Switch Theme:

First Nid list under 6th  [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 gb
Tunneling Trygon






I've not read the rulebook through fully yet, but from initial looks etc I think a large horde/shooty list is the way to go. Looking at 1,850 for starters with a view to tournaments in the Autumn after a summer of practice games.

Still not totally convinced by the mass MC flyers as harpy's still look a little fragile to me. 2+ armour saves do seem to be a good thing to go for due to many power weapons dropping to AP3. So, initial list:

HQ hive tyrant, OA, 2TL devourers, Armoured Shell 265
HQ 2 tyrant guard with lash whips 130
EL 2 hive guard 100
EL 2 hive guard 100
EL 2 zoan/spore 160
TR 20 termagants w/devourers 200
TR tervigon, AG,TS, cat, Stalons 200
TR 10 termagants 50
TR tervigon as above 200
HS carnifex 2 TL devourers 190
HS tyrannofex, acid spray, s/salvo, thorax 250

I've never thought the TFex worked as a ranged AV unit, but charge him forward and use him as an infantry wrecker with a 2+ armour save and he might just work. Fex with 12 S6 shots and same with tyrant will work with the hive guard to shred armour 12 and below. Armour 13-14 will be zoeys (not reliable but I need to have some threat to them) and then MCs in CC.

10 termagants to sit on an objective and 20 devourer gants to put the hurt on any infantry starting on the table.

Got to buy that TFex model, but this is the base list to start with while I tweak. Any thoughts?

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Towering Hierophant Bio-Titan






This is very similar to the list I came up with recently. The main differences are:

1) I put the devilgaunts in a pod to hit a target of opportunity. They'll probably die, but they're a solid threat to anything in the enemy backfield such as heavy weapon teams, war walkers or long fangs. They're also scoring so you can grab a surprise objective that your opponent thinks is safe if he doesn't react well enough.

2) I take all three powers on the Terivgons to give me 3 biomancy rolls. Endurance is better than Catalyst, and Iron Arm can make your Tervigons very resistant to missiles etc.

3) Instead of Zoans I now take 'stealers as anti-tank. AG Genestealers can infiltrate and deny part of the field to enemy transports, who need to come within charge range in turn 2 or go elsewhere. Ymgarls are an even bigger surprise if you can predict where the enemy will go, as they can still assault as they arrive.
   
Made in gb
Tunneling Trygon






xttz wrote:This is very similar to the list I came up with recently. The main differences are:

1) I put the devilgaunts in a pod to hit a target of opportunity. They'll probably die, but they're a solid threat to anything in the enemy backfield such as heavy weapon teams, war walkers or long fangs. They're also scoring so you can grab a surprise objective that your opponent thinks is safe if he doesn't react well enough.

2) I take all three powers on the Terivgons to give me 3 biomancy rolls. Endurance is better than Catalyst, and Iron Arm can make your Tervigons very resistant to missiles etc.

3) Instead of Zoans I now take 'stealers as anti-tank. AG Genestealers can infiltrate and deny part of the field to enemy transports, who need to come within charge range in turn 2 or go elsewhere. Ymgarls are an even bigger surprise if you can predict where the enemy will go, as they can still assault as they arrive.


Thanks for this. I used to run devilgants in the spore, but they got isolated and were a 1 turn suicide unit at best. if I spore them I would be outside of the OA, tervigon bubble which I want to take advantage of. I'm tempted to run these behind the horde first turn and then spin them forwards about T3 to carve stuff up. I'm tempted to also use them as the recipient of catalyst.

Psychic powers I really need to have a proper run through on the table before I change. Slightly worried about how bad rolls on the table could completely nerf my army as opposed to guaranteed catalyst. Only having one castable power per turn will be an issue for the tervigon even if he can take 2-3 powers. More likely to swap the tryant powers as I rarely ever used them to be honest.

Ymgarl won't really do the job against dreads/landraiders and the like, which the zoanthropes can. Armour 10,11 and to some extent 12 is well covered by hive guard and devourers. Wanting to take 5 elites is always the problem with Nids but tournaments here are never at 2k levels ...

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Towering Hierophant Bio-Titan






Yeah I can see why you'd hold them back, OA adds a ton of value to devilgaunts. You could project that out with a Flyrant with good timing, but that's not really in the scope of this list.

The Hive Tyrant is a solid candidate to experiment with psychic powers, since all the default ones are short range and won't be used for half the game normally. If you're lucky enough to roll Warp Speed he becomes insane for challenges, Fleeting toward a target then using extra attacks and init to smack down an opponent. Don't forget you can Smash opponents to ID them if they're T5 or below, and any extra attacks are not halved by Smash.

I tend to find 99% of AV14 vehicles will roll right on up to you as fast as they can (LRC's!) - which means you can crack them open with your 5 MC's. Zoans are a little riskier lately with Deny the Witch and the extra need to bring psychic defense.
   
Made in gb
Longtime Dakkanaut





Norwich

ruminator wrote:
Ymgarl won't really do the job against dreads/landraiders and the like...


Ymgarls eat Dreads for breakfast.
My Dread got charged by 6 Ymgarls and didn't get an attack back. +1 attack, so thats 4 attacks on the charge, 24 attacks 3s to hit, 16 hits, so thats what 2.66 6s? Something like that. Thats just six Ymgarls on an average roll. But yeah they won't do too well against Land Raiders.

I like your list though, do you reckon two Tfexes would be worth taking?

DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ 
   
Made in gb
Tunneling Trygon






rodgers37 wrote:
ruminator wrote:
Ymgarl won't really do the job against dreads/landraiders and the like...


Ymgarls eat Dreads for breakfast.
My Dread got charged by 6 Ymgarls and didn't get an attack back. +1 attack, so thats 4 attacks on the charge, 24 attacks 3s to hit, 16 hits, so thats what 2.66 6s? Something like that. Thats just six Ymgarls on an average roll. But yeah they won't do too well against Land Raiders.

I like your list though, do you reckon two Tfexes would be worth taking?


TFexes are a new thing for me - never really went for the WS3 long range cannon but the close range infantry stuff with the buffs to 2+ armour make it worth a spin that's for sure. At least it can't get power weaponed to death quite so easily now.

Ymgarls, you're totally reliant on rolling a bunch of rends and then not 1 or 2s on the extra roll. Just not had much luck there to be honest and anything it gets to hit back in return is toast. If it's a furioso or ironclad then don't even think about it, those things are lethal!

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Ground Crew




Fairfax, VA

Objuration Mechanicum is great for taking hull points off vehicles - Biomancy has some great buffs and abilities - but the utility from telekensis makes a more balanced list, especially with all the roit about flyers.

This message was edited 1 time. Last update was at 2012/07/10 15:28:20


Innocence Proves Nothing! 
   
 
Forum Index » 40K Army Lists
Go to: