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		<title><![CDATA[Latest posts for the thread "Nids vs Mechanything."]]></title>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ Now im hearing alot of threads recently describing Nids as sub-par to Mech-lists, especially <span class="glossaryitem" onmouseover='gp(69);'>IG</span> mech. <br /> <br /> Reasons given with things like the abundence of melta-weaponary which can hurt monsterous creatures, alot of template gear to kill hordes & generaly being more mobile than the average tyranid. <br /> <br /> Now I personally dont agree with this. How many chimeras, leman russes & melta-guns can fit into a 1500pt <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list? Then ill be able to have a better idea.<br /> <br /> What do you all think on that premise? Are there any other serious flaws that nids face vs mech lists I havent mentioned?<br /> <br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 19:29:56]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>Now im hearing alot of threads recently describing Nids as sub-par to Mech-lists, especially <span class="glossaryitem" onmouseover='gp(69);'>IG</span> mech. <br /> <br /> Reasons given with things like the abundence of melta-weaponary which can hurt monsterous creatures, alot of template gear to kill hordes & generaly being more mobile than the average tyranid. <br /> <br /> Now I personally dont agree with this. How many chimeras, leman russes & melta-guns can fit into a 1500pt <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list? Then ill be able to have a better idea.<br /> <br /> What do you all think on that premise? Are there any other serious flaws that nids face vs mech lists I havent mentioned?<br /> <br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> </div></blockquote><br /> <br /> Guard can pack something like 20 meltaguns and prolly like 8 or more heavy flamers really easy at lower points with big guns to back them up.<br /> <br /> I know my marine lists generally pack 11-15 multi-meltas,  7 or so heavy flamers and a few meltaguns/flamers depending on the list i'm using.  All twin linked. Backed by <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> terminators<br /> <br /> Chaos can pack lots of meltas as well on chosen, oblits, <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s and basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  They back it up with lash.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 19:37:59]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ It's not hard for <span class="glossaryitem" onmouseover='gp(69);'>IG</span> specifically to pack a lot of high strength AP2 firepower into a list.  I run a 1000 point list that's not even Mech/Vet and it has a Plasma <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Melta Vet squad, Vendetta, and <span class="glossaryitem" onmouseover='gp(87);'>LR</span> (I run it as a Vanquisher because of local meta) with tons of points left over for horde of Guardsmen.  Mech Vet with everyone in Chimeras with Meltas/Plasma could probably knock out a couple of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> each turn without breaking a sweat.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 19:41:07]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Khornatedemon wrote:</cite><br /> <br /> Guard can pack something like 20 meltaguns and prolly like 8 or more heavy flamers really easy at lower points with big guns to back them up.<br /> <br /> I know my marine lists generally pack 11-15 multi-meltas,  7 or so heavy flamers and a few meltaguns/flamers depending on the list i'm using.  All twin linked. Backed by <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> terminators<br /> <br /> Chaos can pack lots of meltas as well on chosen, oblits, <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s and basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  They back it up with lash.</div></blockquote><br /> <br /> Dude, gimme a list. Dont spout out figures like that as it doesnt help anyone (well it doesnt help me). <br /> <br /> Gimme a breif rundown of this <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list.. or at the very least a point-limit. "at lower points" What, 500pts? 1500pts?<br /> <br /> Gornall: With what youve just mentioned, comes to 495pts & those troops arent in transports & your missing a troop choice. With transports your now at 605 & still need a second troop choice. I wouldnt call 3 melta, 3-<span class="glossaryitem" onmouseover='gp(126);'>tl</span> lascannons & 4 plasma specifically spammy nor scary. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 19:56:04]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite><blockquote><div><cite>Khornatedemon wrote:</cite><br /> <br /> Guard can pack something like 20 meltaguns and prolly like 8 or more heavy flamers really easy at lower points with big guns to back them up.