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		<title><![CDATA[Latest posts for the thread "1850 Nids"]]></title>
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				<title>1850 Nids</title>
				<description><![CDATA[ going to take this to a tourney.  got tired of losing with my 5E tau of suck.  so i built this army.<br /> <br /> 204 - <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Hive tyrant<br /> +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, Flesh hooks, Implant attack, +1 Strength, Toxic Miasma, Winged, 2X Scything Talons, Warp Field.<br /> <br /> 168 - T 8x Stealers<br /> Feeder Tindrils, +1 save<br /> <br /> 168 - T 8x Stealers<br /> Feeder Tindrils, +1 save<br /> <br /> 168 - T 8x Stealers<br /> Feeder Tindrils, +1 save<br /> <br /> 168 - T 8x Stealers<br /> Feeder Tindrils, +1 save<br /> <br /> 113 - E Fex<br /> Strangler, Talons<br /> <br /> 113 - E Fex<br /> Strangler, Talons<br /> <br /> 113 - E Fex<br /> Strangler, Talons<br /> <br /> 204 - H Fex<br /> Strangler, Talons, +1 wound, +1 Toughness, +1 Save, +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 I, Mace Tail, Toxic Miasma, Implant attack<br /> <br /> 204 - H Fex<br /> Strangler, Talons, +1 wound, +1 Toughness, +1 Save, +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 I, Mace Tail, Toxic Miasma, Implant attack<br /> <br /> 227 - H Fex<br /> Venmon Cannon, Talons, +1 wound, +1 Toughness, +1 Save, +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, +1 I, Mace Tail, Toxic Miasma, Implant Attack.<br /> <br /> that is 1850 on the dot.<br /> <br /> the fexes bombard you with S 8 pie plates, and then charge whats left with supped up <span class="glossaryitem" onmouseover='gp(19);'>CC</span> crazyness.  i opted for implant attack on them insted of S10 because S9 can still instant kill most stuff.  and what it dosent kill will be brought down quick by the implant attack (such as nob bikers, or demon princes).<br /> <br /> the one with the cannon is there to keep the big bad tanks from shooting (exerocist, or anything with an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 or 2 gun)<br /> <br /> all the heavy support fexes nail you with 5 attacks (that hit on 3+ vs MOST things) on the charge that will be rerollable thanks to feeder tindrils on the stealers.  that combined with the flyrants implant attacks can take out a nob biker squad in one turn.  and because i got the +1 I on all the fex's the nobs power claws will not be able to swing back  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> the strangle fex's just shoot on the way up and are the second wave charge supported by another squad of feeder tindril stealers, or act as a speed bump so the Heavy fex's can charge in.<br /> <br /> with this list i do not worry about nob bikers one bit.  low save swarm armies like horde nids, orks, or <span class="glossaryitem" onmouseover='gp(69);'>IG</span> dont give me much of a fright either.<br /> honestly, what worries me the most are dual lash with oblit spam backed up by plasma gun plaug marines, and horde Black templars with their 20 wound powerfist.... any tips on how to take them on with this army?<br /> <br /> and now that i think of it.  SOB worry me a bit as well.  if i can keep those pipe organs from firing i should be ok.... but i still have eviserators with a 3+ invul save (with act of faith) to wory about.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 01:37:48]]> GMT</pubDate>
				<author><![CDATA[ Envy89]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ I would lose some points on the Heavy support fexes and your tyrant. Rememeber more models is better than 1 super model. <br /> <br /> I would lose the extra <span class="glossaryitem" onmouseover='gp(149);'>WS</span> on the tyrant (you already have toxic maisma). <br /> <br /> Lose the toughness, <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Mace tail on the fexes. Thats gonna free up some points for a couple of venom cannons on the Heavy fexes. (I was thinking what if your opponent takes more than 1 tank). I like Sniperfexes because they can deal with hordes w/ the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and vehicles (if they have any) w/ the <span class="glossaryitem" onmouseover='gp(138);'>VC</span>.<br /> <br /> Also, lose the carapace on the stealers and give them outflank instead. If you don't you run the risk of losing a lot of stealers being hit with AI weapons while the big guys get hit with the anti tank. If you outflank, you save yourself getting the stealers shot up and also force your opponent into the centre where your large blasts can really work their magic. ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 03:09:30]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Re:1850 Nids</title>
