in turn 1. So I can't see your troops doing much damage or surviving long enough to claim objectives and you have NOTHING to hold any objectives in or near your deployment zone... Doom is Ok, Zoanthropes are wasted without a pod. Mech will laugh at you as one slow 18" range unit is the only threat to them. I'd advise some Hive Guard for any Tournament ALWAYS. Heavy support is fine, Trygons need to be used in pairs, you have that, whilst the Mawloc is great on its own as it is just a gimick attack creature. Spores should probably have a gun Cluster Spines is great for this as they have to shoot at the nearest target anyway range is not really an issue (death spitters is also a good choice that doesn't put your own troops at risk, but wheres the fun in that?). As fuegan17 has pointed out Spore mine clusters are great area denial and messing with your opponents deployment which can greatly increase the survivability of the burrowers. Also remember Spore mines can assault! So basically I think this is a total mess. The Hormagaunts have no Gargoyles to offer faster threat to ensure they make combat and are in too small units. The Stealers are a total mess. The Swarmlord has no way of surviving turn 1 except poor dice rolling (or immense stupidity) from your opponent. His death spanners a large chunk of your spore assault tactic. You have little anti-mech fire power and without the Swarmlord those burrowers are likely to come on one at a time and get blown all to hell...
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This message was edited 1 time. Last update was at 2010/01/26 10:11:07
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![[Post New]](/s/i/i.gif) 2010/01/26 16:25:02
Subject: New Tyranids Army List 1850
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Been Around the Block
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I would swap spores from stealers to gants,
Then downgrade the prime to put the zoantropes into a pod,
And unless you need the swarmlord
Switch to a flyrant, with some gargoyles,
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![[Post New]](/s/i/i.gif) 2010/01/26 22:16:17
Subject: New Tyranids Army List 1850
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Jovial Plaguebearer of Nurgle
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Best regards to all who has reply to my new Tyranids Army, but with further reviewing the New Nidz codex and understanding the new rules. I feel that this list can compete in the uncoming tourney this week. I understand that i have 2 unit of Homagaunt, but the tatics are to intertwine them with each other. this will give the unit a cover safe.....Yeah yeah i know that they might be flamer here and here, but who cares. The Zoanthrope are one the biggest upgrade and newly reform nidx, by gaving them a 3 plus Invulnerable save and a lancing weapon. the only group that has the same save is Termanater with storm shields. Now for the the genestealer are upgraded with talon, and the broodlord can gimp a any character in melee with the Hapnotic Gaze....The Doom of Malan'tai is the broke character in this new nidz codex, because of the Life leecthing ablity that affect all units in a 6'' wether or not they are in their vechicles. Please read the new Codex and Belloflostsoul. The 2 Trygon and Mawloc are great, i dont care about CSM,SM,or IG small gun fire, you have to roll a 6 to get through their armor. the Genestealer are better used in drop pod, becuase our drop are not the same as SM. SM are consider open top and the Nidz are not........can you say no line of sight. The biggest question for my opponet is to pick which group to target. plus the Mawloc can not deep stike not on top, but come from below.
Any Comment are welcome.
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Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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![[Post New]](/s/i/i.gif) 2010/01/27 14:53:52
Subject: New Tyranids Army List 1850
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Fresh-Faced New User
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If the tournament organizers follow the Adepticon FAQ, intertwining units only grant the rearmost unit a cover save. e.g., the unit that has models in the front line will grant cover to the second unit, but not vice versa. Plus, "they might be a flamer here and here, but who cares."? No. These two units will die to one round of shooting from any normal squad of small arms that includes a flamer. And heaven forbid you run across any heavy flamers or the Redeemer.
On virtually everything else I agree with Flingit. Zoeys need a pod. The Doom is not broken...he is T4. But he's still fun...and as for affecting units inside vehicles, you had better check with the other players and organizer. There is no precedent for such an effect in the game. The codex gives no permission for such an effect, either.
Also, genestealers in a pod makes no sense because that sucker will scatter. Any army with the slightest mobility and agressive playstyle will hammer your troops, fast. Warriors are the only troop choice in the book that can take a pod effectively, because they are not bolter bait and they can shoot.
Your Swarmlord and your Zoeys are going to die by turn 2 against any army with decent shooting. I guarantee it. A tyrant without guard is a fool's errand.
So, in sum: nice Heavy Support. If anything else works out, please let us now how you did it.
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![[Post New]](/s/i/i.gif) 2010/01/27 15:07:30
Subject: New Tyranids Army List 1850
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Jovial Plaguebearer of Nurgle
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The Doom is not broken...he is T4. But he's still fun...and as for affecting units inside vehicles, you had better check with the other players and organizer. There is no precedent for such an effect in the game. The codex gives no permission for such an effect, either.
I would have to disagree with the rule and the function of Malaa'tai, it ture that you can not target a unit while in a vehcile, but the ability of Malaa'tai clearly state that any unit within 6' must take a leadership check before anybody shooting phase, this also includes while in combat phase as well. Since the rules state that any unit regardless of a unit in vehicle you have to take the test. Plus FAQ....what FAQ there isnt any yet for the Nidz Codex....Won't be for another 3 months
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This message was edited 1 time. Last update was at 2010/01/27 17:14:11
Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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![[Post New]](/s/i/i.gif) 2010/01/28 12:19:03
Subject: New Tyranids Army List 1850
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Fresh-Faced New User
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It's from the FAQ for the BRB that is supported by Adepticon and many other tournaments. The FAQ was made by some of the leaders of Dakka, and it is very thorough.
Name one other unit in the game that has a power affecting a unit inside of a vehicle, and I (and your opponents) will concede the point. The rules say nothing about "regardless of a unit in vehicle," and nothing has ever implied that such a power would have such an effect. For all intents and purposes that unit is not on the board, with the slim exceptions of Fire Points and effects on the squad made via the transport itself.
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![[Post New]](/s/i/i.gif) 2010/01/28 13:43:27
Subject: Re:New Tyranids Army List 1850
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Been Around the Block
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The point isn't whether your interpretation of the Doom's ability is right or wrong, it is that it is an unusual enough situation that the tournament organizers could rule either way, so you should check to see what their ruling is before relying on it as a strategy.
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![[Post New]](/s/i/i.gif) 2010/01/29 01:16:27
Subject: New Tyranids Army List 1850
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Jovial Plaguebearer of Nurgle
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doak22 wrote:It's from the FAQ for the BRB that is supported by Adepticon and many other tournaments. The FAQ was made by some of the leaders of Dakka, and it is very thorough.
Name one other unit in the game that has a power affecting a unit inside of a vehicle, and I (and your opponents) will concede the point. The rules say nothing about "regardless of a unit in vehicle," and nothing has ever implied that such a power would have such an effect. For all intents and purposes that unit is not on the board, with the slim exceptions of Fire Points and effects on the squad made via the transport itself.
there is a new Nidz model that can affect any models in a vehicle The Parasite of Mortrex states that it can affect any models in a vehicle that tries to outflank. The Doom of Malan'tai affect any non-vehicle models within 6' of him. In the 40k all models are assume to be on the board regardless if they are in a vehcile or not. Since many psychic powers needs a LOS and have to target a model then you can state you case, but seen this model does not need a LOS or have to target a model, all models are within its effected area are in danger regardless if they are in a vehcile or not. Now the FAQ, BRB are not coming with new rules intil 2 to 3 months later. This Codex just come out last monday.
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Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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