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Made in gb
Ultramarine Chaplain with Hate to Spare





I was thinking of putting together a Nid list and once I had everything I had no room for troops. So here's the list playing to table obviously:

Hive Tyrant: wings, double devourer 230
Hive Tyrant: wings, double devourer 230

10 Termagants 40
10 Termagants 40

2 Hiveguard 110
2 Hiveguard 110

Hive Crone 155
Hive Crone 155

Exocrine 170
Exocrine 170
3 Carnifex: 5 Devourers, 1 Deathspitter 440

So that's 54 S6 twin linked shots 4 Haywire shots, 8 S8 shots and 12 S7 Ap2 shots a turn with 9 MCs coming at you. Just walks forward shooting and then assaults. What do you think?

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Wondering Why the Emperor Left




You won't manage to table people.

Currently not in posession of any armies - I merely theorycraft and discuss background,
Waiting for HH Book 6 so I can start an Imperial Army army.  
   
Made in us
Rough Rider with Boomstick




Places

 FlingitNow wrote:
I was thinking of putting together a Nid list and once I had everything I had no room for troops. So here's the list playing to table obviously:

Hive Tyrant: wings, double devourer 230
Hive Tyrant: wings, double devourer 230

10 Termagants 40
10 Termagants 40

2 Hiveguard 110
2 Hiveguard 110

Hive Crone 155
Hive Crone 155

Exocrine 170
Exocrine 170
3 Carnifex: 5 Devourers, 1 Deathspitter 440

So that's 54 S6 twin linked shots 4 Haywire shots, 8 S8 shots and 12 S7 Ap2 shots a turn with 9 MCs coming at you. Just walks forward shooting and then assaults. What do you think?




I think my Mech Guard will die of Laughter before you get in range . Unless something changed in the new nid Codex involving range all of that shooting is limited in where it can be applied . As 5/6 Games are objective based your practically making yourself lose nearly all of your games Your going to be taking wounds on a rediculous level while you walk up the board as almost everything on the table now days is AP2 . I'm not saying it can't work i'm saying that this is a list that is FAR to hoping that you can halt your enemy of their objectives .... you wouldn't table someone unless you were super lucky

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in pt
Been Around the Block




Correction on that Kasrkin229
Its actually 54 S6 twin linked shots 8 Haywire shots, 8 S8 shots and 12 S7 Ap2 shots (or 2 big blasts) a turn with 9 MCs (range from 18" to 36" depending on the weapon)
but the others are right, you won´t table, you really need swarm and you need synapse, unlike before you get a basic primarely backlash from lack of synapse, now with lack of synapse things will get to hurt you badly... for example you dont wanna get your carnifexes eating eachother as cannibalistic behaviour from failed Ld test and bad roll at the feed table and a cunny oponent with psykers will exploit that with general psychic powers to reduce the carnifex brood ld just to laugh seeing them eating eachother and dying from it...lol

This message was edited 2 times. Last update was at 2014/01/11 00:40:02


 
   
Made in us
Rough Rider with Boomstick




Places

Galanur wrote:
Correction on that Kasrkin229
Its actually 54 S6 twin linked shots 8 Haywire shots, 8 S8 shots and 12 S7 Ap2 shots (or 2 big blasts) a turn with 9 MCs (range from 18" to 36" depending on the weapon)


See that range Bracket is going to get you murdered . If your VERY unlucky i'll get almost four turns of shooting at you until your in range with anything that can present a large threat . that Plasma thing is what 18' ? Those MC's are all fine and dandy right up until you get bogged down then they are useless . What i personally would do to combat this is deploy as far forward as possible while still remaining outside your max range , then reverse all tanks just enough so your out of range every turn and i plink away with my abundence of S6-S9


If your Hugely unlucky you'll get the long board


Meh luck if you get the Vanguard Strike


Really DoW is your only option for having a chance .

And the fact that so many things now are High S low AP .. Maybe think about Regeneration ?

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Elite Tyranid Warrior






The lack of synapse is the biggest thing. Once those two Hive Tyrants get out of range, which is easy since they have wings, everything will start having to take IB tests.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in pt
Been Around the Block




The plasma shoots are 24" either version and with no gets hot, the haywire 36" others are 18" at most...

You really need synapse though
   
Made in us
Rough Rider with Boomstick




Places

Galanur wrote:
The plasma shoots are 24" either version and with no gets hot, the haywire 36" others are 18" at most...

You really need synapse though



Haywires are missiles aren't they ?

Going to take some self control to use well

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in pt
Been Around the Block




yes those things are 1 use only 36" S5 ap5 with haywire rule
   
Made in us
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Places

Galanur wrote:
yes those things are 1 use only 36" S5 ap5 with haywire rule


You have to be careful of folks who will gun you down with long range AAA fire before you can get close enough to fire them off .
I just have a bad feeling about all of the MC's ... i kill your 20 Gaunts and i autowin ( not literally ) because you can't hold any objectives and will promptly be face smashed by any army with decent firepower

This message was edited 1 time. Last update was at 2014/01/11 01:26:51


Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





A lot of misconceptions an internet bluster on here so far. And also some very good points.

So I won't be in range till turn 4/5. On Hammer and Anvil we're playing down a 6' board. I start 2' on you'll most likely have at least some units about a foot deployed forward. Meaning 3' between us. I have chunks that are 24" range and chunks that can move 24" those are in range turn 2. Then the fexes are 18" range with a good run move they could be in range turn 2 more likely turn 3 an outlier of turn 4.

And that's against mech guard. Who are reliant on either pie plates or plasma guns for damage (or the Vendetta who'll be much nearer) if I'm out of range then so are your plasmaguns. Whilst your blasts will make me laugh. Autocannons can hurt but you don't tend to have the Volume of S7 that Tau or Eldar have. Tau are 36" range so they won't be that far back whilst Mechdar can either sit back and only fire shields at me or come forward into again 36" range to get there S6 shots and twin link that shield. Remember I've a decent chance of having Onslaught in their.

The myth of lots of Ap2 around. Where exactly? Riptides are blasts (or just 3 shots). Eldar? No just half rending on a weapon that will be snap firing. Daemons? In CC only and its only really Screamer star that is an issue and I can tarp it it with FMCs and use shadow to mess up his powers. The Far sight bomb has loads of AP2 but not enough to stop 9 MCs and has to operate within 12" of me. Skyrays are a problem (though aren't Ap2). Grav Centurions? 24" range and reliant on T5 W2 means I'd love to fight them with this list. Biker army? 18" range again causes them a massive problem particularly against the FMCs.

Also all of this is basically ignoring terrain...

If you shoot at the gaunts I'm happy as those are shots not at my army. They will mostly start in reserve and just lurk backfield. Objectives aren't that important in this edition compared to 5th. It is much easier to win without troops these days and I rarely play with much scoring (though granted more than this Tau has 4 six man FW teams, Marines 3 five man Tac squads, Necrons 4 five man warrior squads).

The Hive Crones will haywire some targets to death but their main trick is the S8 vector strike, great against Farsight bombs.

The big issue with this list is Synapse. I don't want to take warriors due to how much S8 blasts there are out there. I could take Zoanthropes but their range is back to 18" and I just don't think they add what the Hiveguard add. If the Primes could be taken in multiples for 1 HQ slot they'd be more appealing. Tervigons are dump now. The Tyrants should have 18" Synapse most turns remember. The other swap would be a Hiveguard and Tyrant drop out and Prime, 2 Zoans and a Venomthrope come in. Though not sure how great shrouded is in the current meta.

Hive Tyrant: wings, double devourer 230
Tyranid Prime: Rendingclaws, toxin sacs 140

10 Termagants 40
10 Termagants 40

3 Hiveguard 165
2 Zoanthropes 100
Venomthrope 45

Hive Crone 155
Hive Crone 155

Exocrine 170
Exocrine 170
3 Carnifex: 5 Devourers, 1 Deathspitter 440

Prime joins the fexes. Venomthrope sits behind blocking LoS with the monsters. Zoanthropes offer synapse support and a chance at onslaught. Though that is now only 8 MCs and only 3 FMCs, I say only that's still more than any non-Nid army would field at this points level...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
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Fresh-Faced New User




 FlingitNow wrote:


Hive Tyrant: wings, double devourer 230
Tyranid Prime: Rendingclaws, toxin sacs 140

10 Termagants 40
10 Termagants 40

3 Hiveguard 165
2 Zoanthropes 100
Venomthrope 45

Hive Crone 155
Hive Crone 155

Exocrine 170
Exocrine 170
3 Carnifex: 5 Devourers, 1 Deathspitter 440

Prime joins the fexes. Venomthrope sits behind blocking LoS with the monsters. Zoanthropes offer synapse support and a chance at onslaught. Though that is now only 8 MCs and only 3 FMCs, I say only that's still more than any non-Nid army would field at this points level...


I like this iteration better than the first. While I think exocrines are really strong, I think you have enough mid-range, mid-strength shots from the fexes and tyrant to switch both those exocrines out for mawlocs. Not only does this save you 60 points to use elsewhere, it gives you a legitimate threat turn 2 while most of your units are still out of range or just getting there. They basically force your opponent to shoot at them instead of the scary carnifex death ball you have marching up field, and if they live they can shred a tank or 2. Without any real close range threats against armies such as tau or IG, they can sit back and mow you down before you reach them usually. Just some thoughts.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Mawlocs aren't a guaranteed turn 2 threat its on a 3+ they come on turn 2 and that gives me less board presence turn 1. Also they are a single S6 blast so against the armies where range is a real issue they are not a huge threat and can be ignored with just rapid fire and melta weapons having something to shoot at... Otherwise it is realistically a T3 threat for assault where they hardly excell even against vehicles. The other key reasons Mawlocs are not a great option is firstly I want Exocrines in my army (I'd have Haruspex if they weren't so utterly dump). Also taking the 2 Mawlocs means tripDreadknight runs over me. The Exocrines are great because of the 6 S7 Ap2 shots at Bs4. It gives you a great tool against aggressive MCs from your opponent.

Wraithknights are my biggest concern with this list.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in ie
Norn Queen






Dublin, Ireland

The lack of synapse is the biggest thing. Once those two Hive Tyrants get out of range, which is easy since they have wings, everything will start having to take IB tests.


Agreed.

Dman137 wrote:
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Sinewy Scourge




Warrington, UK

Shooty Nids isn't going to work without hordes of cc to draw fire.

Hive guard kinda suck, you would be better spending those points on gaunts.

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Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Shooty Nids isn't going to work without hordes of cc to draw fire.


Who said this was shooty? There are both shooty and CC elements it is a walk forward firing and then assault army.

Hive guard kinda suck, you would be better spending those points on gaunts.


Admittedly I hadn't noticed the Bs drop when I wrote the list which does make a big difference. Gaunts really don't fill the same roll I'd rather just invest in more Zoanthropes instead except they don't have shiny new plastic models or do I have to take the most competitive options everywhere to stand a chance with this codex?

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Sinewy Scourge




Warrington, UK

Well you need more than 2 troops at this point level.

I split my list into 2. Defenders and attackers and try to fill slots based on that.

Consider some games have 5 objectives or capture the relic, if your opponent sees 2 squishy squads of gaunts he will wipe them out preventing you from scoring objectives.

I usually take 6 troops if I can. I would say 4 at this points level is a minimum.

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Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Well you need more than 2 troops at this point level.


In general yes, but not always a necessity and certainly not what I was going for with this list.

I split my list into 2. Defenders and attackers and try to fill slots based on that.


A bad idea with Nids you want a single compacted focussed battle line. You can have forward elements but you want most of it pointed in 1 direction.


Consider some games have 5 objectives or capture the relic, if your opponent sees 2 squishy squads of gaunts he will wipe them out preventing you from scoring objectives.


Which is not a major issue.


I usually take 6 troops if I can. I would say 4 at this points level is a minimum.


Again with this nid codex you probably don't want many points in troops. I'd say 4 was a maximum at this point level.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Smokin' Skorcha Driver






I may be in the minority here, but I actually like the first list more.

Could drop some hive guard for 1 or 2 zoanthropes and then add another squad of gaunts, then keep one back for rear objective camping and then keep the other two around midfield in cover where your fire bases are.

Sure even three squads of gaunts are easy enough to get rid of, but easier said then done when you have so many mc's being shoved down your throat.

Overall I really like what you did with the list though

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