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Made in us
Fresh-Faced New User




I have played 5 games with the nids in 6th editioni. I am 5-0 and have tabled every oppopnent in round 4 or earlier.
I played Tau, Orks, Space Marines, and Eldar.
Some thoughts from a noob.

Flying Hive Tyrant: don't leave home with out him. I gave him bone sword/ lash whip and twin linked devourers w/ brain leech
He is a great harrasment unit and tends to draw a lot attention while you advance your army. When need be, he can land and smash any troublesome armour or eites
Do not assault 10 nob bikers with powerclaws; It will not end well. Be sure to take Old Advesary when possible. It has helped a ton.

Ymgarl Genestealers: This unit keeps your opponent honest about objective placement and defense. Always give them toughness the first round you assault anything that may give you any kind of fight. This will allow you to not only survive overwatch, but will allow you to not slaughter the unit you are attacking on your turn. Best case scenario, you slaughter them on their turn so they don't get to shoot at you before you can find cover. At 23pts per model they are bit expensive but never field less thant 8.

Swarmlord: OP, OP, OP nuff said. Give him 3 tyrant guard and WTFPWN everything in assault. Keep a brood of termagants w/ devourers near him. This will allow them the prefered enemy (re-roll 1's to hit and wound).

Termagants with devourers: run them with with anything that gives them prefered enemy. i run 2 squads of 15 (30 shots each re-rolling 1's on hits and wounds)

Tervigon: Must have. Give him toxic sacs because he can share this ability with nearby units. Other than that I like taking the standard divination power that blesses a unit with re-rolling hits. Boost up those baby gants.

i am still a noob so any thoughts are appreciated. I would like to get in to tournament play soon and don't want to go in blind.

Signed

Purple People Eater
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Tyranids cannot take Divination powers, sorry. They are fun as hell regardless!

Also this is not a battle report...

This message was edited 1 time. Last update was at 2012/11/27 19:18:35


   
Made in us
Brainy Zoanthrope




Knoxville TN

Phostoukosmou wrote:
I have played 5 games with the nids in 6th editioni. I am 5-0 and have tabled every oppopnent in round 4 or earlier.
I played Tau, Orks, Space Marines, and Eldar.
Some thoughts from a noob....


Those armies are typically easier (for me at least...) with Tyranids. If you are curious about Tyranids in tournament play then you need to run against real competitive lists...necrons, daemons, SW, IG etc. It sounds like you've got the gist of things, but I might add that a lot of times having more of stuff pays off more than higher quality. Try and keep stuff simple and to the point. For example I always run 1 tervi as purely support and go for more powers while on another I run only one power but with cc. Sometimes I just run them with TS & AG and be done with it. If you run 3 of them that way the gaunts will be able to overwhelm nearly everything and have a good anvil troop section that makes building the rest of the army a lot easier due to the target saturation, synapse, etc.

I noticed you didn't mention anything about biovores, but they work quite well. They are cheap and are great against infantry. This is awesome as it frees up your devourers more and allows them to pick off light armor, flyers, or more elite units. Typically people roll with biomancy as their powers and hope for iron arm....it's just too perfect for what Tyranid MC's do, which is soak up a hell of a lot of fire. I also like running x2 devourers on hive tyrants (both flyrants and with a shell) instead of the LW & BS. All that firepower is really strong (He only gets 4 S6 swings in cc) and it makes the tyrant much harder to avoid. Also you are still going to beat most things in cc just let the SL or gants handle the superstars that your opponent brings.

Oh and the SL is great, but if you decide to roll for iron arm then only bring 1 guard as the unit will be majority toughness and it saves you another 110+ points. One great combo here is to add a LW & BS Prime to the unit. This gives the unit 3 models with T7-9 and you can have both the prime protect the SL in certain challenges (think about MSS).

In my opinion the Tyranids have a lot of shooting capabilities that are often overlooked by newer players who are focusing too much on the older style of the nids. It's not that Tyranids can't stomp face in cc, but that's only half of the game. In my opinion it takes a good balance (if not leaning a little to the shooty side...but that's taste) to make Tyranids work well in the current meta.

Hope some of this helps...good luck.

This message was edited 2 times. Last update was at 2012/11/27 21:59:27


 
   
Made in us
Longtime Dakkanaut




I find ymgral work well as small as 6 bug broods. I do agree tough on first turn is the way to go most of the time. The only excpetion is when you are hitting a mob of boyz, then you want to drop as many wounds as you can in to the mix.
   
Made in us
Fresh-Faced New User




I played Eldar last night with a 1k list. The Flyrant did his job quite well. Fly arounda nd harrass crap. I took only one Tervigon (Toxic Sacs). Didn't know abou the no divination (good to know). I ran a Trygon last night as well. I used sub-assault and it work out quite nicely. Not because the Trygon owned but it allowed 17 termagants to come through and hit the back armor of a tank. This also changed the dynamic of the game when one of my troop choices appear in his deployment zone near his objective. Overall though, I don't know if the Trygon is worth the points. I could have accomplished the same thing with the Ymgarls and could ahve used the Termagants could have played a bigger role in helping fend off his main assault. Either way the Purple People Eaters are now 6-0.

Thuoghts on zoenthropes would be nice. I am thinking about runnning 2 of them.
   
Made in us
Fixture of Dakka





San Jose, CA

I've been running Flyrants, the Swarmlord, Tervigons, Doom, Hive Guards, Zoanthropes, Gargoyles and Biovores. Check out my batreps for some insight into how good nids can be.



2K - Bugs Come Out to Play. 1st 6E Tyranid Battle vs Chaos

2K Hive Fleet Pandora (Tyranids) vs 2200 Nurgle Space Marines

The NecroNid Wars III - 2K Hive Fleet Pandora (Tyranids) vs Janthkin's Balanced Necrons

1-Trick-Pony or Truly Competitive? 2K Epidemius-Chaos Marines vs Hive Fleet Pandora

Chaos-Tyranid Rematch! 2500 Epidemius-Nurgle Marines vs Hive Fleet Pandora Part II


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

I love using zoanthropes, they're versatile and terrifying to everyone I have faced so far. If nothing else, they're a great bullet magnet, but I do tend to use them for synapse more than anything. They're a great diversion unit as well - they can't be ignored.

   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

Phostoukosmou wrote:
I have played 5 games with the nids in 6th editioni. I am 5-0 and have tabled every oppopnent in round 4 or earlier.
I played Tau, Orks, Space Marines, and Eldar.


Get some games in in a competitive environment, make sure you read up the Nids FAQ so you make sure you're playing them legally.
You'll probably struggle with necron Airforce, Demon Flamer/Screamer Spam, Heck Ork BW Spam with a dash of Nob Bikers just to name a few.

That said though Nids are strong in 6th, so do enjoy

   
 
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