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![[Post New]](/s/i/i.gif) 2010/01/27 16:10:03
Subject: Duff Nid units?
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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I want to ask the wider Dakka audience if they feel there are any units in the Tyranid Codex that people feel are just not really worth taking? I ask because I am coming back to 40k after a long hiatus (only played one game of 4th Ed, nothing since) and I'm looking to get a feel for the game, and how things pan out in games. Please don't just post up an entry in the army list, and then leave it at that, I'd like to know why you guys don't rate it. Perhaps there is a unit which can fulfil a similar role better, or just as well whilst also performing in a different sphere. Same goes for upgrades etc. I understand and ultimately agree that for the time being, Toxin Sacs are largely pointless for Carnifex, as you will typically wound on a 3+ anyway, making the re-rollable 4+ less intriguing an ability. But are there any others which you feel just don't make the cut? Equally, do you feel there are units in the book which need too much synergy to be readily considered for most games? For example, the Pyrovore. I can think of lots of things to do with it (Bug Bomb) but do you feel that it's just too situational, and needs too much 'babysitting' from other units to make it worthwhile?
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This message was edited 1 time. Last update was at 2010/01/27 16:13:39
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![[Post New]](/s/i/i.gif) 2010/01/27 16:19:53
Subject: Re:Duff Nid units?
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Hellacious Havoc
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After pouring over the 'Nid codex for hours trying to come up with a list that spells Synergy and lethality, I find ALL the units in the army list useful.
It really depends on how you want to play and finding the right units that work for you.
For instance I'm wanting to do a "surprise  -zeks" kinda army so I'll be utilizing Deathleaper, Ygmarl stealers, a Trygon, some Ravenors, and other goodies.
The only unit I don't think much of is the Parasite of Mortrex. I feel there are deadlier units in the book for the same amount of points. Also I think rending claws seem to have lost their touch on a lot of units (outside of 'Stealers).
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![[Post New]](/s/i/i.gif) 2010/01/27 16:23:00
Subject: Duff Nid units?
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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I think Rending Claws are more limited these days. Certainly, on anything other than Raveners and Genestealers, I would far rather plump for the Bonesword Upgrade and get a full on Power Weapon with fringe benefits. Rending has almost had it's day at the hands (claws?) of the very army that spawned it! Still useful like, just superceded by the lovely Boneswords.
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![[Post New]](/s/i/i.gif) 2010/01/27 17:08:02
Subject: Duff Nid units?
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Stubborn Dark Angels Veteran Sergeant
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I think the Parasite looks OK, for some lists. He's the cheapest winged / DSing HQ choice, for starters... so if your list was intended to be all Deep Strike, he could be a solid choice.
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![[Post New]](/s/i/i.gif) 2010/01/27 17:31:17
Subject: Duff Nid units?
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Oh, what about Skyslasher Swarms? Given that they are a Fast Attack slot, I can see myself ignoring them in most cases for something with a little more muscle? For example, a Harpy with Gargoyle 'interceptor' screen, and some Raveners?
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![[Post New]](/s/i/i.gif) 2010/01/27 18:18:27
Subject: Duff Nid units?
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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I think rippers in general are a pretty duff choice in this book. With such good, solid scoring units, why would you fill your troops with swarms?
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![[Post New]](/s/i/i.gif) 2010/01/27 18:25:48
Subject: Duff Nid units?
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Stubborn Temple Guard
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I see rippers happenign more when the Parasite is on the field. The fun you can have against the Guard is endlessly amusing.
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27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. |
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![[Post New]](/s/i/i.gif) 2010/01/27 18:55:38
Subject: Re:Duff Nid units?
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Been Around the Block
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I think Rippers are by far the weakest option in the codex - there is just very little they offer that other units don't do better. Pyrovores are considered weak - I don't think them useless, though, just not as promising as other Elite choices.
My biggest disappointment, honestly, is Lictors. Again, not completely useless - but their benefits for reserves are very unreliable (since they have to come in first to grant them), and their inability to assault when they arrive makes them rather fragile. They can still be useful distractions and do have something of a shooting attack now, and can come in a full brood - but I was really hoping they would be a standout unit this time around, and they really aren't.
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![[Post New]](/s/i/i.gif) 2010/01/27 19:22:21
Subject: Re:Duff Nid units?
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Infiltrating Broodlord
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I have to agree with the above post. Lictors, Pyrovores, and Rippers are not great choices. However, Death Leaper is pretty awesome (which is why Im glad I only have 1 lictor model).
The new Raveners look awesome and fun, but Im not sure how great they are going to be.
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Tyranids
Chaos Space Marines
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![[Post New]](/s/i/i.gif) 2010/01/27 19:23:07
Subject: Duff Nid units?
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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I think Lictors got a decent boost, in that they can appear anywhere without scattering (might be a bit off, don't have book to hand!) so your opponent really has to guess now, rather than whittling it down to one or two ominous looking pieces of terrain. But yeah, standing around scratching their butt for a turn isn't terribly appealing. Whereas Deathleaper is absolutely rock hard, and almost compulsory.
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This message was edited 1 time. Last update was at 2010/01/27 19:23:59
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