				<description><![CDATA[ if i drop the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> on the carnies then they will be hitting most things on only a 4+... i have played a few games with ye old gunfex, and it never worked out good.  they allwasy got stuck into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with a burried powerfist that eventualy downed them.  with only 2 attacks hitting on 4+ means 1 dead thing a turn....  with the set up i have now, i am killing 2-3 things a turn.... <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the 5 points is worth it.<br /> <br /> if i go up vs a lot of tanks, the stranglers are S8... not great, but it can still keep them from shooting.... if i go up vs horde, then i have 5 S8 pices of pie.<br /> <br /> i want outflanking on the stealers though i also want to keep the 4+ save.  evuntualy, they will be in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  with a 5+ save they will drop dead with a stern glare from a marine.... and a bolter kills them outright.<br /> <br /> i can see dropoing the Toughness 7 to free up some points, as well as some bits on the tyrant.<br /> <br /> i will playtest this a few times.  mabey find a way to get scuttlers on the stealers before i playtest.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 17:08:12]]> GMT</pubDate>
				<author><![CDATA[ Envy89]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ Here is my 2k list. Pretty easy to free up the points to make it 1850. I havent lost with it yet. Or drawn. hahaha<br /> <br /> tyrant w/ guard <br /> all flesh hooks<br /> toxic miasma<br /> warpfield<br /> 2xscything talons<br /> <br /> 3x <span class="glossaryitem" onmouseover='gp(14);'>BS</span> fexes (barbed strangler, scything talons)<br /> <br /> 47 outflanking stealers (3 broods of 8 w/ feeder tendrils, 2 broods of 8 w/ flesh hooks, 1 brood of 7 w/ flesh hooks).<br /> <br /> 3 sniperfexes (barbed stranger, <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, enhanced senses)<br /> <br /> Hope this isnt too late!!]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 04:32:03]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Re:1850 Nids</title>
				<description><![CDATA[ well first off take the save off the stealers its not worth it.<br /> <br /> I am yet to understand why you put +<span class="glossaryitem" onmouseover='gp(149);'>WS</span> and mace tail on a <span class="glossaryitem" onmouseover='gp(138);'>vc</span> fex because he should have a  barbed stranger with the <span class="glossaryitem" onmouseover='gp(138);'>vc</span> and be shooting the whole time. If they have a gun gear them for shooting. If they stabby arms, gear them for stabbing. not both. This gives them a job that they can excel at.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 15:05:47]]> GMT</pubDate>
				<author><![CDATA[ wolfeman]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ Disclaimer - last <span class="glossaryitem" onmouseover='gp(346);'>exp</span>. with Nids was 4th<br /> <br /> 5th seems great to me for Nidzilla, with running cover saves and whatnot, but I have some suggestions:<br /> <br /> Consider using a buncha scuttling 'stealers to put pressure on the backfield, discourage castling and tie up shooting and objective claiming.<br /> <br /> Consider dropping some upgrades on Heavy 'fexes such as +1 save and mace tail in order to upgrade 'stealers and possibly add another Tyrant.<br /> <br /> Get a Shadow in the Warp in there somewhere. Lots of psychic action going on nowadays and that is a great persistant foil for it.<br /> <br /> Exchange one or two strangler Elite 'fexes for Dakkafexes. They are still amazing for smashing light vehicles and putting tons of wounds on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.<br /> <br /> Just some thoughts. I am jealous of people working on Nid armies in 5th, I am stuck in Chaos Space Marine land.<br /> <br /> - Blackbone]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 18:48:15]]> GMT</pubDate>
				<author><![CDATA[ Blackbone]]></author>
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				<title>Re:1850 Nids</title>
				<description><![CDATA[ I geared my Heavy support fexes up to specifically counter Nob Bikers, and multi wound charters...  but I will be hitting most everything on a 3+ with 4-5 <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> attacks.  Rerollable thanks to the stealers.<br /> <br /> As I said before, I put the +1 save on the stealers because that helps immensely in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>... And a bolter will not drop them.<br /> <br /> <br /> The plan for now is to make a <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> wall with the stealers behind it.  The 5 S8 large blasts going each turn as I march up.  The stealers burst out and charge.<br /> The flyrant advances up on a flank.<br /> <br /> I have tested this list vs. death roller battle wagon orks... he had 2 nobs, a big mek, and 2 storm boys left by the end of the game (Turn 5)<br /> <br /> <br /> I will try and play-test scuttlers (in place of +1 save) this coming weekend.  Ill posts the results.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 19:05:10]]> GMT</pubDate>
				<author><![CDATA[ Envy89]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ [But what Envy89 failed to mention is that even though that ork player had that little left...it still was an ork victory]  Ha!]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 23:16:14]]> GMT</pubDate>
				<author><![CDATA[ FlatlanderBoss2.0]]></author>
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				<title>Re:1850 Nids</title>
				<description><![CDATA[ <blockquote><div><cite>FlatlanderBoss2.0 wrote:</cite> [But what Envy89 failed to mention is that even though that ork player had that little left...it still was an ork victory] Ha! </div></blockquote><br /> <br /> nuh uhhh.... it was a TIE  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"><br /> <br /> but it was a moral victory for me.... i took a horde army down to 5 models... and you even had that choppa squad with mad dok grotsnik in it to give em all feal no pain.]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 16:39:10]]> GMT</pubDate>
				<author><![CDATA[ Envy89]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ <blockquote><div><cite>Lukus83 wrote:</cite>Here is my 2k list. Pretty easy to free up the points to make it 1850. I havent lost with it yet. Or drawn. hahaha<br /> <br /> tyrant w/ guard <br /> all flesh hooks<br /> toxic miasma<br /> warpfield<br /> 2xscything talons<br /> <br /> 3x <span class="glossaryitem" onmouseover='gp(14);'>BS</span> fexes (barbed strangler, scything talons)<br /> <br /> 47 outflanking stealers (3 broods of 8 w/ feeder tendrils, 2 broods of 8 w/ flesh hooks, 1 brood of 7 w/ flesh hooks).<br /> <br /> 3 sniperfexes (barbed stranger, <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, enhanced senses)<br /> <br /> Hope this isnt too late!!</div></blockquote><br /> <br /> You're wasting the full flexibility of the Tyrants. Yes tehy are great in combat on that build but give them 2 twin devourers each and each turn even the turn you charge you are getting an extra 12 strength 5 attacks re-rolling to hit and wound rolls that fail. You will annihilate space marine squads whole as you close in and then you're giving your stealers much less firepower directed their way. If your tryrants pose enough threat that they need to be dealt with now then you're doing something right.<br /> <br /> <blockquote class="uncited"><div>Envy89   2009/02/04 05:35:10     Subject: Re:1850 Nids  <br /> <br /> --------------------------------------------------------------------------------<br />  <br /> I geared my Heavy support fexes up to specifically counter Nob Bikers, and multi wound charters... but I will be hitting most everything on a 3+ with 4-5 <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> attacks. Rerollable thanks to the stealers. <br /> <br /> As I said before, I put the +1 save on the stealers because that helps immensely in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>... And a bolter will not drop them. <br /> <br /> <br /> The plan for now is to make a <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> wall with the stealers behind it. The 5 S8 large blasts going each turn as I march up. The stealers burst out and charge. <br /> The flyrant advances up on a flank. <br /> <br /> I have tested this list vs. death roller battle wagon orks... he had 2 nobs, a big mek, and 2 storm boys left by the end of the game (Turn 5) <br /> <br /> <br /> I will try and play-test scuttlers (in place of +1 save) this coming weekend. Ill posts the results.  <br />  </div></blockquote><br /> <br /> <blockquote class="uncited"><div>Hive tyrant<br /> +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, Flesh hooks, Implant attack, +1 Strength, Toxic Miasma, Winged, 2X Scything Talons, Warp Field.