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		<title><![CDATA[Latest posts for the thread "Tshft take three for drop Nids. "]]></title>
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				<title>Tshft take three for drop Nids. </title>
				<description><![CDATA[ <br /> <br /> Hello all, I'm getting ready for my third TSHFT (The Seatte Hearts of Fire Tournament) I will once again be bringing my cup cake mycetic spores and a slightly new take for my drop in nids. I've bowed a little bit to pressure of efficiency in adding a second Flyrant to the list, however he is kitted out more as a direct counter to close combat beasts like the blood thirster. I've also added ymgarl genestealers for a little close combat pressure from my arrival. Due to the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> specific bonus point missions associated with TSHFT I have also added a fast attack slot. I tried gargoyles a couple of times, but just found that I played better with Ravenors. Thus the list. I'd love to see how you guys think I shall do, and look forward to bringing battle reports back. <br /> <br /> <br /> 1750 list<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Hive tyrant commander: wings, 2x dakka worms, hive commander, old adversary<br /> Hive tyrant beastly: wings, dakka worms, lash whip/bone sword, old adversary<br /> <br /> Troops<br /> Devil gaunts (10) in a spore<br /> Devil gaunts (10) in a spore<br /> Tervignon toxin sacs, 2nd power<br /> <br /> Elite<br /> Doom in a spore<br /> Zoanthropes (3) in a spore<br /> Ymgarl genestealers (5)<br /> <br /> Fast attack<br /> Ravenors (3) rending claws, spine fists<br /> <br /> Heavy<br /> Biovore<br /> Biovore<br /> <br /> Cheers all. ]]></description>
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				<pubDate><![CDATA[Wed, 8 May 2013 00:50:31]]> GMT</pubDate>
				<author><![CDATA[ seapheonix]]></author>
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				<title>Re:Tshft take three for drop Nids. </title>
				<description><![CDATA[ An interesting list indeed. I have honestly never played a list like this nor do I play nids so I can really help you with the list haha.....I feel as if this list wouldn't be that effective against my primary tournament list though...no offense  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">  Let us know how it goes though.]]></description>
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				<pubDate><![CDATA[Wed, 8 May 2013 11:32:53]]> GMT</pubDate>
				<author><![CDATA[ ajsnips44]]></author>
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				<title>Re:Tshft take three for drop Nids. </title>
				<description><![CDATA[ Raveners need a slightly larger brood size. I find 4-6 work best. And I wouldnt bother with the spinefists. By the way, Toxin Sacs arent an option for Raveners.<br /> <br /> Also, have you considered a couple of hive geard instead of the Ymgarls? I find 5 is too few for them to be useful. 2 Hive Guard can be handy.]]></description>
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				<pubDate><![CDATA[Wed, 8 May 2013 11:38:48]]> GMT</pubDate>
				<author><![CDATA[ HerbaciousT]]></author>
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				<title>Re:Tshft take three for drop Nids. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/79a80ec16f1450dd94f172df39a6e2fc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/525772/5595021.page"><b>HerbaciousT wrote:</b></a><br/>Raveners need a slightly larger brood size. I find 4-6 work best. And I wouldnt bother with the spinefists. By the way, Toxin Sacs arent an option for Raveners.<br /> <br /> Also, have you considered a couple of hive geard instead of the Ymgarls? I find 5 is too few for them to be useful. 2 Hive Guard can be handy.</div></blockquote><br /> <br /> Agree on brood size. Spinefist will pretty much guarantee a few hits, but I am have found deathspitters work a little better. 5 or 6 ymgral are good for a trouble shooter brood, but a little small back field roll-up unit.]]></description>
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				<pubDate><![CDATA[Wed, 8 May 2013 12:28:49]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Tshft take three for drop Nids. </title>
				<description><![CDATA[ Well, look at that. No toxin sacs. I thought those were pretty universal throughout the codex. <br /> <br /> A large portion of my armies basis is that it doesn't arrive until turn two. If I'm going second, I will have denied you any shooting at my army except for the Tervignon and two biovores. Due to hive commander I can just about guarantee the larger portion of my force will be in. Since they all deep strike, or move crazy quickly I don't have to worry about range and I generally get the alpha strike. Ymgarls are a calculated risk to tie up an opponents important unit for a turn so they can't fire back at me. <br /> <br /> The ravenors and their spine fists are a counter to the increasing use of soft allies. Eldar, Tau, Cultists/zombies, <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. There is almost always some squishy toughness 3 guys out there these days. Also with a number of special fast attack slot missions. (Staying alive through the game. Killing the most troops.) The Ravenors have a small foot print if I need an extra unit out on the table etc. <br /> <br /> Hive guard and I just don't get along, they also don't synergize with this list very well. They are heavy fire that can't deep strike, who tend to die pretty quickly when I've used them. I do find I have a tough time with av13 necron spam, since I have such limited high strength shooting, but no list is perfect. ]]></description>
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				<pubDate><![CDATA[Wed, 8 May 2013 13:55:51]]> GMT</pubDate>
				<author><![CDATA[ seapheonix]]></author>
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