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2014/05/26 15:04:59
Subject: The Wrecker Node - can it work at 1500 points.....
I waited for 7th to drop before I bought any models for a Tyranid model. Been reading some of their stories and fluff recently, and I really want to build a nid list.I know there is only really one uber competitive formation in the new edition and that is skyblight, But I don't want to field the same as every other competitive nid player. I've been playing with a few lists. And have developed some favourite unit's. Namely a single flyrant, tervigon, poisoned guants, haruspex, zoeys, mawlocs and carnys. So, trying to get this list built and including all of those is a little difficult whilst remaining competitive. I wanted at least 2 carnys. I'd also like 2 mawlocs, as I love the terror from the deep ability. The only way I can do this is to use the wrecker node. But that is a lot of points. So I want dakka's opinion from a tactical stand point as to which list is stronger? Do I need claws or glands on the carnys? Or will 3 strength 9 monstrous creatures deal with AV13 and AV14 well enough?
With this list the carnys are more powerful, but there is less of them. I get every type of unit I want. I think poisoned guants are a great idea, curious as to whether they would work. I'd hope people would ignore them, but I'm not sure wheher that would work. I love the haruspex model, but I fear he maybe quite poor on the battlefield.
Now this list has more big bad guys. But perhaps each is a little less effective. I am contemplating dropping the second mawloc for carnifex upgrades. For example claws and such. Maybe add a third zoey in, or a venom for a cover save. Or perhaps a lictor for accurate mawloc deep strike. Though I fear he would die. fast. What to do?
So what's the thoughts then dakka?
This message was edited 4 times. Last update was at 2014/05/26 15:07:39
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/26 17:10:07
Subject: Re:The Wrecker Node - can it work at 1500 points.....
That Wrecker Node looks mighty fine! But if you can find points for a Veno, you really could use one. The special rules for the Formation help with smashing Vehicles, so you do have that...Adrenals would also come in super useful, but they would cost a boatload....
(something like 45 for the carnifexen, and 15 more for the Warriors )
I guess if you screen the Carnifexen, with a Hormi Brood, and bring along a Veno, and the Warriors, you would have a mighty claw, to rip apart the foe! So you might want to drop one Zoey brood, and buy Adrenal for the Carnifexen, and a Venothrope....I hate to lose Zoeys from a list, but I think you might get better value... THat would leave 10 points for an upgrade or two...
This message was edited 1 time. Last update was at 2014/05/26 17:10:36
The will of the hive is always the same: HUNGER
2014/05/26 17:37:09
Subject: The Wrecker Node - can it work at 1500 points.....
Khaine's Wrath wrote: Do you not think that that will leave me with not enough synapse? I've not played nids before, but everyone keeps on about plenty of synapse....
Synapse is an issue. But at 1500, comprimises must be made. With any luck your enemy will be hypnotised by your Wrecker Node closing in on him. Also, outside of Tau, Synapse hunting will be difficult, for the same reasons you are vulnerable, lack of options.
The Node is basicly a Deathstar, so the rest of your army needs to clump around a Tervigon, A Winged Tyrant, and a Zoey Brood.
You can depend on losing one of those, but the two survivors should be "OK". Most of the shooting should be directed into the "Wreckerstar", and thats where you have a Veno. So Turn 1 shooting will target the Veno. Then the Carnifexen, the Hormies and Warriors should arrive intact, and the Carnis should be in "OK" shape. (lose 1 model, lose wounds off one or both remaining models)
Against Tau, the Veno does little to nothing. But Tau is the best target for Mawlocs, so its all good.
The will of the hive is always the same: HUNGER
2014/05/26 18:53:28
Subject: The Wrecker Node - can it work at 1500 points.....
Ok. I am liking the idea of the wrecker node. It does have hormaguants in it unfortunately...
I'm honestly torn. If I keep the zoeys I have better warp charge and better synapse. But if I drop them I can afford more upgrades.
I'm contemplating dropping one squads, and splitting the other squad into solothropes. Keeps my synapse range, and the same number of AARP charge. Then buying adrenals or claws and a venom. Plus electro bugs on the tyrant.
So, claws or the glands? I might PM you since you have been my BEST source of advice so far. Appreciate it.
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/26 19:32:35
Subject: The Wrecker Node - can it work at 1500 points.....
Love the Wrecker Node. It is such a cool formation.
I think a variation on list 2. Any reason for 4 Zoanthropes instead of 2? You don't gain any extra WC dice or powers from having broods of 2, just an extra shot on Warp lance if you need it (and with a Wrecker Node, hopefully you won't!).
I would drop 2 of the Zoanthropes to add Crushing Claws to the Carnifexes. This ensures that you absolutely, 100% annihilate any armour you come into contact with.
The Wrecker Node is extremely unsubtle and very imposing. You point it in a given direction and off they go. It's true Carnifex style. The rest of your army needs to either help the Carnifexes get there or handle things they don't.
An alternative to Mawlocs is a Crone (to help you with fliers, and take some of the heat off of the Tyrant. Definitely try and squeeze a Venomthrope in there to run with the Carnifexes too. Mawlocs are probably better though,because of the infinite range.
I would lose the Crushing Claws on the Tervigon, and in this rare instance maybe the Egrubs too. Again, Egrubs are crossing into Wrecker territory here. Shave points anywhere you can to to fully fund Crushing Claws and Adrenal Glands on the Carnifexes.. That would let you keep your twin Mawlocs, which have the advantage of infinite range.
Let's see.
