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![[Post New]](/s/i/i.gif) 2010/07/28 00:27:31
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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2000 Pts - Tyranids Roster
1 Tyranid Prime
Lash Whip & Bonesword; Scything Talons
1 Hive Tyrant
Lash Whip & Bonesword w/Scything Talon; Old Adversary; Wings; Leech Essence; Paroxysm
9 Genestealer Brood
Toxin Sacs
1 Broodlord w/Scything Talons
9 Genestealer Brood
Toxin Sacs
1 Broodlord w/Scything Talons
20 Termagant Brood
20 Hormagaunt Brood
Adrenal Glands; Toxin Sacs
Tervigon
Adrenal Glands; Toxin Sacs: Catalyst: Cluster Spines
1 Carnifex Brood
Scything Talons x2
1 Carnifex Brood
Scything Talons x2
1 Tyrranofex
Rupture Cannon; Cluster Spines; Thorax Swarm (larvae)
2 Zoanthropes
I won't back down on the Carnifexes or the Tyrranofex...
I love genestealers but anyrthing else is up in the air...wish I had Tervigon models...
all right...suggestions please?
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This message was edited 3 times. Last update was at 2010/07/30 13:51:25
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![[Post New]](/s/i/i.gif) 2010/07/28 06:20:33
Subject: Need quick advice on a nid tourney list
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Longtime Dakkanaut
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It looks like a pretty good list, although it seems small for its points value. I don't have my dex on me, so I'm going off of what I remember here.
A few ideas:
1. Seeing as your 'fexes are your only heavy support, no need to brood them up--two in different places helps to spread the pain to wherever your opponent has armor and/or heavy infantry. Otherwise, they're excellent where they are right now. I'd add adrenal glands, but that's just personal preference--I fight against meq a lot.
2. I'm really going to advise against adding toxin sacs to your infantry, especially the 'gants. Gants should rarely ever be in cc, so the amount of points you're spending (4 per model?) on an upgrade you probably won't want to use anyway is probably going to be a waste. As for the Gaunts, warriors, and genestealers, 99% of the time they shouldn't be assaulting anything with a T higher than 4 anyways, so I'd leave it off of them as well.
3. If I were you, i'd outflank those genestealers. That lets them get into cc as soon as they're on the board if you're lucky.
4. Now, with the points you've saved (176 IIRC on those poison prices), get yourself a zoanthrope. It's a great anti-tank weapon at short range and beastly to kill if your opponent doesn't know how to engage it. Generally, you can keep it safe by hiding it behind something large and scary, like a fex.
5. Last, consider a spod for one of your broods or a fex, just to broaden your tactical options.
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/07/28 14:58:13
Subject: Need quick advice on a nid tourney list
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Tower of Power
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Prime has no fleet so isn't going to make combat in a hurry.
Tyrant is geared up for combat; no fleet either. Give is wings if you want combat for a 18" assault range. Oh why hive commander? Appears you may outflank two units so 25 points to make that original outflanking unit ('Stealers) come in early and outflank another. Old adversary with those Hormagaunts would be a lot lot better.
I don't think you need 20 Genestealers. Either split them into 2 units of 10 of just have a large unit of 12-15. After all they are outflanking so won't be shot at all game.
Hormagaunts don't need adrenal glands, they are I5 and with toxin sacs they wound on a 4+ still.
I'd also drop the extras on the Termagants too, keep them in a shooting role.
Consider Carnifexes are built for c.c but don't have fleet; they aren't going to make combat much. Trygons!
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/28 15:43:42
Subject: Need quick advice on a nid tourney list
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Trigger-Happy Baal Predator Pilot
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I think you forgot to list your Tyrannofex there pal.
Also, holy crap on the thoughts from inside the box. Lets think outside the perfect world of the math game where everything pans out exactly as its supposed to, and start realizing that some of the little things might come in handy. Just because Fexs, Primes and Tyrants dont have fleet doesnt mean they wont make it into combat. You can still run the things and engage intelligently. Theyll be able to make charges in 2-3 turns.
Also, just because the termigants are a shooty unit doesnt mean they shouldnt have any CC abilities. Yes, they probably should stick to shooting, but what if there is a wraithlord toolin around that needs to be stopped and the only unit able to do it is the termigants... those toxin sacs are looking mighty good right now, especially at 1 ppm.
