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Post by LizardTau on Aug 7, 2012 15:51:34 GMT -5
so as i do some times i look in other armys and play around and make a list. so here is a 6th ed list idea i had for the nids, not sure how good it would work but i think it would be ok.
Hq
Tyrant, lash whips and bone swords, acid blood, adrenal glands, toxin sacs, armoured shell and old adversary (close combat hq)
Elite
10 Ymgarls, with all the terrain that i have seen on most boards i dont think finding one big enough will be hard, just picking the right one before hand will be a little tricky but if they can get in second turn an attack some tau or IG then they will be more then worth it
Troops 3 x tervigons crushing claws, adrenal glands and toxin sacs
3 x 10 man units of termagaunts with devourers
fast
9 raveners with rending claws
20 gargoyles
1925 points so 75 points to play with. the idea is that the gaunts and everything move up, the gargoyles and maybe the raveners can give cover to the MC maybe even the gaunts if you can pull off the 25% cover, but probably not depending on how big the models are. If the raveners aren't needed for cover they can move out of synapse range and get Feed, cause rage is cool now;) lol.
so what people think, good idea, bad idea. not sure about the ymgarls, if they work, they would work good but thay do cost more then one of the tervigons lol
again just an idea. i have always liked nid but dont have the money to get a new army yet, but if i did it would be ether nids or maybe deamons
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Post by Jack Shrapnel on Aug 7, 2012 20:16:33 GMT -5
Need anti-tank.... too many upgrades on the tyrant... might as well take the swarm lord at that cost.... need a tyrant guard at that point
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Post by BewareOfTom on Aug 7, 2012 20:32:24 GMT -5
well from fighting nids, I'd say: - gaunts drop the devourers and double the squad sizes - drop ravenors, maybe for shrikes (lash+bone swords and talons) - what he said about the swarmlord - probably drop the ymgarls by 2-3 guys, dont need THAT many guys - with the lest over pts maybe get some zoans or trygons
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Post by calitom on Aug 7, 2012 22:10:43 GMT -5
If you aren't running the parasite or a character to support the gargoyles properly I see them as a waste personally, would rather have some dedicated anti tank (See Hive Guard) or a scoring unit (See Warriors for CC scoring unit nowadays.)
Shannon obviously covered the Swarmlord, if you're running a ground stomping Tyrant swarmlord does better for barely more points, Tyrants are best served winged now... and as Thomas said drop the devourers and go to 20 mans squads- the loss in STR is worth it for the bodies overall, and I'd personally drop the Ravenors for either a unit of Dakka Fexes, some Hive Guard or another unit of Yrmgarls to really bring the assault alpha home on turn 2.
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Post by Frosty the Pirate on Aug 8, 2012 8:26:21 GMT -5
Since I've been heavily looking at doing up Nids (they were the runner up when I started my BA), this is my take:
Hive Guard - Like everyone else said, they are just stupid good for the points. Take 2 Units of 2. Costs 200 points. Turns vehicles into wreck markers, Ignores cover. Need I say more?
Yummies - I LOVE Yummies, they are a very very good psychological threat as well as an actual threat. A unit of about 7 is the right number imo, through 6 or 8 would probably work just as well.
Tervigons - You don't need crushing claws, swap for Catalyst and Scything Talons, having 2-3 FNPs to throw around is a big headache (especially when for T6 Nids it's basically an Invul), That also said, I'm not sure you need 3 and 3 gaunt units. With 2 and 2 your looking at a minimum 6 scoring units, much more likely 7-8. Especially since you should be benefiting from Cover and possibly FNP.
On a related note, Devilgaunts are awesome, but when you have multiple Tervigons to babysit and give them Adrenals/Toxin they are really an expensive luxury, doubling your squad sizes to 20 means your much less likely to give up an easy first blood.
Gargs and Raveners - These are much improved in 6th, but they are pretty easy to deal with, and gargs are not really a big threat unless benefiting from OA (If I'm wrong here ignore that remark and shelf the gargs), and Ravs are easy enough to thin out with a few strength 8+ shots thanks to their poor armor and the cover nerfs
Heavies - I'm a big fan of the Claw Fex (That is a Carnifex with Crushing Claws, Scything Talons, Toxin and Adrenals) It comes in ~ the price on a Tervigon and is a serious combat threat, but After doing some reading I've found that niche that used to filled by the Claw Fex is now filled by the Trygon. I prefer the Trygon Prime myself with Toxin and double Scything Talons, anything more it gets very expensive imo (through the prime upgrade can be ditched if you feel you've got enough synapse). So I'm currently in a toss up between those 2 choices, most other things you can get in the Nids Heavy slot I feel are better gotten elsewhere.
Another thing people haven't mentioned which I will throw into the mix (I think I mentioned this to Tom) Is 2x Zoans in a Spore swapping their power for Psychic Shriek. Drop in, erase units and provide disruption. (AKA those Long Fangs giving you trouble? Hello Long Fangs, meet Screaming Meemies!)
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Post by Jack Shrapnel on Aug 8, 2012 9:57:00 GMT -5
Oh... and Don't double the squad size of the gaunts... use those points for hive guard.... tervigons will give you three more units minimum for free... devourer gaunts are very good... everyone underestimates them.... but if your using gaunts to unlock tetvigons as troop choices, keep them cheap... you likely spawn 100 more...
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Post by fritzthedwarf on Aug 8, 2012 15:33:34 GMT -5
As Shannon stated there are too many upgrades on the tyrant and a walking tyrant really needs tyrant guard when so expensive.