</div></blockquote><br /> <br /> My comments to Lukus above apply also here, I like how you have geared the list implant attack means even strength 9 carni's will do 2 wounds each attack against monstrous creatures not just one. Keep the miasma and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> on the acrnis who are hitting combat as it means WS5 is hitting on 4's not 3's which makes all the difference with that fist. I'd personally take at least 1 paired twin devourers on the Tyrant as even 6 extra attacks a turn is better then 1 regardless of the fact they don't ignore armour nor do 2 wounds each thanks to the&nbsp;implant attack. I'm a massive fan of the 2 twin-devourers as those tyrants have won more battles for me then anything else and 12 extra attacks from as far as 18 inches away each turn rerollingf ailed hits and wounds is better then 2 extra attacks in combat regardless of the implant attack/no save they give. Keeping stealers behind the monstrous creatures is also useful for a counter attack to save the strangler fexes from a combat they can't hope to win meaning more pie-plates each game.<br /> <br /> Cheers all,<br /> <br /> Auretious Taak.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 18:53:39]]> GMT</pubDate>
				<author><![CDATA[ Auretious Taak]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ I've mentioned this in a previous post (and different thread) but my tyrant + guard are there as a deterrant. Hard to kill and deadly if they reach <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. So much shotting will be focussed on these guys it really helps out the shooty fexes (they last longer). Against marines I would merely replace my strangler fexes for dakkafexes. Still keeping the anti tank, but allows me to chew through infantry very fast. ]]></description>
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				<pubDate><![CDATA[Sun, 8 Feb 2009 01:15:35]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ I can definately see both sides of using/not using Tyrant Guard. Running is great now, and wound allocation is still good with them, but the walking Tyrant itself isn't that scary and maybe not worth investing so much into now that <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Fexes are getting some love in 5th Ed.<br /> <br /> - Blackbone]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 16:46:56]]> GMT</pubDate>
				<author><![CDATA[ Blackbone]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ I would drop the Mace Tail for Spine Banks on the Fexes that have it.  THe one attack won't be as helpful as a couple more shots as you close in with as a pair of twin-linked S6 shots in addition to all the other shooting.  Plus since they count as giving you frag grendaes as well, you can assault over cover if you need to.]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 17:46:04]]> GMT</pubDate>
				<author><![CDATA[ Mattlov]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ I would still use the flyrant but make him more shooty I just played a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army and my flyrant was almost exactly like your it is not a good tank buster against landraider when you can do the same for a carnifex and pretty much be guaranteed to kill a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> unless you roll under 4 with two dice =)]]></description>
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				<pubDate><![CDATA[Sun, 15 Feb 2009 20:44:04]]> GMT</pubDate>
				<author><![CDATA[ Awilkers54]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ <blockquote><div><cite>Mattlov wrote:</cite>I would drop the Mace Tail for Spine Banks on the Fexes that have it.  THe one attack won't be as helpful as a couple more shots as you close in with as a pair of twin-linked S6 shots in addition to all the other shooting.  Plus since they count as giving you frag grendaes as well, you can assault over cover if you need to.</div></blockquote><br /> <br /> Remember that in 5th ed. the 'frag grenades' means nothing as all assaults are done in initiative order.  Since a fex can be max I2 He's ALWAYS going to go last.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 22:39:46]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ except vs P.Fists]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 22:42:50]]> GMT</pubDate>
				<author><![CDATA[ Anim]]></author>
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				<title>1850 Nids</title>
				<description><![CDATA[ That's very true, but out of a 10 man marine squad, or even a 5 man squad, I don't think it'll matter much.  The marine player will take out the chumps and get to the one thing that'll actually hurt the fex so I think the result will be the same either way.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 23:06:44]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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