What Im getting at is, the list looks like it could perform well. I think you should keep the upgrades on the gants and gaunts because they are so cheap. The genestealers could do without the poison because they have rending, which makes up for it. The warriors are give or take. With the points you save from the genestealer upgrades alone, you could take a Zoanthrope or a Venomthrope if you are so inclined. Also I would split up the carnifexs.
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This message was edited 1 time. Last update was at 2010/07/28 15:44:46
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![[Post New]](/s/i/i.gif) 2010/07/28 16:34:40
Subject: Need quick advice on a nid tourney list
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Tower of Power
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It's not inside the box it's fact. How can they make charges on turn 2 without fleet they can only move 12" a turn!
You use Hormagaunts on Wraithlords...more attacks. Why waste shooting when in combat when another unit can do it better?
You say thinking inside the box but I think you thinking way way out of it on another planet.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/28 18:06:05
Subject: Need quick advice on a nid tourney list
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Ultramarine Chaplain with Hate to Spare
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Here's my issues:
You've paid all those points for a Prime to buff your Warriors BS (as the WS buff is negligeble) but haven't given them any guns which is just franly bizarre.
You're paying 10 points for walking T3 Hormagaunts... I presume they are going to outflank? Even so they are hugely unlikely to be value for money as they die just so quickly. Just get extra bodies they will help more.
Likewise Toxin and Adrenal on the shooty Gants is a good way of making a mediocre unit expensive, If you want Toxin and Adrenal on them get a Tervigon. Otherwise don't bother the only worth while upgrade on them is the Devourer if you're spoding them.
Like Mercer says you're paying for Hive Commander but only have 2 units that are going to be reserved. Which is a waste.
Fexes are poor over priced and in a unit you can over kuill one into the other. Keep them as individuals at least. Are you supposed to have a gtyrannofex in the list? If so that means you;ve managed to select the 2 worst Nid Heavy Support choices...
You have no ranged anti-tank at all and very little close up anti-tank either except the slow moving MCs. Against a mobile army you're essentially conceeding before you've even started with this list.
This list needs a lot more focus. If you want to walk across the board fine build your whole list to do so. If you want Hive commander build your list to suit it go either all or mostly reserve and come on on mass from the flanks and deep strike. This Nid codex is not the most competitive and to make it so you need synergy through out the list otherwise it just falls apart.
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![[Post New]](/s/i/i.gif) 2010/07/28 19:03:54
Subject: Need quick advice on a nid tourney list
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Trigger-Happy Baal Predator Pilot
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mercer wrote:It's not inside the box it's fact. How can they make charges on turn 2 without fleet they can only move 12" a turn!
You use Hormagaunts on Wraithlords...more attacks. Why waste shooting when in combat when another unit can do it better?
You say thinking inside the box but I think you thinking way way out of it on another planet.
First, there's this rule in 40k 5th edition called run... So it will be moving 6+ d6" a turn. So thats 12+ d6+ 6(charge)" in two turns which gives us the grand total of 19-24" by turn two. Not to mention enemy movement. So yeah, it could very well happen. Especially if the enemy wants to bring meltaguns or close combat troops into range of them.
Second, what happens when you opponent uses a wraithlord to tie up your termagants??? "Wow, Im getting my butt kicked because I totally wasnt expecting that turn 2 charge. I need to stop those termagants from shooting. Hey they cant hurt my wraithlord in melee... Charge! WHAAAAA!!!!! They have poisoned attacks!!!" Not every situtation is going to be played on your terms. You might not have the ability to charge the giant thing of doom with your more-attack-hormogaunts. So you might as well take a few steps to increase the multi-role nature of your units. 20pts... c'mon its not that big of a deal.
Lastly, yes I am thinking outside the box. Maybe even on another planet, but guess what... this is 40k, it takes place on other planets.
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![[Post New]](/s/i/i.gif) 2010/07/28 20:31:14
Subject: Re:Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Alright...time for clarifications...
The Prime goes with the Fexes...to give them their cheesy I get a cover save from area terrain bonus...that's why he has a lash whip too...haha...Carnifexes striking first in combat is amazing.
Otherwise splitting the fexes up makes perfect sense and I still might think about it.
The warriors are meant to be a scoring unit that is also a solid synapse...their hearty and extend synapse pretty much all over if i need it.
The last time I used gants...they were in fact charged by a wraithlord...who then got his butt kicked by poison.
The first time I used gants...I gave them poison as well...they killed two trygons and a bunch of bonesword warriors.
