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Made in us
Regular Dakkanaut






Ok im new to nids and am starting my army i want to build A Competitive List which Just over whelms My oppenent with Boddies.

Hq
Tervigon
-Ag
-TS
-3powers
210pts

Troops
Tervigon
-Ag
-TS
-3powers
210pts
X3

Termagaunts
20
-AG
-TS
140pts
Im not sure if the upgrade are neccary for these or not

Termagaunts
20
-AG
-TS
140pts

Termagaunts
10
50pts

Elitie
Gaurd x2
100pts

Gaurd x2
100pts

Fast attack
30 Gargoyles
-AG
-TS
240pts

30 Gargoyles
-AG
-TS
240pts

So the Plan is to Send the Gargoyles as an alpha strike force have them hit the lines first then have the Terivs and terms come up next to finish everything off. With The new rules to Vehicles Even Little Termagaunts can take out Vehicles with Glances.

Let me Know Let Brain storm This is just a general set up i'm not set in stone wheter the Hq is Right and the Hive gaurd are compataible with this list Thanks!


Automatically Appended Next Post:
Would it Be better to throw Venothropes in there to try to give the horde some cover saves

This message was edited 1 time. Last update was at 2012/10/16 02:34:21


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Made in gb
Regular Dakkanaut





After 1500pts pie plates appear in greater numbers.
Your gargoyles are good. cheap upgrades, fast, and can take vehicles and infantry alike. however they will also take the brunt of the enemies shooting so.
Termiguants... im not sure. Personally, I use 16-20 with deourers in a pod. 200-240 pts. Keeps them safe and when they arrive they pump out alot of fire power, then whatever is left, can't normally survive overwatch and combat. But it's still like a suicide squad.
My list
Flyrant, OA, HC, 2x devourers
2x HG
2x HG
Doom - pod
16x devilguants - pod
16x devilguants - pod
Tervigon - Cat, On, TS
Tervigon - Cat, On, TS
25x Gargoyles, TS, AG
25x Gargoyles, TS, AG

Tac: Flyrant and gargoyles for alpha strike, giving them the preferred enemy bubble.
Flyrant allows a Tervigon to outflank, allowing the devilguants podding a safe place to be if nessessary.
Doom causes havoc making enemies focus fire, keeping everything else out of the spotlight.
Other tervigon walks up with hive guard, get the HG into position and pplace tervigon on an objective.
   
Made in us
Longtime Dakkanaut




Best change for your list would be to change at least 1 if not both 20 broods to 14 Devilgaunts (devourer upgrade).

OR if you want to just make to many bodies, drop the upgrades of them and raise all 3 broods to 110 points for 22 each.

If your going to go swarm, then drop the upgrades off the Gargoyles and added an other 20 of them, so you get 2 broods of 25 and one 30.

The secert on a list like this is to just swamp objectives. You are going to have a hard time killing a lot of the armies out there because they will have you on both range for shooting, hitting power for assault. However if you don't just feed yourself in to the gun lines and carefully plan or force assaults, they are going to have a hard time killing enough bodies to get you off objectives. (except those stupid IG)
   
Made in us
Regular Dakkanaut






So everyone seems to really like the devilguants Ithought they seemed a little expensive


Automatically Appended Next Post:
Does This Sound Better

HQ
Winged Hive Tyrant
-2TlDevour
-Old Advisor
-285pts

Troops
Tervigon
-Ts
-Ag
-Cata
195pts

Tervigon
-Ts
-Ag
-Cata
195pts

Tervigon
-Ts
-Ag
-Cata
195pts

10 Devilgaunts 100pts
14 Devilgaunts 140pts
14 Devilgaunts 140pts

Elitle
2 Hg 100pts
2 Hg 100pts

Fast Attack
25 Gargoyles
-AG -TS
200prs

25 Gargoyles
-AG -TS
200pts

This Seem a little better? There Just doestn seem to be either Enoguh Bodies or Enough threats in this style thought

This message was edited 1 time. Last update was at 2012/10/16 14:26:14


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Made in gb
Tunneling Trygon






Personally I think 2 tervigons is generally enough. If you're swapping out powers maybe pay for a third power for the two of them. You have an elite slot unused which is wasteful for Nids - hive guard, Doom, Zoeys, ymgarls all work.

