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Made in us
Fresh-Faced New User




EDITED LIST:

HQ: 462
Hive Tyrant (186): Adrenal Glands (I + WS), Flesh Hooks, Toxin Sacs, Winged, 2 Scything Talons, Warp Blast

Hive Tyrant (141): Enhanced Senses, Toxin Sacs, 2 TL-Devourers, Warp Blast
3 Tyrant Guard (135)


Elites: 339
Carnifex (113): 2-TL Devourers, Enhanced Senses

Carnifex (113): 2-TL Devourers, Enhanced Senses

Carnifex (113): 2-TL Devourers, Enhanced Senses


Troops: 560
6 Ripper Swarms (96): Leaping, Adrenal Glands (WS)

6 Ripper Swarms (96): Leaping, Adrenal Glands (WS)

6 Ripper Swarms (96): Leaping, Adrenal Glands (WS)

6 Ripper Swarms (96): Leaping, Adrenal Glands (WS)

6 Ripper Swarms (96): Leaping, Adrenal Glands (WS)

5 Ripper Swarms (80): Leaping, Adrenal Glands (WS)


Heavy Support: 489
Carnifex (163): Enhanced Senses, Reinforced Chitin, Venom Cannon, Barbed Strangler

Carnifex (163): Enhanced Senses, Reinforced Chitin, Venom Cannon, Barbed Strangler

Carnifex (163): Enhanced Senses, Reinforced Chitin, Venom Cannon, Barbed Strangler

Total: 1850
Wounds: 146
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


1) If you're going for the psychic choir then you need to max out on shooting, meaning you should be taking a third Elite Carnifex. Having that many stealers doesn't really do you any good as if they run forward they get shot and die and there are too many of them to effectively hide behind your Monstrous Creatures.

2) I'd recommend giving the walking Tyrant Shadow in the Warp instead of the 5th Psychic Scream.

3) Your Heavy Carnifexes should definitely have +1Wound. The thing about a Godzilla list is you want the absolute maximum amount of T6 wounds running around. That means giving both your Heavy Carnifexes +1Wound and taking a third Tyrant guard. Lose some Stealers.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Fresh-Faced New User




Thank you for the advice, I made tha appropriate changes. I'm not however sold on show of the warp. Perhaps I don't play too mnay psychic heavy armies in my area but is there some other benefit i'm missing?
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Nope, no other benefit.

If you don't play any highly psychic armies, first thank god for being so lucky, and then ignore my advice and use five Screams.

SitW (especially in combination with four Screams) gives the army a true defense agianst psykers. With so many Marine Librarians, Eldar Seer Councils, Siren Princes, and who knows what will happen with the Eldar psychics in November. . .I think SitW is a great tool to have, even at the loss of one Psychic Scream.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Dakka Veteran




My first thought is to take 10 points off of the Flyrant's upgrades to give the 3rd Zoa Warp Blast. You have the walking tyrant to provide synapse, and it takes such a ridiculous amount of firepower to down 3 guards + Tyrant that most will not even try.
How much is the +WS enhancement?

Another option, is to drop a squad of stealers, and get 3 one man Ravener units for scoring units and table claiming, as well as nasty surprising assaults to limit enemy shooting. This can be a huge help against other shooty lists. That would leave 40 points, some of which could upgrade the last Zoanthrope and even pay for some more upgrades.

24 Stealers should be able to handle the close combat, as long as you keep them safely tucked behind the wall.
   
Made in us
Fresh-Faced New User




I realized I added up my hq wrong and was about 100pts over o.0 . So I though I might as well throw in some meat fillers n the form of spine gaunts. Should I even bark up the gaunt treee with a zilla list or do people think that they will be fine?
   
Made in us
Regular Dakkanaut





Looks very similar to the 1850 nids list I settled on, except that I only took 2 Tyrant Guard and put warp field on the flyrant. No reason not to try the gaunts, but maybe playtest and see if using a few more stealers instead? I'm only running 18 spinegaunts and another slot of 'stealers. The fexes really provide enough ranged firepower that the gaunts are more for screening than anything else.
   
Made in us
Fresh-Faced New User




I'd">
I'd drop a brood of gaunts to add Extended Carapace to your two HS Carnifexes and the Tyrants.  A 2+ save is invaluable for the likes of ordnance, ML's, and it also makes you twice as survivable against basic shooting.  A bolter will wound you just the same if you're T7 or T6, but a 2+ save will save twice as often as a 3+.
   
Made in us
Dakka Veteran




I'd read the Dakka article on building Carnis before taking the above advice.
   
Made in ca
Dakka Veteran




The Hammer

Playing choir with no Lictors, wy not run stranglers/talons on your elite fexes? The extra range is great if they show up late, as could well happen with Escalation and no rerolls, plus pinning is nasty with all the leadership penalties* AND they're as good as missile launchers against vehicles. They're also a few points cheaper than dakkafexes, which'll help you upgrade one of the Tyrant's devourers to a venom cannon, going on the same principle that it's a lot easier to find a target within three feet than a foot and a half if you just showed up on your board edge.

Oh yeah, keep the synapse on one zoey so the other two don't go pop to lascannon in escalation. Plus he's your sole gaunt-herder until at least your second turn, and it's not unreasonable to expect he'll be your only synapse until turn three. Considering that, it's almost worthwhile just to run all stealers as troops, as it puts the squeeze on your opponent as far as what to target - the big dude who will place a 5" template, or the smaller dudes, each armed with a small tumbler of rending dice.

+1 Save and +1 T are all right, I suppose, but +1 W, as noted by yak, outshines them both. Plus those upgrades points all add up. And you'll feel rather silly having paid for a 2+ save when someone shoots a lascannon or plasma gun at you.

*You can get a Master's resolve down to that of a Grot - why not exploit it?

When soldiers think, it's called routing. 
   
Made in us
Fresh-Faced New User




Thanks again for all the replies. I actually eneded up playing a game with my freind using the edited list above and absolutley smoked him. I solved several of my problems in testing this list by just making my troop choices rippers (I didn't realize how many of those bases I had o.0). My freind played a Mech Tau list and I managed to even outshoot him thanks to the insane awsomeness of my dakka tyrant and fexes have on skimmers. There simply was too mnay wounds on the baord for him to deal with and was evntually overrun.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


You do know that Ripper swarms are not protected from instant death by Synapse and they aren't scoring units either right?

That's a whopping 560 pts of models that can't really do squat for you in a mission that needs lots of scoring units.

If you just want ablative wounds for your army you're better off putting that 560 points into Spinegaunts. They can outlast, outfight and outshoot Rippers, plus they're faster with fleet. They do suffer from the Synapse leash, but still, much better than those ridiculously overpriced Rippers you've got there.

Remember. One win against a friend does not a good list make.

I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
 
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