Outflank stealers...probably yes. And making the squad smaller is definitely an option i will play with...i just love them so much.
Walking/floating zoeys aren't a bad idea at all...
I have no spod model
Old Adversary is looking better as well...I just like having options...ie i can outflank hormagaunts or gants if the occassion calls for it.
Hormagaunts...shakes head...i just cant drop poison when i have faced so many high toughness models...
Trygons failboat it all the way home.
Genestealers with posion get to reroll all fail to wounds against MEQ or worse...nasty good.
I do not plan for my prime to buff my warriors as i have explained.
@Flingitnow...2 worst choices in YOUR opinion
REALLY WISH I HAD TERVIGONS
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![[Post New]](/s/i/i.gif) 2010/07/28 21:35:28
Subject: Re:Need quick advice on a nid tourney list
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Infiltrating Broodlord
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I do not understand why you have a T-Fex but no Hive Guard. You can get nearly 6 Hive guard for the price of that T-Fex.
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Tyranids
Chaos Space Marines
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![[Post New]](/s/i/i.gif) 2010/07/28 23:37:59
Subject: Re:Need quick advice on a nid tourney list
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Regular Dakkanaut
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ductvader wrote:Alright...time for clarifications...
The Prime goes with the Fexes...to give them their cheesy I get a cover save from area terrain bonus...that's why he has a lash whip too...haha...Carnifexes striking first in combat is amazing.
Otherwise splitting the fexes up makes perfect sense and I still might think about it.
The warriors are meant to be a scoring unit that is also a solid synapse...their hearty and extend synapse pretty much all over if i need it.
The last time I used gants...they were in fact charged by a wraithlord...who then got his butt kicked by poison.
The first time I used gants...I gave them poison as well...they killed two trygons and a bunch of bonesword warriors.
Outflank stealers...probably yes. And making the squad smaller is definitely an option i will play with...i just love them so much.
Walking/floating zoeys aren't a bad idea at all...
I have no spod model
Old Adversary is looking better as well...I just like having options...ie i can outflank hormagaunts or gants if the occassion calls for it.
Hormagaunts...shakes head...i just cant drop poison when i have faced so many high toughness models...
Trygons failboat it all the way home.
Genestealers with posion get to reroll all fail to wounds against MEQ or worse...nasty good.
I do not plan for my prime to buff my warriors as i have explained.
@Flingitnow...2 worst choices in YOUR opinion
REALLY WISH I HAD TERVIGONS
I haven't looked it up specifically but I don't think the prime/carnifex thing works that way. I'm almost certain I read something about monstrous creatures being too large for that kind of allocation and still being able to be specifically targeted, and even if I'm wrong on that account with two carnifexes and one prime, only 33% of the unit is in cover. When one dies then 50% of the unit would be, but not until then.
Also, Carnifexes suck along with Tyranofexes. Just admit it dude. 265 points for two shots per turn at BS 3, with long range that is either worthless because he has to stay with the pack or requires a dedicated synapse baby sitter all the way across the board with him pushing his points well up into the 300+ range and wasting whatever unit you use to baby sit him. Or Hive Guard which can still cover half the table, shoot ten times per turn at BS 4 for the same cost. The Tyranofex actually does have a use but it's not the rupture cannon. Keep him with the rest of the pack, kit him out for short range killyness and launch three weapons, acid splash, cluster spines and thorax swarm, every turn then he starts doing a lot of actual damage. Still way too expensive and a crappy model but at least that way he does something. Only thing I use my Carnifexes for these days is the Tervigon model you wish you had. Everybody knows they're not Carnifexes cause they suck and nobody uses them anymore, so until there's a Tervigon model released use the carnies.
Swap out the Hormagaunt adrenal glands for poison. The strength bonus is marginal and they are already quite high in initiative, compared with wounding on 4+ with potential for a reroll gives you get so many more wounds along with the ability to scare stupid high toughness dudes that think they can ignore your hormies. Ditto with the warriors. Initiative isn't that helpful when you put lash whip/bone sword on them, which is an unholy combo of effectiveness and scary. Take both of them off of the Termagants. Put the points and upgrades where you know it's going to help, not on a unit designed to shoot.