<br /> <br /> I know my marine lists generally pack 11-15 multi-meltas,  7 or so heavy flamers and a few meltaguns/flamers depending on the list i'm using.  All twin linked. Backed by <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> terminators<br /> <br /> Chaos can pack lots of meltas as well on chosen, oblits, <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s and basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  They back it up with lash.</div></blockquote><br /> <br /> Dude, gimme a list. Dont spout out figures like that as it doesnt help anyone (well it doesnt help me). <br /> <br /> Gimme a breif rundown of this <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list.. or at the very least a point-limit. "at lower points" What, 500pts? 1500pts?<br /> <br /> Gornall: With what youve just mentioned, comes to 485pts & those troops arent in transports & your missing a troop choice. With transports your now at 595 & still need a second troop choice. I wouldnt call 3 melta, 3-<span class="glossaryitem" onmouseover='gp(126);'>tl</span> lascannons & 4 plasma specifically spammy nor scary. </div></blockquote><br /> <br /> i generally try not to play less that 1750.  Thats standard in my area so I wouldnt even know what to do for my marines at 1500.  I'd probably have to drop my <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> and terminators with would give me points for more melta's and flamers.  Something like:<br /> vulkan<br /> 3x 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad with mg/<span class="glossaryitem" onmouseover='gp(330);'>mm</span> in rhino's<br /> 3x dreads with <span class="glossaryitem" onmouseover='gp(330);'>mm</span>/<span class="glossaryitem" onmouseover='gp(336);'>hf</span> <br /> and fill in the rest with <span class="glossaryitem" onmouseover='gp(330);'>mm</span>/<span class="glossaryitem" onmouseover='gp(336);'>hf</span> speeders and maybe dakka preds.  Probably something like 5 <span class="glossaryitem" onmouseover='gp(330);'>mm</span>/<span class="glossaryitem" onmouseover='gp(336);'>hf</span> speeders in squads of 2,2,1<br /> <br /> giving me 11 twin linked <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s, 3 mg's and 9 heavy flamers.<br /> <br /> For guard it costs 910 points for 2 <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and 4 vet squads all in chimera's with heavy flamers.  the vets have 3 mg's and the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> can either go 4 meltas or what i prefer 3 and a <span class="glossaryitem" onmouseover='gp(336);'>HF</span>.  So with 590 points to spare guard has 18 meltaguns and 8 heavy flamers.  And the meltas can be ordered twin linked agaisnt <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.  The 590 points can buy an executioner, some devildogs, vedettas, valks, or anything else they have that destroy nids.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:06:13]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ Well, with regards to Mech Vets in particular, 3-6 Vendettas packing melta or flamer vets, outflanking to guarantee first shot against the big bugs.  Since everything in the Tyranid arsenal is relatively short-ranged and assault-oriented, that's 9-18 lascannons vaporizing anything carrying venom cannons with equal to greater mobility and a flamer payload to vaporize any outflanking stealers.  5 Vendettas, 2 Vets with flamers, and a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with flamers is doable within 1000 pts.<br /> <br /> It's very hard to get cover from Valkyrie models due to their height advantage.  Nid players are losing 2-3 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> a turn against a mobile force with short range counterassault firepower.  That's a pretty nasty matchup.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:11:13]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ At 1500 points my opponent ran 3 leman russes 3 chimeras and he wasnt even in a mech list. <br /> <br /> For other information I at 1500 points run a mech eldar list, and it has 3 wave serpents and 2 Fire Prisms]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:14:24]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ 	<span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 1	Company Command Squad<br /> 4	melta gun<br /> 1	chimera w/ hull heavy flamer, multi-laser<br /> <br /> 	Troops<br /> 1	Platoon Command Squad<br /> 4	flamers<br /> <br /> 1	Infantry Squad<br /> 1	flamer<br /> <br /> 1	Infantry Squad<br /> 1	flamer<br /> <br /> 1	Veterans<br /> 3	melta guns<br /> 1	chimera w/ hull heavy flamer, multi-laser<br /> <br /> 1	Veterans<br /> 3	plasma guns<br /> 1	chimera w/ hull heavy flamer, multi-laser<br /> 	<br /> 	Fast Attack<br /> 1	Vendetta<br /> 1	Vendetta<br /> 1	Vendetta<br /> 	<br /> 	Heavy Support<br /> 1	Demolisher w/ hull heavy flamer<br /> 1	Demolisher w/ hull heavy flamer<br /> 1	Leman Russ Battle Tank w/ hull heavy flamer<br /> <br /> Heres an example <span class="glossaryitem" onmouseover='gp(69);'>ig</span> list for you.  