Or, for the points, you could take a second flyrant, which could be nice.

I like the devil gaunts in spores myself, but you need to ensure you have units that can get troops out of transports for them to work at their best, so that 3rd elite slot needs to be considered if you're going this route.

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






Well my main thing is in 6th edition it seem that Horde Armys recieved a huge buff Larger number units can tarpit and elminate enemy so are devilgaunts worth there points compared to just cheaper terms with less firepower but more bodies

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Made in au
Drop Trooper with Demo Charge




Townsville, Australia

your not wrong about that, i have 3 leman russes and a manticore in my 1800 list plus over 80 guardsmen, im not trying to be a.dick but honestly i would wipe you out turn 1 to 2. you either need more hard hitting units, more gaunts or like one of the other guys said to drop pod them in, plus a single hive tyrant, winged or not dosent have a chance against a vendetta trust me, need more anti flyer mate. Note just trying to help

3000

3000

2500

 
   
Made in us
Regular Dakkanaut






Well tryanids have no aa At all really so vendettas are going to reak havoc to any mc really. It would seem That Gargoyles Are Rather Awsome Now 12inch move Impact hits if moved 6 No fearless wounds Maybe i should focus more on them and Have Termies as Spawning Objective holders?

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Made in us
Regular Dakkanaut






Thinkinh of droppinh a tervigon and termies and adding a tryanid prime and hormagaunts.

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Made in be
Been Around the Block




I'm just wondering, how much horde do you really want? I see you're implying that you dont have enough bodies with three tervigons, 50 gargoyles and 38 devgaunts?

I'd also go for a pod if you take devgaunts,
20 +pod
20 +pod
10 seperate.

Not a fan of AG on the tervigons anymore due to furious charge changes, though, with your list it could be helpfull
   
Made in gb
Tunneling Trygon






Juwdah wrote:
I'm just wondering, how much horde do you really want? I see you're implying that you dont have enough bodies with three tervigons, 50 gargoyles and 38 devgaunts?

I'd also go for a pod if you take devgaunts,
20 +pod
20 +pod
10 seperate.

Not a fan of AG on the tervigons anymore due to furious charge changes, though, with your list it could be helpfull


AG on tervigon is only 10 points. It's not for the tervion itself but makes the gants S4 on the charge rather than S3 which is huge if you need to hit a transport for instance.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in be
Been Around the Block




 ruminator wrote:


AG on tervigon is only 10 points. It's not for the tervion itself but makes the gants S4 on the charge rather than S3 which is huge if you need to hit a transport for instance.


I know what it does, but I tend to see less transports and tend to use gaunts as meatshield and combat lockers for enemy squads now.
I'm not saying it's bad, just not a huge fan of it. But you're right, I might start using them again to (easily) pop transports
   
Made in us
Regular Dakkanaut



San Francisco

Any army with some AV14 will have a field day with this army. Also that new Helldrake with its inferno cannon or whatever will destroy this. Galactica is giving some good advice, at 1800+ points, some armies can drop 5+ pie plates per turn easily! I think you need more hard hitting units to deal with armor, otherwise it will be a problem.

I can only imagine what this would look like on the table though, it woud be pretty freaking awesome! Hell, it might even do all right in a tourney, since you'll just drown opponents in an endless wave of bodies.