Throw something together with duct tape if you have to, just get anything that's roughly the same size as a drop pod and use it as your Mycetic Spore for the Zoanthropes. They are so, so much more useful when they can just drop down and can open someone's armor. Sure they piss the enemy off and get nuked right after, but I'll guarantee right now in your set up they'll piss people off just being on the board and they're getting nuked as they float across the board never getting to fire a shot. Anybody on the receiving end of spored Zoanthropes will spend the entire game afraid of it coming in from reserves and will make mistakes trying to counter it.
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![[Post New]](/s/i/i.gif) 2010/07/29 02:03:13
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Yup...there's a reason I try not to come to this site anymore...
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![[Post New]](/s/i/i.gif) 2010/07/29 13:57:41
Subject: Need quick advice on a nid tourney list
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Tower of Power
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Caboose wrote:mercer wrote:It's not inside the box it's fact. How can they make charges on turn 2 without fleet they can only move 12" a turn!
You use Hormagaunts on Wraithlords...more attacks. Why waste shooting when in combat when another unit can do it better?
You say thinking inside the box but I think you thinking way way out of it on another planet.
First, there's this rule in 40k 5th edition called run... So it will be moving 6+ d6" a turn. So thats 12+ d6+ 6(charge)" in two turns which gives us the grand total of 19-24" by turn two. Not to mention enemy movement. So yeah, it could very well happen. Especially if the enemy wants to bring meltaguns or close combat troops into range of them.
Second, what happens when you opponent uses a wraithlord to tie up your termagants??? "Wow, Im getting my butt kicked because I totally wasnt expecting that turn 2 charge. I need to stop those termagants from shooting. Hey they cant hurt my wraithlord in melee... Charge! WHAAAAA!!!!! They have poisoned attacks!!!" Not every situtation is going to be played on your terms. You might not have the ability to charge the giant thing of doom with your more-attack-hormogaunts. So you might as well take a few steps to increase the multi-role nature of your units. 20pts... c'mon its not that big of a deal.
Lastly, yes I am thinking outside the box. Maybe even on another planet, but guess what... this is 40k, it takes place on other planets.
Still no fleet! Cannot charge! Your movement maybe correct but still might not be able to charge, so whoever is going to move in with meltaguns will make sure it's dead so no charge or close combat unit which can assault, you're not going to bring a assault unit into range and not get a charge in...
 send Hormagaunts against Wraithlord, already said this. More attacks and toxin sacs will grind the Wraithlord down and if is assault against Termagants they will keep it tied up and the Hormagaunts can assault the Wraithlord cannot assault them for that turn. Yeah, 20 points is a big deal on a shooting unit which shoots stuff.
No 40k plays on a table top in your house or whatever. It's not real!
ductvader wrote:Alright...time for clarifications...
The Prime goes with the Fexes...to give them their cheesy I get a cover save from area terrain bonus...that's why he has a lash whip too...haha...Carnifexes striking first in combat is amazing.
Otherwise splitting the fexes up makes perfect sense and I still might think about it.
The warriors are meant to be a scoring unit that is also a solid synapse...their hearty and extend synapse pretty much all over if i need it.
The last time I used gants...they were in fact charged by a wraithlord...who then got his butt kicked by poison.
The first time I used gants...I gave them poison as well...they killed two trygons and a bunch of bonesword warriors.
Outflank stealers...probably yes. And making the squad smaller is definitely an option i will play with...i just love them so much.
Walking/floating zoeys aren't a bad idea at all...
I have no spod model
Old Adversary is looking better as well...I just like having options...ie i can outflank hormagaunts or gants if the occassion calls for it.
Hormagaunts...shakes head...i just cant drop poison when i have faced so many high toughness models...
Trygons failboat it all the way home.
Genestealers with posion get to reroll all fail to wounds against MEQ or worse...nasty good.
I do not plan for my prime to buff my warriors as i have explained.
@Flingitnow...2 worst choices in YOUR opinion
REALLY WISH I HAD TERVIGONS
Two Fexes right? Prime can go in cover but you need majority of the unit to be in cover; that's two out of three in cover not one out of three in cover.
No one really has a Spore model
Why are Trygons "fail boats" for? Faster, more attacks and more wounds than a Carnifex...
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/29 20:22:27
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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They squad gets cover...so you put a fex and the hq in area terrain...boom...got it.
Seeing as you have mixed unit types you treat the squad as infantry for cover purposes. Automatically Appended Next Post: And what Caboose is saying is that...
I would not intentionally send termagants against a wraithlord...but my opponent would intentionally send a wraithlord against termagants...20 points for that safety net is a good buy...better to play the game smart than stupid.