This is exactly 1500 pts.  It has:<br /> 9 <span class="glossaryitem" onmouseover='gp(126);'>tl</span> lascannons<br /> 6 heavy flamers<br /> 6 flamers<br /> 7 melta guns<br /> 3 plasma guns<br /> 3 multi-lasers<br /> and 1 battle cannon<br /> <br /> This is by no means a fine tuned list just throwing it out there for you.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:20:41]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Are there any other serious flaws that nids face vs mech lists I havent mentioned?</div></blockquote><br /> The idea of the transports as cheap protection for the scoring units and <span class="glossaryitem" onmouseover='gp(97);'>misc</span> killy stuff -- sorta like a void shield for your scoring units.  This mostly applies to the newer dexes and their 35-55 point transports, becuase they lose very little in offensive or scoring ability going this route.<br /> <br /> Yes, hitting rear armor makes transports vulnerable to assault, but that just stalls your assault a turn, leaving you vulnerable to the squad inside as well as their buddies.  <br /> <br /> Same applies to a shooty zilla list, you have to open up the transport and then get at the squishy bits -- not easy to do in 5ed from range or without melta.  And there's only so many turns to get that done, and still also stall or kill the other nasty units.<br /> <br /> Also note that these armies aren't losing much, if any, offensive ability in order to mech up and gain these advantages.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:34:28]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ I wasn't giving a full list, just some of the highlights.  The rest is a couple of Chimeras with <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> and infantry squads with <span class="glossaryitem" onmouseover='gp(380);'>GL</span>/<span class="glossaryitem" onmouseover='gp(5);'>ACs</span> and flamer <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>.  Like you said, nothing particularly spammy or hard (I play this as my casual list), but still enough AP1-2, flamer templates, and moblity to give a lot of fits to a Nidzilla list at that points level.  Warmaster's list is a reasonable example of what a tougher and larger list would look like.  ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:38:36]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ regardless, I believe most truly mech gaurd are having an easier time with current Nid lists, and notice I say easier, that does not in any way mean victory, I think as I have seen new <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is actually having problems with old nids. STRAIGHT HORDE. I mean, nids are some of the speediest hordes out there, most of them having fleet and move through cover, a list with two tyrants+gaurd, and horde beyond imagining would in my opinion actually present a problem for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, because though they spit out a hell of a lot of fire power per turn, mass fire power wise and template wise they have become less effective, due to the overuse of melta and the constant need to transport everything. <br /> <br /> Most nids having fleet, generally means, as with eldar, templates lose a serious amount of effectiveness due to that 13-18" charge range, and the fact that with nids, all models in the squad within 3" instead of 2" count as in close combat meaning a 30 man gaunt squad will be able to get every single model into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> <br /> Now dontget me wrong, with transports that means that the troops inside are harder to get at, but with all that armor, it actually limits your ability to move around, and time and time again, I have seen <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players over mech, try to spearhead forward, lose one or two transports in one spot which then create armored roadblocks, which forces them to go around, close to table edges and get charged by outflanking stealers. not to mention even with all that melta weaponry and such, they are still hitting on 4s, and that aint so hot.<br /> <br /> New <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is hard, very hard, but it <span class="glossaryitem" onmouseover='gp(186);'>def</span> has its soft points.;.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:00:53]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ Well I pose -<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/232918.