Anti-tank is still important and hive guard are one of the best units in the game for the points, so I would suggest you bring one group or two. Hive guard are also something to try to deal with flyers - within OA from tyrant helps and I believe flyers don't get jink cover saves from hive guard but I'm not 100% sure on that. You might think about zoanthropes since they are good anti-tank and can be used walking forward for synpase (but with three tervigons and a walking tyrant I think you have enough synapse with the main body) or podding in. As psykers you can roll on the tables to try to get other buffs to help the army or keep their warp lance if heavy vehicles are an issue.
I agree that using cheap gaunt units to open up tervigons if you want to use those, however, I don't think you would go amiss having one unit of devourer gaunts as they can put out a pile of shots and I find usually get within range as the opponent has other things they are targeting first. Since I don't use tervigons I'm not sure about the crushing claws - I have read on forums of people using them and the tervigon to charge forward into the fray early but I don't know how useful this is.
I agree with Ray that Ymgarls are best around 6-8 models.
On gargs and raveners I have mixed views. I love both units and use them, especially raveners, but cannot deny that they will get shot up quickly and raveners will die quickly to str 8+ weapons which are abundant. The gargs are cheap, could give cover to the raveners, and depending on the list (say with a winged tyrant - gargs need synapse IMO to be effective) work well together. Since you can cheaply upgrade the gargs with adrenal glands and toxin sacs and they are fast they will be an early threat (good for surrounding transports, glance it to death and cause the death of the passengers when they cannot disembark, but not always easy to pull off. Try to keep them out of range early on of every rapid fire weapon so maybe go up a flank.
I'm liking biovores this edition since they can snipe special weapons being a barrage weapon and have pinning, but with three tervigons you might not want more anti-infantry.
If flyers are a problem (or become one as players take them for allies and more necron builds with flyers appear), dakkafexes can be useful (with a tyranid prime attached to play wound shenanigans) as they are one of the few ways nids have to try to deal with them (also winged tyrant with devourers) until GW releases some additional rules/errata giving skyfire to some units (I hope its not hive guard).
Anyway if you do pursue nids than good luck and I hope you enjoy them.
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Post by LizardTau on Aug 8, 2012 16:17:22 GMT -5
Thanks guys ya nids have always been up there in my armies i have liked, because of their look and their idea. One of the armies i like to play around with once in a while, and i like to play against cause i always liked the look of them. I actually forgot that i did put catalist on my tervigons
I was liking the idea of devourers on my termagants but yes it does make them expensive and its true that with all the tervigons around to give them toxin and adrenal glands it can be a waste since u want them to assault.
hive guard are pretty awesome like tau smart missiles but str 8 yes please.
my idea was that maybe the raveners would be over looked with all the MC running around and 9 of them with rage and rending claws could do a lot of damage to anything they come against but yes they can die pretty easy to ether lots of attacks or str 8 weapons.
so many good things to take lol
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Post by Frosty the Pirate on Aug 8, 2012 16:23:47 GMT -5
I believe flyers don't get jink cover saves from hive guard but I'm not 100% sure on that Jink and Dive both grant an obscured 5+ Cover Save, which just like a Rhino with it's smoke launchers triggered, would be ignored. I also agree with Mark on the fact that Biovores are very useful again, when firing indirectly they are rather inaccurate, but if you can get a lucky hit, or draw LOS to the target to get the scatter reduction, it will inflict serious damage, even to MEQ targets. I believe you also get a choice of ammunition similar to the Thunderfire Cannon (there's 3 ammo's I think? A large blast, Dropping a number of Spore Mines which drift around and something else, could someone confirm?) Dakkafexes are also a solid choice, and I would go as far to say they are superior at stripping hull points to Hive Guard simply due to volume of fire, however they do struggle a little against AV12, cannot harm AV13+ (A Big deal vs Necrons) and have a shorter range (18" On Devourers right?). If you can live with those shortfalls, you can cut back on Hive Guard and open up your elite slots for things like Screaming Meemies, Yummies or Deathleaper
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Post by danydaigle24 on Aug 8, 2012 16:36:38 GMT -5
Jason 9 Raveners in 5th edition was my favorite unit. Yes they will die from S8 but they are so fast and kill anything they touch in combat just make sure you put them in cover... Also if your oponent starts to shoot all is S8 weapon at them well its less S8 on your Trygon Tervigon and all your MC...
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Post by LizardTau on Aug 8, 2012 17:16:32 GMT -5
oh for sure and with 6th they ignore terrain and can move 12 inches so they can run from forest to forest, ruin to ruin or some combination.
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Post by fritzthedwarf on Aug 9, 2012 12:07:59 GMT -5
Ray, the biovores only have 1 mine now (had 3 last edition and 3 types of mine models but GW thought it was to confusing I guess thought it best to go to one while they removed nid customization of units).
As Danny said, raveners are fast and can do lots of damage and if shot with the big guns that is less shooting at other stuff. I found the same thing when using raveners. The main thing is if your opponent doesn't have other good targets that are threats and can freely focus on the raveners with str 8+ weapons in addition to other stuff then they will get pasted with accomplishing little, but if you have enough other gribblies bearing down the field or popping in, such as Ymgarls, then they can do some nasty stuff. 9 ravs is a big group and might draw a lot of fire simply because it will rightly appear as a major threat. I prefer ravener groups of 5-6. I would be more scared of the 9 raveners with rending claws then a trygon most of the time.
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