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This message was edited 1 time. Last update was at 2010/07/29 20:23:58
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![[Post New]](/s/i/i.gif) 2010/07/29 21:58:45
Subject: Need quick advice on a nid tourney list
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Loyal Necron Lychguard
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After plugging the list that you have in the first post into Battlescribe, it looks like you are 11 points over. You might want to double check your math. Could be an error on my end but I've gone through my army catalog pretty well to squash any bugs. Aside from that, if it was my list, this is what I'd change:
- Add toxin sacs on on the stealers. It makes them better equipped to take down big nasties and gives them more chances to rend.
- Swap out the adrenal glands on the hormies for toxin sacs. The only real reason I can see for adrenal on the hormies is to threaten rear AV10 with glances, but that's not really their role. They'll be much better served by always rolling 4+ and getting the rerolls on T3 units.
- Drop the adrenal on the termies, maybe the toxin as well. If you can employ them well with the upgrades and they have worked for you, then go with it. At 2 points per model it's not incredibly expensive and it does improve thier abilities in CC by a pretty wide margin if you can get the charge.
- Not really too keen on the adrenal glands on the warriors, but I usually run mine with the LW/ BS setup so I don't really need it. As resiliant as they can be, just be real carefull with these guys against IG. It sucks to have them wiped out by one lucky battle cannon or basilisk shot (probably already know that, but I said it anyway  )
- As others have pointed out, with 2 fexes and a prime you are not going to get the cover save benefits because of the majority rules, so it might be adviseable to run one fex by himself and behind the other fex to try and work a cover save for him, while the one in front is mated with the prime.
- I'll reiterate what others have said by saying I think you'd be better off using the points from the T-fex to by Hive Guard. Once they are in range you'll do far more damge with 10 BS4 S8 shots that ignore LOS and most intervening cover than you will with 2 BS3 S10 shots. With good use of LOS blocking terrain, they'll be much more survivable as well. Again though, it's your list and not mine so if you can make the T-fex work for you then more power to you.
- Walking Zoeys can work with proper use of cover, but when I have a couple of outflanking units like this list, I like to Spod them as it puts a decent amount stuff in the opponents backfield they have to deal with right away. This in turn takes a lot of pressure off my walking units. I wish you could still choose to drop the Spods empty as it really depends on the opposing army and the deployment of everyone.
Anyway, for what it's worth those are my thoughts. Main thing is if it works for you, then use it. The above is what works for me.
EDIT: On the cover thing, area terrain does not automaticly grant MCs cover. They still have to be 50% obscurred.
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This message was edited 1 time. Last update was at 2010/07/29 22:07:36
11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2010/07/29 23:09:01
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Maelstrom808 wrote:After plugging the list that you have in the first post into Battlescribe, it looks like you are 11 points over...
- Add toxin sacs on on the stealers. It makes them better equipped to take down big nasties and gives them more chances to rend...
- Swap out the adrenal glands on the hormies for toxin sacs. The only real reason I can see for adrenal on the hormies is to threaten rear AV10 with glances, but that's not really their role. They'll be much better served by always rolling 4+ and getting the rerolls on T3 units...
- I'll reiterate what others have said by saying I think you'd be better off using the points from the T-fex to by Hive Guard. Once they are in range you'll do far more damge with 10 BS4 S8 shots that ignore LOS and most intervening cover than you will with 2 BS3 S10 shots. With good use of LOS blocking terrain, they'll be much more survivable as well. Again though, it's your list and not mine so if you can make the T-fex work for you then more power to you...
- Walking Zoeys can work with proper use of cover, but when I have a couple of outflanking units like this list, I like to Spod them as it puts a decent amount stuff in the opponents backfield they have to deal with right away. This in turn takes a lot of pressure off my walking units. I wish you could still choose to drop the Spods empty as it really depends on the opposing army and the deployment of everyone...
All right...now this is probably my favorite response thus far...mature and thought out.
I originally had toxin sacs on the stealers, I have been playing with the list too much...they'll probably get them again...
I went adrenal on the hormies because i am always afraid of running into pure mech...too many guard players around...
I have no hive guard and don't care for them much anyways...but I do see everyone's point...its not my flavor.
Once I get good representable spods...then I can start to work with them...until then...I refuse to use the aforementioned "ball of duct tape" in my army. I do like the idea of spods as deployable cover and freaking my opponent out as i advance.