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/232918.page</a><br /> <br /> Tell me how exactly this will get walked over by the mechvets (besides having no troops, but yet, WoN and shizzle yet to be applied!). <br /> <br /> @Gameandwatch: Only nids with the Leaping Biomorph gain a 3" threat thingy. Hormagaunts come with it as standard.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:08:01]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I believe most truly mech gaurd are having an easier time with current Nid lists, and notice I say easier, that does not in any way mean victory, I think as I have seen new <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is actually having problems with old nids. STRAIGHT HORDE. </div></blockquote><br /> <br /> The problem with straight horde is that it straight sucks against just about everybody. Gaunts can't kill tanks.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:09:31]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ Agreed, plus it's an over costed horde......<br /> <br /> And fearless gaunts kill themselves in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> :(<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:15:22]]> GMT</pubDate>
				<author><![CDATA[ SsevenN]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>Well I pose -<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/232918.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/232918.page</a><br /> <br /> Tell me how exactly this will get walked over by the mechvets (besides having no troops, but yet, WoN and shizzle yet to be applied!). <br /> <br /> @Gameandwatch: Only nids with the Leaping Biomorph gain a 3" threat thingy. Hormagaunts come with it as standard.</div></blockquote><br /> <br /> Vendettas start on the board or come from reserve and gun down your Carnifexes with little effort (3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons...each). The rest of the army moves up into melta range while ordnance blow chunks in your Warrior squads. The gaunts get killed by whatever small arms fire is leftover, which leaves you with nothing to capture objectives. For a mechanized list, only the barbed stranglers are worth worrying about, and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> outranges them.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:23:46]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[              <br /> <br /> Company Command Squad	50 Pt.<br />       Captain Holt 	-<br />           Astropath & Officer of the Fleet	60 Pt.<br />           4 Plasma Guns 	60 Pt.<br />        Chimera Transport	55 Pt.<br />           Hull Heavy Flamer & Multi-Laser	-<br />                                                                      Total Pt.  225       <br /> <br /> 1st Infantry Platoon<br /> <br /> Command Squad	30 Pt.<br />       Lieutenant Hausmann	-<br />            4 Flamers	20 Pt.<br />          Chimera Transport	55 Pt.<br />             Heavy Flamer & Multi-Laser	- <br /> 1st Infantry Squad	50 Pt.<br />      Plasma Gun	15 Pt.<br />      Lascannon	20 Pt.<br /> 2nd Infantry Squad	50 Pt.<br />      Plasma Gun	15 Pt.<br />      Lascannon	20 Pt.<br /> <br /> 2nd Infantry Platoon<br />                                                                  <br /> Command Squad	30 Pt.<br />       Lieutenant Umbridge	-<br />            4 Flamers	20 Pt.<br />          Chimera Transport	55 Pt.<br />             Heavy Flamer & Multi-Laser	- <br /> 1st Infantry Squad	50 Pt.<br />      Plasma Gun	15 Pt.<br />      Lascannon	20 Pt.<br /> 2nd Infantry Squad	50 Pt.<br />      Plasma Gun	15 Pt.<br />      Lascannon	20 Pt.<br /> 32nd Volscani Penal Legion	80 Pt.<br /> 67th  Volscani Penal Legion	80 Pt.<br /> Total Points: 710<br /> <br /> Vets                                 	70 Pt.<br />          2 Melta-Gunners	20 Pt.<br />      Vedetta Valkyrie	130 Pt.<br /> Vets                                 70 Pt.<br />          2 Melta-Gunners 	20 Pt.<br />       Vendetta Valkyrie	130 Pt.<br />                                                                Total Points: 440 Pt.<br /> <br /> Psyker Battle Squad	-<br />      Overseer Schwer	20 Pt.<br />          6 Sanctioned Psykers	60 Pt.<br />       Chimera Transport	55 Pt.<br />           Heavy Flamer & Multi-Laser	-<br /> Total Points:135<br /> <br />    <br /> Leman Russ Battle Tank “Obedience”	150 Pt.<br /> Leman Russ Battle Tank “Dutiful”	150 Pt.<br /> Leman Russ Exterminator “Agony”	190 Pt.<br /> Heavy Flamers on all*<br />                                                                     Total Points: 490 <br /> <br /> Total Army Cost: 2000 Pts.<br /> <br /> <br /> I have totally destroyed every Nid list I have faced. From heavy Genestealers and swarms, to nidzilla. Nids simply cannot effectively deal with armor at long range. For the turns it takes them to walk up the board the Vendettas, Lascannons, Multi-lasers, etc. just chew through their mostrous creatures and the numerous flamers eat up the horde.<br /> <br /> I'm not saying that Nids cannot beat Guard, or that either Codex is broken, but Nids certainly have a rough time against Mech Guard.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:26:23]]> GMT</pubDate>
				<author><![CDATA[ Manstein]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ warriors get killed by heavy flamers.  2 landspeeders will drive up to your warrior squads, hit them with <span class="glossaryitem" onmouseover='gp(336);'>HF</span>'s and toast them.  Same can be done with 2 chimera's or a valk with rockets pods or hellhounds.  The warriors really dont threated vehicles.  A few <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 hits that scatter off most transports 2/3 of the time and will need 5+ to hurt rhinos and 6's to hurt chimeras arent scary.<br /> <br /> So it comes down to hitting the warriors with ordnance and flamers and the tyrant and fex's with melta's.  Not exactly a difficult premise.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:36:48]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ A properly built and played MechVet list has one of it's easiest matchups with any kind of Nid list. Nidzilla is almost an autowin for Mech Vet and Nid Horde is at a sever disadvantage needing either mistakes by the guard player or a very strong advantage in the "luck" factor. <br /> <br /> Hordes is one of those armies that MechVet can just sit back and hose with massed firepower as they have so few ways of dealing with armor at range. <br /> <br /> Mech Vet definitely has it's weaknesses by Nids are not one of them. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 21:51:35]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Danny Internets wrote:</cite><blockquote><div><cite>Razerous wrote:</cite>Well I pose -<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/232918.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/232918.page</a><br /> <br /> Tell me how exactly this will get walked over by the mechvets (besides having no troops, but yet, WoN and shizzle yet to be applied!). <br /> <br /> @Gameandwatch: Only nids with the Leaping Biomorph gain a 3" threat thingy. Hormagaunts come with it as standard.</div></blockquote><br /> <br /> Vendettas start on the board or come from reserve and gun down your Carnifexes with little effort (3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons...each). The rest of the army moves up into melta range while ordnance blow chunks in your Warrior squads. The gaunts get killed by whatever small arms fire is leftover, which leaves you with nothing to capture objectives. For a mechanized list, only the barbed stranglers are worth worrying about, and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> outranges them.</div></blockquote><br /> <br /> See, exactly ^^ this kind of thinking that does my head in.<br /> <br /> Carnifexes stay behind the warrior squads, ala cover save. 3TL bs3 lascannons = 2.25 hits = 1.8 wounds = 0.9 unsaved wounds. Thats 0.9/4 wounds.<br /> <br /> I do agree ordanence will blow chunks in the warrior squads but cover will be nice - Ill try and ultilize board cover/gaunt cover where I can - But wait, I have the same range as your ordanence. Ill blow chunks in your chimera line. Fexes shake the leman russes where they can & the hive tyrant gingerly runs at the moving chimera aiming to leap frog past the effective 18" melta/plasma range & charge into a squad/tank. <br /> <br /> As tanks start dieing, move cover starts spawning so these warrior squads start getting more cover-saves. Those deadly HHF chimera will-not make it into template range. I can suck up silly amounts of wounds with the warrior squads. <br /> <br /> Killpoints, ive got the advantage as you have 15, I have 10. Troops.. well, how long can 30 gaunts last  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">. <br /> <br /> Boom-nids can deal with armor @ long range. @ 1750-2000pts, I'd include more gaunts, some more gaunts & some hormagaunts @ 14ppm. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 22:31:22]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite><blockquote><div><cite>Danny Internets wrote:</cite><blockquote><div><cite>Razerous wrote:</cite>Well I pose -<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/232918.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/232918.page</a><br /> <br /> Tell me how exactly this will get walked over by the mechvets (besides having no troops, but yet, WoN and shizzle yet to be applied!). <br /> <br /> @Gameandwatch: Only nids with the Leaping Biomorph gain a 3" threat thingy. Hormagaunts come with it as standard.</div></blockquote><br /> <br /> Vendettas start on the board or come from reserve and gun down your Carnifexes with little effort (3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons...each). The rest of the army moves up into melta range while ordnance blow chunks in your Warrior squads. The gaunts get killed by whatever small arms fire is leftover, which leaves you with nothing to capture objectives. For a mechanized list, only the barbed stranglers are worth worrying about, and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> outranges them.</div></blockquote><br /> <br /> See, exactly ^^ this kind of thinking that does my head in.<br /> <br /> Carnifexes stay behind the warrior squads, ala cover save. 3TL bs3 lascannons = 2.25 hits = 1.8 wounds = 0.9 unsaved wounds. Thats 0.9/4 wounds.<br /> <br /> I do agree ordanence will blow chunks in the warrior squads but cover will be nice - Ill try and ultilize board cover/gaunt cover where I can - But wait, I have the same range as your ordanence. Ill blow chunks in your chimera line. Fexes shake the leman russes where they can & the hive tyrant gingerly runs at the moving chimera aiming to leap frog past the effective 18" melta/plasma range & charge into a squad/tank. <br /> <br /> As tanks start dieing, move cover starts spawning so these warrior squads start getting more cover-saves. Those deadly HHF chimera will-not make it into template range. I can suck up silly amounts of wounds with the warrior squads. <br /> <br /> Killpoints, ive got the advantage as you have 15, I have 10. Troops.. well, how long can 30 gaunts last  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">. <br /> <br /> Boom-nids can deal with armor @ long range. @ 1750-2000pts, I'd include more gaunts, some more gaunts & some hormagaunts @ 14ppm. </div></blockquote><br /> <br /> i think you may be over-estimating nid shooting.  I played nidzilla for a while and know barbed stranglers are not reliable at all for tank busting.  Even chimera's you need a 4+ on a hit to do anything and 2/3 of the time your chance's of not even hitting the tank are pretty decent.  The one venom cannon can shake one russ a turn.  Maybe.  2 shots at bs3 = 1 hit with a 50/50 chance of doing something.  And factor in cover for his tanks as well.  Its an uphill battle for nids to pop tanks with shooting.  You pretty much need great scatters and good penetration rolls, and even then good rolls on the damage table.<br /> <br /> I dont think 10 wounds is a silly amount.  they are still only T4 and a 4+ save.  yes you can abuse wound allocation.  But how hard is it to put wounds on a T4 model with an army packed with multilasers, flamers, and ordnance?  <br /> <br /> I honestly wouldnt waste shots at the fex's till the warriors are dead.  Then its melta time.<br /> <br /> The tyrant might blow up a single tank and then will be melta'd to death.<br /> <br /> battle cannons have double the range of stranglers and 24" on venom cannons.  Deathspitters cant even touch them.<br /> <br /> I know you want to be optomistic, and god knows I love bugs too, but its just an uphill battle for them against most armies these days.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 22:52:31]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>See, exactly ^^ this kind of thinking that does my head in.<br /> <br /> Carnifexes stay behind the warrior squads, ala cover save. 3TL bs3 lascannons = 2.25 hits = 1.8 wounds = 0.9 unsaved wounds. Thats 0.9/4 wounds.<br /> <br /> I do agree ordanence will blow chunks in the warrior squads but cover will be nice - Ill try and ultilize board cover/gaunt cover where I can - But wait, I have the same range as your ordanence. Ill blow chunks in your chimera line. Fexes shake the leman russes where they can & the hive tyrant gingerly runs at the moving chimera aiming to leap frog past the effective 18" melta/plasma range & charge into a squad/tank. <br /> <br /> As tanks start dieing, move cover starts spawning so these warrior squads start getting more cover-saves. Those deadly HHF chimera will-not make it into template range. I can suck up silly amounts of wounds with the warrior squads. <br /> <br /> Killpoints, ive got the advantage as you have 15, I have 10. Troops.. well, how long can 30 gaunts last  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">. <br /> <br /> Boom-nids can deal with armor @ long range. @ 1750-2000pts, I'd include more gaunts, some more gaunts & some hormagaunts @ 14ppm. </div></blockquote><br /> <br /> 3 Vendettas with 3TL Lascannons stand a really good chance of dropping a carnifex a turn.  Even in cover.  Also, if the guard player fires his ordnance and flamers at your warriors first, they will no longer be there to screen the Carnifex.  So basically, you will get blasted to bits many times over before you even have a chance to do anything.  Then they will rinse and repeat every turn.<br /> <br /> Not only that, but your tyranid ranged weapons are supbar at cracking tanks, and since the tanks will always be moving, your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks will be less effective as well.  Couple that with the fact that if you blow a transport, the guys inside won't even be pinned, and that your fellas will not be locked in combat, and you're going to eat alot of melta/flamer love in the next turn.<br /> <br /> Even if you do blow a leman russ or two, you still will have 3 Vendettas flying around and a crap ton of angry BS4 Meltaguns.  It's just not a good time for anybody.<br /> <br /> It's just not a good match up, any way you look at it.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 22:56:40]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ Ditto, <br /> <br /> The Fexes wont be hiding behind the warriors as they will all be dead. Easy target priority, clear warriors, kill fex, rinse repeat.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>bigtmac68 wrote:</cite>Ditto, <br /> <br /> The Fexes wont be hiding behind the warriors as they will all be dead. Easy target priority, clear warriors, kill fex, rinse repeat.</div></blockquote><br /> <br /> Just as a minor example, ive played nids twice with Mech Vet, and in both games I killed every warrior on the board by turn 2, without any effort at all. In both games it was a table clear win by turn 4. <br /> <br /> Yes this is isolated, and against an opponent I know well, but of all the test games I have had, only 2x Nob Bikers vs <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> was less of a challenge than Nidzilla.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 23:01:13]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I do agree ordanence will blow chunks in the warrior squads but cover will be nice - Ill try and ultilize board cover/gaunt cover where I can - But wait, I have the same range as your ordanence. Ill blow chunks in your chimera line. Fexes shake the leman russes where they can & the hive tyrant gingerly runs at the moving chimera aiming to leap frog past the effective 18" melta/plasma range & charge into a squad/tank.</div></blockquote><br /> <br /> First of all, nothing in your army has the same range as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> ordnance. Not even close. Hell, it's not even that important seeing as you don't have anything in your list that is even remotely threatening to them. Want to shoot S8 that misses more often than not at <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14? Be my guest.<br /> <br /> And how exactly are you going to "blow chunks" in a Chimera line? Your Warrior squads can only hope to glance them, and glances don't kill tanks.<br /> <br /> You seem to be way, way too optimistic about Nidzilla's ability to bust tanks, and shoot in general.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 23:46:39]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Danny Internets wrote:</cite><blockquote class="uncited"><div>I do agree ordanence will blow chunks in the warrior squads but cover will be nice - Ill try and ultilize board cover/gaunt cover where I can - But wait, I have the same range as your ordanence. Ill blow chunks in your chimera line. Fexes shake the leman russes where they can & the hive tyrant gingerly runs at the moving chimera aiming to leap frog past the effective 18" melta/plasma range & charge into a squad/tank.</div></blockquote><br /> <br /> First of all, nothing in your army has the same range as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> ordnance. Not even close. Hell, it's not even that important seeing as you don't have anything in your list that is even remotely threatening to them. Want to shoot S8 that misses more often than not at <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14? Be my guest.<br /> <br /> And how exactly are you going to "blow chunks" in a Chimera line? Your Warrior squads can only hope to glance them, and glances don't kill tanks.<br /> <br /> You seem to be way, way too optimistic about Nidzilla's ability to bust tanks, and shoot in general.</div></blockquote><br /> <br /> Deathspitters have the same range as demolishers. Thats an ordanence weapon. Misconception = bad.<br /> <br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 death spitter spam should do somthing vs AV12 chimeras. The flyrant, properly equipped, is the only thing to reliably deal with russes. 4 blast templates a turn per squad, four squads. Two sniper fexes & one boom fex. Were pretty even on ranges, actually. <br /> <br /> Warriors are easy enough to kill when equipped poorly and/or when equipped for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> But - fair enough, I can see what your all saying. Tanks dont die vs glances & nids cant glance/do enough per point of bug, apparently.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 00:08:29]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ Sounds like we need to see some Mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> vs Nidzilla battle reports......]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 00:14:47]]> GMT</pubDate>
