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![[Post New]](/s/i/i.gif) 2014/01/11 04:56:59
Subject: 1850 Tyranid List *New Codex
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Regular Dakkanaut
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Got the dex tonight, read cover to cover, and here is my first list of the new nids. Lemme know what you think.
Flyrant w/ 2x TLDevs
Prime
2x VThrope
2x ZThrope
30 Terma
1 Tervi
15 Horma
Crone
3x Carni w/ 2x TLDevs
Exocrine
Malwoc
Left the point totals off since codex not officially released. In all, that's 8 MCs boasting 33 T6 and 5T6 wounds on a 3+ with a marching 5+ Cover save (and 4+ to anything in the back line) with 5 chances to get Catalyst across. Not too shabby.
Thoughts?
edit: fast phalanges make mistakes
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This message was edited 3 times. Last update was at 2014/01/11 05:03:38
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![[Post New]](/s/i/i.gif) 2014/01/11 05:12:18
Subject: 1850 Tyranid List *New Codex
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Scuttling Genestealer
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How does it deal with flyers? Your losing 1 per turn from a quad gun and all of them can be grounded
How does it deal with tau ignoring cover?
Automatically Appended Next Post: My other concern is you have 3 troops 2 of whick are well yeah weak. I love nids but this dex is killing me
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This message was edited 1 time. Last update was at 2014/01/11 05:15:11
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![[Post New]](/s/i/i.gif) 2010/01/25 22:55:44
Subject: 1850 Tyranid List *New Codex
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Regular Dakkanaut
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Bloodynecronight wrote:How does it deal with flyers? Your losing 1 per turn from a quad gun and all of them can be grounded
How does it deal with tau ignoring cover?
Automatically Appended Next Post:
My other concern is you have 3 troops 2 of whick are well yeah weak. I love nids but this dex is killing me
These are indeed valid concerns.
the troops: I figure out of this I will get at least 4 troops total, possibly 5 if the tervi doesn't double. In any case, it's at least 51 wounds of troop before my first spawn.
the quadgun: I'll have to get as close as I can, as fast as I can, to close the distance. Onslaughting the gunbeasts is a possibility, as well as FNP for survivability. The Malwoc can try to take out the quadgun on Turns 2, or 3, which will also be the target of most of my firepower from the rushing fex'
Ignoring cover: that's not a new problem to have, and overwhelming with high toughness may give me the survivability to eliminate the markerlights. I'm thinking I can also drop a malwoc and go with some biovores to eliminate the markerlight from afar. It's worth a shot. The only thing I can do is try to not lose the game before it starts by stressing about how powerful the tau gunlines are. Thankfully there are 13 other armies I have a chance of playing against, so I can't only think about the absolute most powerful one.
In any case, this list would have cost around 2070 with the old codex (including the cost of the exo and the crone). Yes, there are some misgivings and missed opportunities in the new dex, but I think there are some solid gems as well.
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This message was edited 4 times. Last update was at 2014/01/11 05:27:08
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![[Post New]](/s/i/i.gif) 2014/01/11 07:28:37
Subject: 1850 Tyranid List *New Codex
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Boosting Black Templar Biker
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To be fair, a quad gun on its own will rarely kill a crone in a single turn due to the fact that they have 5 wounds.
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![[Post New]](/s/i/i.gif) 2014/01/11 07:49:58
Subject: Re:1850 Tyranid List *New Codex
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Fresh-Faced New User
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3 synapse creatures is somewhat risky with how painful IB is now, but i suppose you can slap the prime in with the gant blob.
Mawloc has a very low chance of killing a quad gun the turn it comes in, I wouldn't risk it. You have to first land on it, then you need to roll 5+ on both your to wounds to hit t7. If the quad gun is close up Id use the exocrine or if its further the flyrant to take it down.
I could see something like this working, depends on what you're facing really.
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![[Post New]](/s/i/i.gif) 2014/01/11 08:38:08
Subject: 1850 Tyranid List *New Codex
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Regular Dakkanaut
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5 synapse actually - flyrant, 2zoan, 1prime, 1tervi. could make it work with 3 though (buy something else instead of the zoan) by putting the prime in the fex unit and he gains T6, and look out sir's wounds on a 2+ to the unit. That's a perma synapse ball as the prime has 3 carnis for ablative wounds. If you manage a catalyst with a culmulative ML5, that's really beefy (also 5+ cover w/ venom or better depending on cover situation). If they kill all of that, you're already in major trouble. Good point about the quad gun and malwoc.
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This message was edited 2 times. Last update was at 2014/01/11 08:56:26
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![[Post New]](/s/i/i.gif) 2014/01/11 17:19:15
Subject: 1850 Tyranid List *New Codex
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Fresh-Faced New User
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citadel wrote:5 synapse actually - flyrant, 2zoan, 1prime, 1tervi. could make it work with 3 though (buy something else instead of the zoan) by putting the prime in the fex unit and he gains T6, and look out sir's wounds on a 2+ to the unit. That's a perma synapse ball as the prime has 3 carnis for ablative wounds. If you manage a catalyst with a culmulative ML5, that's really beefy (also 5+ cover w/ venom or better depending on cover situation). If they kill all of that, you're already in major trouble. Good point about the quad gun and malwoc.
My mistake, read the 2xVThrope and assumed the entry below it was the same.
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![[Post New]](/s/i/i.gif) 2014/01/11 18:19:26
Subject: Re:1850 Tyranid List *New Codex
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Regular Dakkanaut
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A minor thing, i'm pretty sure you can't have 2x twin linked devourers as the monstrous bio cannon list only says you can have "one of the following".
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![[Post New]](/s/i/i.gif) 2014/01/11 18:49:24
Subject: Re:1850 Tyranid List *New Codex
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Fresh-Faced New User
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bRianStorm wrote:A minor thing, i'm pretty sure you can't have 2x twin linked devourers as the monstrous bio cannon list only says you can have "one of the following".
Under monstrous bio cannons it says "A model may replace any pair of scything talons with one of the following...". Meaning that, while you only get to trade 1 TL dev per set of scything talons, many monstrous creatures have 2 sets and so they can take 2 TL devs.
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