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![[Post New]](/s/i/i.gif) 2010/07/29 23:40:28
Subject: Re:Need quick advice on a nid tourney list
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Loyal Necron Lychguard
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Understandable points. Everyone has their own builds that do well for them. There are too many factors to completely write something off. The personalities of players on both sides of the table, the typical terrain available on the boards being played, meta-game in the area, skill level of players in the area, or just a particular style of play. In the general scheme of things (taken from a sample of players worldwide) something may look very poor, but in local conditions with a given player they may be able to make it work just fine. Long story short, give advice, don't be an ass about it, let the other guy make up his mind about what works for him (or her as the case may be).
The exception to that is Pyrovores...just say no
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2010/07/29 23:52:21
Subject: Need quick advice on a nid tourney list
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Perfect Shot Dark Angels Predator Pilot
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Eh, throw a swarmlord in there
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Follow me if i advance
kill me if i retreat
Avenge me if i die |
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![[Post New]](/s/i/i.gif) 2010/07/30 02:36:27
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Updated the list...I quick built my tervigon...
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![[Post New]](/s/i/i.gif) 2010/07/30 13:16:06
Subject: Need quick advice on a nid tourney list
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Tower of Power
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ductvader wrote:They squad gets cover...so you put a fex and the hq in area terrain...boom...got it.
Seeing as you have mixed unit types you treat the squad as infantry for cover purposes.
Automatically Appended Next Post:
And what Caboose is saying is that...
I would not intentionally send termagants against a wraithlord...but my opponent would intentionally send a wraithlord against termagants...20 points for that safety net is a good buy...better to play the game smart than stupid.
Er, no. You need 50% of a unit in cover. You have a single unit in cover and two out, that's not 50% in cover.
As for your response about about Maelstorm gbeing your favourite post you'll notice I actually said all that previously... Automatically Appended Next Post: As for the new list:
Tyrant is still on foot and won't make combat very quickly plus doesn't have a Guard either. You want it on foot take devourers or venom cannon. Combat Tyrants have wings for reasons mentioned several times already.
Toxin sacs are essential on Genestealers. Toxin sacs give re-roll to wound against < T4 which means more rends!
Zoanthropes should be in a Pod as fomr target priority for mech they will be first shot at.
It appears people are giving feedback and you're not listening. You seem to be little peoples feedback or not pay attention. What's the point putting up a list for feedback and not listen?
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This message was edited 1 time. Last update was at 2010/07/30 13:23:02
warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/30 13:34:34
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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The Tyrant does in fact have a Guard and has since I first posted...
I appreciate feedback that does not simply replace my way of playing...but embraces it and works with it. The beauty of Tyranids is that there isn't one ultimate way to victory...you can put focus on the units you know and love without being bland.
I can't find spare points for stealer poison...have any suggestions?
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This message was edited 1 time. Last update was at 2010/07/30 13:34:49
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![[Post New]](/s/i/i.gif) 2010/07/30 13:38:52
Subject: Need quick advice on a nid tourney list
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Ultramarine Chaplain with Hate to Spare
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I can't find spare points for stealer poison...have any suggestions?
Drop the broodlords.
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![[Post New]](/s/i/i.gif) 2010/07/30 13:42:56
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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hmmmmm...you really think poison outclasses a broodlord?
I haven't used him all too much but they few time I have he's proved himself useful on holding objectives by himself.
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![[Post New]](/s/i/i.gif) 2010/07/30 13:43:27
Subject: Need quick advice on a nid tourney list
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Tower of Power
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I take it back on the Tyrant Guard and mis read and thought Hive Guard for some reason. Still, point remains c.c unit which cannot get into c.c quickly...I would make it shooty perhaps drop a Guard because you don't need three and get some weapnos on the Tyrant, then get lash whips on the Guard so if anything does assault it's I1.
The feedback I always give is how to make units work better, cut the crap out and getting the most of of your units without any hold ups. That's how I build my lists, so everything works together correctly and nothing in the units have any issues.
For example, and once again the Tyrant. He's good in c.c and he's geared for it but he cannot get there fast. He can move up to 12" a turn but if he's out of assault by 2" it's tough luck. But you give him wings and he can assault 18" now which is 6" more, a big difference. If you want to walk him then there's no point in having c.c because will take ages to get there - if a c.c unit isn't getting into combat until later in the game then it's a waste of a unit. So the above suggestion on having two Guard with whips and a gun Tyrant would do you better. That's making units working correctly, assault unit can actually assault.
Making units work better is adding toxin sacs on the 'Stealers for reasons already mentioned. Now, I understand why you want toxin sacs on the Termagants but I would still drop them and put them on the 'Stealers. You shouldn't have weapons because of "just in case" you're not a moron and should move your Termagants to avoid assault by such units and use your combat units to get those which may attempt to tackle those Termagants. Stealers would make a mess of a Wraithlord, Wraithlord suck anyway, but that's not the point.
So I've told you this stuff three times now and I'm wondering why I bother because you're clearly not listening. Your list is ok, it just needs fine tuning to get those units setup right without any holding itself back and to be fluid and getting more out those units.
You see where I am coming from?
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/30 13:49:18
Subject: Need quick advice on a nid tourney list
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Ultramarine Chaplain with Hate to Spare
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Broodlord is a defensive option Toxin is an attacking one. Without power weapon attacks the BL is just a S5 guy with fewer attacks than the same points of stealers and if you add toxin that S5 becomes largely irrelevant. The T5 is entirely useless until the Brood drops to just him and 1 other bloke...
Do you see your stelaers as a defensive or offensive option? Do you want them to be 50% more killy or 5% more survivable?
I know which I would choose.
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![[Post New]](/s/i/i.gif) 2010/07/30 13:53:23
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Made him a flytyrant...never played with tyrant guard before anyways and I'd hate my first time to be a tourney...got rid of all those points for the poison.
By the way the poison and glands are now on the tervigon...not the gants...
I changed to old adversary forever ago but forgot to update...
genestealers have their poison and a few more numbers... Automatically Appended Next Post: and i have 14 points left Automatically Appended Next Post: I think now we can start looking at my prime...he seems dull and worthless now... Automatically Appended Next Post: Would you ever deepstrike a flytyrant?
Or split up my two zoeys?
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This message was edited 3 times. Last update was at 2010/07/30 14:02:17
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![[Post New]](/s/i/i.gif) 2010/07/30 14:10:45
Subject: Need quick advice on a nid tourney list
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Tower of Power
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Ok. If you're running a flyrant keep Hormagaunts close, give the Tyrant old adversary instead of hive commander and now Hormagaunts re-roll to hit and wound on a 4+. When I said make flyrant or gun Tyrant it's a either or choice. IN your case you've you've taken the wrong one. Flyrant works for close combat as mentioned, but you need other big fast moving targets like Trygons. So replace Carnifexes with Trygons or go back to foot Tyrant and give guns but drop a Tyrant Guard to pay for that. I think that would be a better option TBH, perhaps I should have said..
Oh, what did I tell you about the Prime in my first post? lol. It appears you've opened your ears now
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/30 14:16:33
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Carnifexes are not to be replaced...that point is moot...
Replacing the prime for 9 spore mines in 3 clusters...because that has worked very well for me in the past.
I know that it all depends on who i am facing if it even does anything...but I have had it win me games and being able to push around my oppenents deployment is great.
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![[Post New]](/s/i/i.gif) 2010/07/30 14:52:41
Subject: Need quick advice on a nid tourney list
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Tower of Power
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It's not a moot point is it. Trygons are better than Carnifexes. The point is moot because you won't, but that's obiously your choice if you want a slow c.c unit without fleet plodding along..lol.
Hive Guard? More anti tank would be great. You've only got the Tyannofex and that's meh.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/07/30 23:04:49
Subject: Need quick advice on a nid tourney list
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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The point is moot because it's my thread and I have already stated as thus.
Hive Guard are nice...I don't have a problem admitting that...but as I said...multiple times...not my style.
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![[Post New]](/s/i/i.gif) 2010/08/01 01:00:51
Subject: Need quick advice on a nid tourney list
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Regular Dakkanaut
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Hey whatever, you want to play with a crappy second rate model it's your choice. Just don't get so defensive when people tell you it's a crappy second rate model, because it is a crappy second rate model (**** you very much GW). This goes for both the Carnifexes and the Tyranofex.
Also, don't bring spore mines. Biovores as spore mine launchers maybe, but not the deployable mines. I guarantee your opponent is going to have something short range the first turn that he can't shoot at the rest of the army so the only target will be the lonely little group of spore mines that take one wound to chain-reaction them all off and hand him a B.S. kill point for free since GW is slowed enough to have managed to screw up cost-based victory points.
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