This message was edited 1 time. Last update was at 2012/10/17 07:57:44


 
   
Made in us
Regular Dakkanaut






Yea im Processing Everything i understand that the pie plates are gonna eat up a big chunk but my idea is If done correctly i should Be in Close combat with the gargolyes by turn 2 to tie up any Vehicles that would be droping them. And now that you can charge vehicles even thought you cant hurt them you just get close to the vehiles that are dropping pie plate and make them scatter and blow themselves up

On Another Note Has anyone had Experenice Wioth the Tryanid Prime He seems Rather Good Considering That He is a IC not a MC so you can stick him instid a group of 30 Gaunts etc.

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Made in be
Been Around the Block




 Mrstealthrttt wrote:
Yea im Processing Everything i understand that the pie plates are gonna eat up a big chunk but my idea is If done correctly i should Be in Close combat with the gargolyes by turn 2 to tie up any Vehicles that would be droping them.


The problem isn't the pie plates, it's the fact AV14 is shooting them.


 Mrstealthrttt wrote:
And now that you can charge vehicles even thought you cant hurt them you just get close to the vehiles that are dropping pie plate and make them scatter and blow themselves up


Wait what, Have those rulings changed? I was under the impression you still couldn't charge vehicles you cant hurt.

 Mrstealthrttt wrote:
On Another Note Has anyone had Experenice Wioth the Tryanid Prime He seems Rather Good Considering That He is a IC not a MC so you can stick him instid a group of 30 Gaunts etc.


He is quite good, but I wouldn't really put him in a gaunt squad

   
Made in gb
Tunneling Trygon






Juwdah wrote:
 ruminator wrote:


AG on tervigon is only 10 points. It's not for the tervion itself but makes the gants S4 on the charge rather than S3 which is huge if you need to hit a transport for instance.


I know what it does, but I tend to see less transports and tend to use gaunts as meatshield and combat lockers for enemy squads now.
I'm not saying it's bad, just not a huge fan of it. But you're right, I might start using them again to (easily) pop transports


Also S4 v marines makes the 4+ to wound from the toxin sacs rerollable. Another for instance!

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






Here Where i am at Now im Realizing that Termagaunts Arent that scary in either shooting or cc more of an objective camper unit so Here how i changed up the List.

HQ
Tryanid Prime
-LW-BS
-Sycthing Talons
95pts

HQ
Tranid Prime
-LW-BS
-TS
115pts

Troops
20
Hormaguants
-TS
140pts

20
Hormagaunts
-Ts
140pts

Tervigon
-Cata
-AG
185pts
X2

Termigants
10 50pts
x2

Elities

Hive gaurd x2
100pts
Hive Gaurd x2
100pts

Zoeanthrope
x3
180pts

Fast attack
30 Gargoyles
-Ts
-AG
240pts

30 Gargoyles
-TS
-AG
240pts

That Puts me at 130 Bodies on the table with more being spawned.



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Made in be
Been Around the Block




 ruminator wrote:


Also S4 v marines makes the 4+ to wound from the toxin sacs rerollable. Another for instance!


Bloody hell, that's right, I need to use those 6th edition termagants more, they hit like beasts like this..
   
Made in lt
Brainy Zoanthrope






Drop upgrades on troops.
add Doom of malantai in a pod to give your opponent a distraction.
Always keep your gargoiles in sinapse range.
Hormogaunts are crap now due to overwach-removes-nearest. I tried. totally not worth in. swich them to second troops tervigon+10 gaunts.

 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in us
Regular Dakkanaut








Wait what, Have those rulings changed? I was under the impression you still couldn't charge vehicles you cant hurt.
Due to the New FAQ
Q: Can I charge an enemy unit that I can’t hurt? (p20)
A: Yes.

So you can just tie up those armour 14 by surounding them.

 Mrstealthrttt wrote:
On Another Note Has anyone had Experenice Wioth the Tryanid Prime He seems Rather Good Considering That He is a IC not a MC so you can stick him instid a group of 30 Gaunts etc.


He is quite good, but I wouldn't really put him in a gaunt squad



What would you put him in then?

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Made in be
Been Around the Block




 Mrstealthrttt wrote:


Wait what, Have those rulings changed? I was under the impression you still couldn't charge vehicles you cant hurt.
Due to the New FAQ
Q: Can I charge an enemy unit that I can’t hurt? (p20)
A: Yes.

So you can just tie up those armour 14 by surounding them.


He is quite good, but I wouldn't really put him in a gaunt squad


What would you put him in then?



Charging a vehicle

A unit can charge avehicle in their Charge sub-phase. The
charge move is conducted the same as charging other enemy
units. Flowevett a unit cannot charge a vehicle that it cannot
hurt - it must have some possibility, no matter how small, of
being able to inflict at least a glancing hit.

Big Rulebook pg 76


I would put the prime near warriors for alpha warrior or with a carnifex shooting brood for taking wounds for them and regenerating them cheap (can keep the brood alive long enough due to look out sir"s etc)

   
Made in gb
Helpful Sophotect





Hampshire

Juwdah wrote:
 Mrstealthrttt wrote:


Wait what, Have those rulings changed? I was under the impression you still couldn't charge vehicles you cant hurt.
Due to the New FAQ
Q: Can I charge an enemy unit that I can’t hurt? (p20)
A: Yes.

So you can just tie up those armour 14 by surounding them.


He is quite good, but I wouldn't really put him in a gaunt squad


What would you put him in then?



Charging a vehicle

A unit can charge avehicle in their Charge sub-phase. The
charge move is conducted the same as charging other enemy
units. Flowevett a unit cannot charge a vehicle that it cannot
hurt - it must have some possibility, no matter how small, of
being able to inflict at least a glancing hit.

Big Rulebook pg 76


I would put the prime near warriors for alpha warrior or with a carnifex shooting brood for taking wounds for them and regenerating them cheap (can keep the brood alive long enough due to look out sir"s etc)



The FAQ seems to directly contradict the rulebook then, great.

Link: 40k FAQ v1.0a

It's answered on the first page of the FAQs:

40k FAQ wrote:Q: Can I charge an enemy unit that I can't hurt?
A: Yes.
   
Made in be
Been Around the Block




The Infinite wrote:
Juwdah wrote:
 Mrstealthrttt wrote:


Wait what, Have those rulings changed? I was under the impression you still couldn't charge vehicles you cant hurt.
Due to the New FAQ
Q: Can I charge an enemy unit that I can’t hurt? (p20)
A: Yes.

So you can just tie up those armour 14 by surounding them.


He is quite good, but I wouldn't really put him in a gaunt squad


What would you put him in then?



Charging a vehicle

A unit can charge avehicle in their Charge sub-phase. The
charge move is conducted the same as charging other enemy
units. Flowevett a unit cannot charge a vehicle that it cannot
hurt - it must have some possibility, no matter how small, of
being able to inflict at least a glancing hit.

Big Rulebook pg 76


I would put the prime near warriors for alpha warrior or with a carnifex shooting brood for taking wounds for them and regenerating them cheap (can keep the brood alive long enough due to look out sir"s etc)



The FAQ seems to directly contradict the rulebook then, great.

Link: 40k FAQ v1.0a

It's answered on the first page of the FAQs:

40k FAQ wrote:Q: Can I charge an enemy unit that I can't hurt?
A: Yes.


Ahh, but if you read it closely it says
40k FAQ wrote:Q: Can I charge an enemy unit that I can't hurt? (p20)
A: Yes.


Which refers to page 20 of the big rulebook.
And on page 20 this rule shows up

some units are disallowed from charging. common reasons a
unit is not allowed to declare a charge include:
..
..



Besides those common reasons, further on in the rulebook is the rule I posted earlier.
Meaning you cannot charge vehicles you can't damage, but CAN charge units you can't wound.
   
Made in us
Regular Dakkanaut






Yea i guess thats right either way you can still suround the vehicle at least

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