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		<title><![CDATA[Latest posts for the thread "1000 PT Nids"]]></title>
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				<title>1000 PT Nids</title>
				<description><![CDATA[ Fairly new to Nids and the game in general, but this is what I've been going with so far<br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Hive Tyrant - Wings, 2x Twin-linked Devourers w/ Brain Leech Worms, Old Adversary<br /> <br /> <br /> Elite:<br /> 2x Hive Guard<br /> <br /> <br /> Troops:<br /> 10x Termagaunt w/ Devourers<br /> 10x Termagaunt w/ Devourers<br /> Tervigon - Crushing Claws, Cluster Spines, Catalyst, Onslaught<br /> Tervigon - Crushing Claws, Cluster Spines, Catalyst<br /> <br /> <br /> <br /> Wanting some possible feedback. I know nid players seem to love talking up the Hive Guard but in playing them I'm not a huge fan... they seem like a necessary (and cheap!) safeguard though but at anything higher than this points level I think I'll definitely be going with Zoanthropes for that role instead]]></description>
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				<pubDate><![CDATA[Wed, 30 Oct 2013 11:30:24]]> GMT</pubDate>
				<author><![CDATA[ SHUPPET]]></author>
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				<title>1000 PT Nids</title>
				<description><![CDATA[ I would be tempted to move the terms to a 20 man squad in a spore and drop the guard for gargs. gargs supporting the tyrant will be far more effective.<br /> <br /> Move the second terv to a <span class="glossaryitem" onmouseover='gp(56);'>hq</span> slot or swapit for a full squad of zoans (maybe in a pod) or hive guard.<br /> <br /> Also don't take claws on the tervs, that's a waste of 50 pts.<br /> <br /> Give the tyrant hive commander rather the old adv.]]></description>
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				<pubDate><![CDATA[Wed, 30 Oct 2013 12:50:13]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>Re:1000 PT Nids</title>
				<description><![CDATA[ Drop the <span class="glossaryitem" onmouseover='gp(29);'>dev</span>'s off the gaunts, <span class="glossaryitem" onmouseover='gp(446);'>OA</span> on Flyrant,  and everything on the Tervigons.. Pick up a foot tyrant with dual <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and add <span class="glossaryitem" onmouseover='gp(130);'>TS</span> to both Tervigons instead. Point for point swap. Boom.<br /> <br /> Another option if you want to keep relatively the same theme.. Swap <span class="glossaryitem" onmouseover='gp(446);'>OA</span> for <span class="glossaryitem" onmouseover='gp(444);'>HC</span>, Drop upgrades on Tervigons, buy spores for the gaunts and <span class="glossaryitem" onmouseover='gp(130);'>TS</span>/<span class="glossaryitem" onmouseover='gp(171);'>ST</span> on one Tervigon.]]></description>
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				<pubDate><![CDATA[Wed, 30 Oct 2013 18:51:17]]> GMT</pubDate>
				<author><![CDATA[ zaak]]></author>
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				<title>Re:1000 PT Nids</title>
				<description><![CDATA[ If your opponent brings anything that can shoot down a flyer, you will have problems.<br /> A gargoyle screen for your flyrant is a must. If you keep just one gargoyle inside 6" of your <span class="glossaryitem" onmouseover='gp(446);'>OA</span> flyrant, all the gargoyles will get it.<br /> <br /> Drop the devourers, you will have to hide the 10 man squads to avoid giving first blood to the enemy.<br /> Or make one of them 20 man and for the 150 points buy 20 gargoyles.<br /> <br /> For the Tervigons, the crushing claws is unneccessary, take scything talons, and put the points in toxin sacs and onslaught for the second tervigon. <br /> Both the tervigon and his gaunts will be more powerful. Wound on 4+ is really great against bikers, nurgle marines, riptides...<br /> <br /> <br /> If you change <span class="glossaryitem" onmouseover='gp(446);'>OA</span> to <span class="glossaryitem" onmouseover='gp(444);'>HC</span>, you can reserve and Outflank one of your tervigons. It will have a rough 2nd turn, but on 3rd turn, you will spawn and move it into your enemies backfield, objective, etc.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 31 Oct 2013 05:35:16]]> GMT</pubDate>
				<author><![CDATA[ Tyrpak]]></author>
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				<title>1000 PT Nids</title>
				<description><![CDATA[ I like the suggestion of fitting another Hive Tyrant in there, my worry would just be too little anti-tank without the hive guards. The crushing claws were kind of there to get additional Smash attacks with the Terv's for breaking down heavy armor. But I guess the option of 4 different models with smash attacks might cover it.<br /> <br /> The other suggestion of keeping the Guards and just dropping the upgrades on the Terv's for a Gargoyle wall seems safer, and is definitely what I'm working with at the moment. I'm just trying to decide if the 2 Guards are better than a second Flyrant kitted for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (which they probably are not). It does mean no Gargoyle screen though.]]></description>
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				<pubDate><![CDATA[Fri, 1 Nov 2013 04:42:17]]> GMT</pubDate>
				<author><![CDATA[ SHUPPET]]></author>
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				<title>1000 PT Nids</title>
				<description><![CDATA[ There are a few directions you could go. Depending on what you are looking for maybe try something like this for a fun and competitive list.<br /> <br /> Flyrant<br /> Flyrant<br /> 2 hive guard<br /> 10 gants<br /> Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span> 3 powers<br /> 20 Gargoyles<br /> <br /> Flying theme with some light shooting and spawning. Flyrants with Iron arm in a 1000pt list will be very tough to crack. Maybe even two of them. Flyrants do most of the work. Gargoyles distract. Tervigon moves up taking objective and spawning gaunts to distract and take objectives. <span class="glossaryitem" onmouseover='gp(337);'>HG</span> move up popping light vehicles.]]></description>
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				<pubDate><![CDATA[Fri, 1 Nov 2013 14:29:30]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>1000 PT Nids</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0420dfac640419e1dd48e050ee0e6e96.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/560512/6205910.page"><b>SHUPPET wrote:</b></a><br/>I like the suggestion of fitting another Hive Tyrant in there, my worry would just be too little anti-tank without the hive guards. The crushing claws were kind of there to get additional Smash attacks with the Terv's for breaking down heavy armor. But I guess the option of 4 different models with smash attacks might cover it.<br /> <br /> The other suggestion of keeping the Guards and just dropping the upgrades on the Terv's for a Gargoyle wall seems safer, and is definitely what I'm working with at the moment. I'm just trying to decide if the 2 Guards are better than a second Flyrant kitted for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (which they probably are not). It does mean no Gargoyle screen though.</div></blockquote><br /> <br /> I'd get rid of the guards for a second tyrant. I usually run 2 with 20 gargs and a few shrikes and it works wonders.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 1 Nov 2013 19:31:49]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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