- 2x Zoanthrope (100)
- Crushing Claws and Egrubs on the Tervigon (25)
= 125 points
+ 3x Crushing Claws and 3x Adrenal Glands on the Carnifexes (90)
That (sadly) leaves us 10 points short of a Venomthrope. I'm almost tempted to say drop a third Zoanthrope, for an extra 50 points. Taking a Venomthrope instead means 40 points to play around with. A lone Biovore? Even a single Sporemine launcher can be devastating, and oddly you're quite light on the anti-horde element.
This message was edited 1 time. Last update was at 2014/05/26 19:35:41
2014/05/26 19:45:38
Subject: The Wrecker Node - can it work at 1500 points.....
Do I really need the claws on the carnys? I would like them, but are they needed. If I have to pick between the two,I'd prob go with glands. S10 on the charge, and they gain fleet....getting them there faster...
This is what I have come up with....I could drop claws on the tervigon and give them to one fex for a guaranteed land raider tin opener.....
Automatically Appended Next Post: 1500 Pts - Codex: Tyranids Roster
Khaine's Wrath wrote: Do I really need the claws on the carnys? I would like them, but are they needed. If I have to pick between the two,I'd prob go with glands. S10 on the charge, and they gain fleet....getting them there faster...
This is what I have come up with....I could drop claws on the tervigon and give them to one fex for a guaranteed land raider tin opener.....
Automatically Appended Next Post: 1500 Pts - Codex: Tyranids Roster
To be fair, I get a bit caught up in the conceptual awesomeness of Crushing Claws. Simply going for Adrenals is most likely enough too (giving you D3+1 S9 I10 HoW hits and then 5 WS3 S9 AP2 attacks on the charge). Definitely take them from the Tervigon and move them to a Carnifex though; the Tervigon is at its best camping an objective, and you only really want it in melee under the right set of circumstances, so arming it for melee when the points could be spent elsewhere might not be that advisable. Unless you play your Tervigon super-aggressively though, in which case go right ahead.
That second list is looking pretty solid though
2014/05/26 21:12:44
Subject: The Wrecker Node - can it work at 1500 points.....
Ok. I've taken the claws off of the tervigon and given them to a carny. The glands give them furious charge too, so +1 strength on the charge. So it's D3+1 S9 HoW hits at I10 and 5 S10 attacks after...
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/27 00:38:55
Subject: The Wrecker Node - can it work at 1500 points.....
Khaine's Wrath wrote: Ok. I am liking the idea of the wrecker node. It does have hormaguants in it unfortunately...
I'm honestly torn. If I keep the zoeys I have better warp charge and better synapse. But if I drop them I can afford more upgrades.
I'm contemplating dropping one squads, and splitting the other squad into solothropes. Keeps my synapse range, and the same number of AARP charge. Then buying adrenals or claws and a venom. Plus electro bugs on the tyrant.
So, claws or the glands? I might PM you since you have been my BEST source of advice so far. Appreciate it.
I like Glands, 'cause you get to re-roll charges, and that can turn a game around. If you run Solo Broods you run the risk of losing Both to volume of fire. 3++ won't count for much if you need to make 15+ saves. So if you break them down, you need to play them in a different way.
The will of the hive is always the same: HUNGER
2014/05/27 01:08:43
Subject: The Wrecker Node - can it work at 1500 points.....
I know people don't seem to be a fan of it with a lot of lists, but I like to have 1 heavy venom cannon on my Hive Tyrant instead of 2 X brainleech.
It's less mass firing, but gives you a little extra threat against armour. You'r not going to pop the armour do the the -1 on Pen table, but you can reliably strip hull points.
I also run a haruspex and have mixed results with him. Right now I'd say he's about 65% effective in terms of making up his points. I do find it's such a big model that it tends to draw a lot of fire, and I've been putting regen on it, so in CC it has an good chance of recovering at least 1 wound but may also recover 2 wounds/turn. I've found his best use is as a screen for weaker units, and to throw him against masses of infantry
2014/05/28 14:17:38
Subject: The Wrecker Node - can it work at 1500 points.....
Yeah, I like the heruspex, I just don't think he offers me enough on the table top. Even if I do love the model. I'd really love another electroshock flyrant. But I'd lose too much...
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/29 05:40:51
Subject: Re:The Wrecker Node - can it work at 1500 points.....
If you want a wrecker node, crushing claws and adrenal glands are a must. The latter because it gives fleet and you absolutely need to go faster and reroll your charge, the former because you need to kill vehicles and you need the s10.
Regeneration is also a good bet to keep them alive. For the warriors, what I do with them varies, sometimes I have them shoot, sometimes I make them melee focused.
If you can get catalyst, put that on the fexes, maybe get a venomthrope there too because cover is a must. Can't recall if fexes come stock with grenades or have to buy them, but you want them anyway because going at i1 when you charge through cover sucks.
This will eat up points, but it will destroy anything it touches.
At 1500 points though...
Try running it and tell me how it goes.
The key to melee is to have the resiliency per point to survive the trek to the other side, the speed to not be avoided, and the power to still do damage even in the face of casualties.
Speed is the wrecker node's weak point, but one you can at least do something about with fleet and outflanking.
This message was edited 3 times. Last update was at 2014/05/29 11:11:12
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
2014/05/30 12:34:30
Subject: The Wrecker Node - can it work at 1500 points.....
Well they will get Strength 10 from adrenals anyway as it grants them furious charge. Unfortunately I can't work the points for adrenals and claws. It has to be one or the other, and I think the speed is more important.
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them