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![[Post New]](/s/i/i.gif) 2013/02/06 14:08:40
Subject: 1k nidzilla review
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Oozing Spawning Vat
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The gaming store I game at, has an agreement with the players, both players must agree to use of named characters and flyers.
Most the players are new so we play smaller army's 1k normally.
I am just looking for a review and comments on my nidzilla list
Note most the players are chaos, marines, orks, or nids.
HQ - 410
Hive Tyrant (225)
twin-linked devourers with brainleech worms; twin-linked devourers with brainleech worms; Old Adversary.
Tervigon (185)
Catalyst; toxin sacs.
Elites - 155
2 Hive Guard (100)
1 Venomthrope (55)
Troops - 435
20 Termagants (250)
devourer.
• Mycetic Spore: cluster spines.
The Scuttling Swarm Tervigon (185)
Catalyst; cluster spines; toxin sacs.
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![[Post New]](/s/i/i.gif) 2013/02/06 14:53:47
Subject: Re:1k nidzilla review
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Ultramarine Land Raider Pilot on Cruise Control
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List looks well rounded. The venomthrope is a little strange. Might want to consider dropping the venomthrope and some devilgants and get 2 more hiveguards. Then run 2 broods of 2 guards.
My Nidzilla 1k list was:
2 Flyrants w/ Devourers
2 Tervigons w/ Catalyst
11 Termagants
10 Termagants
I don't remember if I can fit TS/AG on the Tervigons. You're flyers are over half your point values, so you need them to have FNP every turn and they are your primary anti AV destroyers. You're tervigons are just as effective but a lot slower. This list is a lot of fun, but like I said, your list is a lot more balanced.
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![[Post New]](/s/i/i.gif) 2013/02/06 15:09:21
Subject: Re:1k nidzilla review
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Oozing Spawning Vat
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I took the venomthorpe to give the cover save to my mc. I find without that missiles take them out to fast. I like having a save even in the open lol. But I have yet to play test it to see if it works the way I want it too.
Also, as I have not had a chance to work with flyers, how do the flying tyrants work? On paper they look amazing, but are they in practice? Or do they just get gunned down fast?
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This message was edited 1 time. Last update was at 2013/02/06 15:11:53
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![[Post New]](/s/i/i.gif) 2013/02/06 15:13:34
Subject: Re:1k nidzilla review
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Guard Heavy Weapon Crewman
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The only concern I might have would be AV 14 and (to a lesser extent) fliers.
Having recently fielded my IG against a large Tyranid swarm, I found the prospect of being within 18 inches of a Zoanthrope to be so utterly terrifying that I avoided them like the plague. When they did manage to pin my tanks down, they blew them to pieces. I'd consider finding points for a Zoanthrope or two. Trading 60 points for a Landraider or Russ would be enjoyable. And if there is no high AV on the table, you could swop their powers out and make them into support creatures.
The Hive Tyrant is a reasonable counter to fliers through sheer weight of fire, but another option might be to find the points to get it wings, so you can zip about, raining firepower down on the prey-creatures.
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Finished is not perfec... |
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![[Post New]](/s/i/i.gif) 2013/02/06 17:29:45
Subject: Re:1k nidzilla review
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Ultramarine Land Raider Pilot on Cruise Control
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I like the idea of the Venomthrope, but you only have one and it's only 6". This in mind, I wouldn't spend anymore unnecessary points on them. Cover save in 6th edition is one of the easiest things to get. You only need 25% covered. So as long as you are near terrain you'll be find. MCs can move through ruins and roll 3d6 to move through them. So don't be worried about it slowing down your advance.
Flyrants on the other hand, don't get cover saves while they are in the air. It takes awhile to get used to when they should start in reserves or start on the board. When to swoop (fly) and when you glide (land). It takes practice and a lot. In my experience, it's always best to keep it in the air, unless there is a high AV unit that really needs to go. If it goes to ground, be prepared to lose it. Best case scenario, he doesn't; but be prepared. Another thing to keep in mind, all FMCs need to take grounding tests when he takes a "hit". Not a wound. One or more hits from a single unit makes him take the test. On a 3+, he stays in the air. On 1 or 2, he takes a single S9 test with no armor saves, however, he still gets FNP from Catalyst or Endurance. Once he is on the ground the rest of his army will shoot at it. More experience players will shoot with their Skyfires and TL weapons until it's downed then fire with the rest.
Even when you're in air and get no cover save, prepare him to fall. Try to plan for the worse when you use Flyrants. If he goes to ground, make sure he at least falls in area terrain or behind cover. They are "durable", but the one turn you make the wrong move, it'll probably die from one turn of shooting.
Good luck!
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![[Post New]](/s/i/i.gif) 2013/02/06 18:45:29
Subject: Re:1k nidzilla review
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Raging Ravener
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I agree with Cataphractii in that Zoans are worth the point investment. They are arguably the most versatile elite unit Nids have. Let them have codex powers, they are the bane of AV14 or massive fire magnets. No mech armor on field? Let them roll on biomancy and each zoanthrope has the opportunity to get different powers. I have not played with Venomthropes, so I can't give you any points there. However, my flyrant is my baby in my army. That thing has done some of the most damage I've ever seen on field. That said, ymmv.
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5,500 18/4/2 w/l/d
2,000 2/1/0 w/l/d
Message me if you'd be interested in buying / trading for a beginner's SW army! |
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![[Post New]](/s/i/i.gif) 2013/02/06 19:01:05
Subject: 1k nidzilla review
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Sneaky Lictor
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Zoans are awesome.
I had a unit of 2 get assaulted by a standard dreadnought. They had iron arm. I managed to stay in combat for 3 rounds before he took the 1 down with iron arm lol, plus I managed to remove 2 hull points because of iron arm!
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![[Post New]](/s/i/i.gif) 2013/02/06 22:00:14
Subject: Re:1k nidzilla review
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Ultramarine Land Raider Pilot on Cruise Control
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I'm always so hesitant to swap out my Codex powers. Lances are good somewhere in a game. It's only 1/6 of getting a blessing that can pass on, and 1/6 of buffing themselves. If they get Iron Arm and something else (besides Endurance), then are used for Synapse and tying up a unit for a turn or two at best?
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![[Post New]](/s/i/i.gif) 2013/02/07 07:39:34
Subject: Re:1k nidzilla review
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Lurking Gaunt
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Saythings wrote:List looks well rounded. The venomthrope is a little strange. Might want to consider dropping the venomthrope and some devilgants and get 2 more hiveguards. Then run 2 broods of 2 guards.
My Nidzilla 1k list was:
2 Flyrants w/ Devourers
2 Tervigons w/ Catalyst
11 Termagants
10 Termagants
I don't remember if I can fit TS/ AG on the Tervigons. You're flyers are over half your point values, so you need them to have FNP every turn and they are your primary anti AV destroyers. You're tervigons are just as effective but a lot slower. This list is a lot of fun, but like I said, your list is a lot more balanced.
I just played this exact list tonight. You can fit in toxin sacs on both Tervigons as well as another Termagant.
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4000 pts
2500 pts
2500 pts |
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