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![[Post New]](/s/i/i.gif) 2008/01/12 15:29:32
Subject: Nids 1000 pt - cleanse
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Fresh-Faced New User
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There is going to be a local tourney of 1000 points, only cleanse mission (gamma). I was tinkering with a zilla list and I was wondering if I might need more scoring units. I am also not sure if going for more Raveners and stealers with scuttle might be useful since there is not going to be much space on the board. I dont quite have enough points to get flesh hooks on both stealer squads, which is a bit annoying.
Is the Flyrant and a Ravener and maybe a stealer squad enough to flank with? Should I try to get more Raveners in for contesting quarters?
Any questions or criticism would be appreciated.
Tyrant - 2xTL Dev, Wings, Sacs 151
Tyrant - VC, TL Dev, ES, Sacs 149
Stealers (6) - EC, Hooks 126
Stealers (6) - EC 120
Ravener (1) - ST, RC 40
Carnifex (1) - 2xTL Dev, ES 113
Carnifex (2) - VC,BS, ES 296
Grand Total 995
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![[Post New]](/s/i/i.gif) 2008/01/16 07:07:21
Subject: Nids 1000 pt - cleanse
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Fixture of Dakka
.................................... Searching for Iscandar
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For a thousand points, it's difficult to make a decent tournament list.
Stacking in more monstrous creatures, even ones that aren't going to do much, would be safer bets.
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![[Post New]](/s/i/i.gif) 2008/01/16 14:59:07
Subject: Nids 1000 pt - cleanse
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Dakka Veteran
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I think this tournament still follows the force org. Spif, maybe you should cheat to add more MC.
Maybe drop the ravenor to boost your stealers?
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![[Post New]](/s/i/i.gif) 2008/01/16 16:49:28
Subject: Nids 1000 pt - cleanse
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Impassive Inquisitorial Interrogator
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No you could still take more. You can have 3 elites and 3 heavys so he could but at 1000 pts it would be tough
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This is silly! Buttons are not how one escapes dungeons! I would smash the button and rain beatings liberally down on the wizard for playing such a trick!
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![[Post New]](/s/i/i.gif) 2008/01/16 16:54:49
Subject: Re:Nids 1000 pt - cleanse
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Veteran Wolf Guard Squad Leader
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Ugh i hate fighting zilla 'nids in low point games, so so dangerous.
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![[Post New]](/s/i/i.gif) 2008/01/16 17:00:19
Subject: Nids 1000 pt - cleanse
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Longtime Dakkanaut
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Actually he can't take more MC's as you cannot take Carnifexes as elites in battles under 1500 points. Correct me if I am wrong though.
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![[Post New]](/s/i/i.gif) 2008/01/16 17:23:12
Subject: Nids 1000 pt - cleanse
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Dakka Veteran
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That's correct. You can't take fexes as elites under 1500. I think it's shock troop rules.
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![[Post New]](/s/i/i.gif) 2008/01/16 19:17:30
Subject: Nids 1000 pt - cleanse
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Deadly Dire Avenger
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lifeafter is right, but as I see the list he has all 3 heavy slots filled (all the Carnies) so its still a legal list. The 'elite' fex would have to be deployed as a heavy choice of course.
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www.filthy13.com |
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![[Post New]](/s/i/i.gif) 2008/01/16 19:21:58
Subject: Nids 1000 pt - cleanse
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Dakka Veteran
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He has 2 hive tyrants and three fexes, thats as many MCs as he can bring at 1000 points. The question now becomes, what's the best way to fill the rest of his slots? Are 2 units of genestealers and a ravenor a good choice?
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![[Post New]](/s/i/i.gif) 2008/01/16 19:28:01
Subject: Nids 1000 pt - cleanse
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Deadly Dire Avenger
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I'm not keen on the Ravenor, but Im by no means a 'Nid expert yet. My guess is run a 10 model squad of stealers, and drop the others plus the Ravs and pick up as many Hormi's as you can. I think you have shooty covered fine with the MC's, and the Hormies should be fine at this point level. Not just as tie-up troops, but able to take on other forces' troop choices.
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www.filthy13.com |
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![[Post New]](/s/i/i.gif) 2008/01/17 02:22:53
Subject: Re:Nids 1000 pt - cleanse
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Fresh-Faced New User
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The idea behind the list is pretty basic for cleanse: move the gun-line up while protecting it with some counter-assault. At the same time it would be nice to have some mobile elements to flank or contest quarters.
The basic plan is to start as close as possible (to the center) and keep the gunline right around 18" through the game. I would like to keep the footprint of the counter-assault small (especially since there are less TMC than larger point games). Hormagaunts do not seem like a good choice to me. Spinegaunts or termagaunts can probably get into assault on turn 2, since their average assault range is 25" over two turns (9.5+15.5). It is unlikely the hormies are going to get into close combat before turn two, and the fact that they are twice as many points per model is discouraging. I am unsure of how many scoring units I would end up with if I went with one squad of stealers and alot of hormies.
Min sized Ravener and Spinegaunt squads are the cheapest scoring units for the points. Are three Raveners going to be enough counter assault if I go for spinegaunts? Do I need to keep the stealers? I am having a hard time figuring out what troops will provide the right elements at this point level.
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