				<author><![CDATA[ Manstein]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ Looks like I'm gonna have to arrange a game against my <span class="glossaryitem" onmouseover='gp(69);'>IG</span> guy and ask him to go mech. Will try different lists and see how it plays out.<br /> <br /> Although from my experience so far against him I must say that fighting battles against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> seems so much harder than it used to be.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 01:12:43]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Manstein wrote:</cite>Sounds like we need to see some Mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> vs Nidzilla battle reports......</div></blockquote><br /> <br /> I have an Ard Boyz Practice match v Nidzilla this weekend at a shop with good enough lighting for pics. Ill have a batrep up hopefully by the end of the weekend]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 01:58:36]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite><br /> Deathspitters have the same range as demolishers. Thats an ordanence weapon. Misconception = bad.</div></blockquote><br /> <br /> Um, when did I say that the <span class="glossaryitem" onmouseover='gp(89);'>LRBTs</span> had demolisher cannons? Battle cannons have a 72" range. Even the Executioner sports a 36" range. Assumption = bad.<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 death spitter spam should do somthing vs AV12 chimeras. The flyrant, properly equipped, is the only thing to reliably deal with russes. 4 blast templates a turn per squad, four squads. Two sniper fexes & one boom fex. Were pretty even on ranges, actually.</div></blockquote><br /> <br /> For further information on why relying on glancing hits sucks see your local Necron player, if he hasn't sold his army on eBay yet.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 03:39:56]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Re:Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>See, exactly ^^ this kind of thinking that does my head in.<br /> <br /> Carnifexes stay behind the warrior squads, ala cover save. 3TL bs3 lascannons = 2.25 hits = 1.8 wounds = 0.9 unsaved wounds. Thats 0.9/4 wounds. </div></blockquote><br /> <br /> It could be difficult for carni's to get a cover save from the height of vendettas (especially outflanking ones), even with warriors.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 03:57:27]]> GMT</pubDate>
				<author><![CDATA[ imweasel]]></author>
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				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ I play Nidzilla, and I concur with the notion that they'll have serious problems with a lot of Mech lists.  The nerfing of the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> is a big issue here.<br /> <br /> If the big Bugs can get to assault, they can start ruining tanks in a big hurry.  People should know this, but in my experience they're often slow to respond.  I've torn apart quite a few Land Raiders that didn't know what was coming.  S9+<span class="glossaryitem" onmouseover='gp(1);'>2D6</span> is pretty much auto-Pen on any vehicle.<br /> <br /> Nidzilla is still very strong, but with each Codex, and the consistent pattern of Codex creep we've seen over the last few, Nids are slowly fading.  Their biggest problems are with mech lists, especially faster ones.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 04:30:34]]> GMT</pubDate>
				<author><![CDATA[ Phryxis]]></author>
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			<item>
				<title>Nids vs Mechanything.</title>
				<description><![CDATA[ <blockquote><div><cite>Danny Internets wrote:</cite><br /> <br /> For further information on why relying on glancing hits sucks see your local Necron player, if he hasn't sold his army on eBay yet.</div></blockquote><br /> <br /> Danny, I think I've always agreed with you...but never have I actually laughed out loud while doing so.  There's a great deal of win in that post.   <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/245510/796487.page</link>
				<pubDate><![CDATA[Thu, 25 Jun 2009 05:09:04]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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