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Post by Jack Shrapnel on Dec 15, 2012 9:51:50 GMT -5
So the challenge... make the mid-sized bugs (no MC's no gaunts!) a workable list... so basically it's taking everything that nids struggle with (anti-tank, eating shots with AP) and expanding the problems by taking away the things they ARE good at (swarming objectives with fearless dudes) So this seems bad... but fun... can't run tervigons & tyrants all the time HQ: (lead warrior squads for ID protection) Tyranid Prime - whip/sword, regen, toxin (warlord) Tyranid Prime - whip/sword, toxin Troops: 5 warriors - toxin, whip/sword, devourer 5 warriors - toxin, whip/sword, devourer 10 genestealers (toxin) + broodlord (toxin/scything) 10 genestealers (toxin) + broodlord (toxin/scything) Elite: 3 hive guard 2 zoanthropes 2 zoanthropes Fast: 6 raveners with rending claws 6 raveners with rending claws 2,000 points, 11 KP, 0 MC, 0 gaunts, 0 spawning, 0 FNP classic anti-tank all clustered in the elite choices, with an emphasis on close combat being the thing to do... with 30 devourer shots to soften up targets for the warriors, 6 S8 for transports, and 4 S10 lances for big tanks... it's either just really bad... or so crazy it just might work ...but Tau kill me dead ;D
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Post by nekekami on Dec 15, 2012 11:43:31 GMT -5
Needs more Pyrovores.
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Post by Frosty the Pirate on Dec 15, 2012 17:49:36 GMT -5
I actually think this would be pretty viable. A HnR Vanilla/tau Wrecking Ball will basically kill the entire list in 1 combat phase, but otherwise it actually looks like it could work.
I say try it, it could work really well, especially with all the emphasis on Str 6-7 atm, which being multiwound totally negates.
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Post by Jack Shrapnel on Dec 15, 2012 19:17:23 GMT -5
Oh it's bad... I know that... I just hate seeing models sit on the shelf without getting SOME play time.... And Ray, i have no idea what you mean by a HnR vanilla/tau wrecking ball.. that doesn't even sound like English to me....
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Post by Frosty the Pirate on Dec 15, 2012 19:56:15 GMT -5
Here's the short version:
Hit and Run is conferred by ICs upon their unit
Tau Commanders have HnR
Tau are Battle Brothers with Vanilla Marines
Place a Tau Commander in a max TH/SS Squad + gate libby.
Presto! You have a bouncing wrecking ball.
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Post by thesanityassassin on Dec 15, 2012 20:06:21 GMT -5
I hope Tau get some kind of Jetbike mount in their new book, because if they do a Tau command is totally joining my Scars command squad.
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Post by LizardTau on Dec 15, 2012 20:35:49 GMT -5
yeah i've used the vectored retro thrusters (hit and run with an auto pass int test)
now i dont know what gate does, but i know hit and run is now 3d6 inches away so the teminators could be quite far away.
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Post by Jack Shrapnel on Dec 15, 2012 20:41:28 GMT -5
gate means you cannot charge... since you count as deep striking... so you stand there....
so the warriors/prime charge you, hitting on 3's with 25 attacks that strike before you, rerolling wounds and ignoring your armor... and are hit back on 4's... granted with no saves... but still... terminators are one thing this list is not afraid of... especially ones that teleport around and stand there for a turn...
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Post by Frosty the Pirate on Dec 15, 2012 20:44:42 GMT -5
Boneswords are ignores armour PERIOD?
Wow... that's awesome lol. I totally thought they were AP3.
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Post by LizardTau on Dec 15, 2012 20:48:33 GMT -5
yeah they ignore armour and cause instant death if you dont pass a 3d6 leadership test if im not mistaken
EDIT: i was mistaken its just a leadership test unless they have a pair of boneswords then its 3d6
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Post by Jack Shrapnel on Dec 15, 2012 22:31:31 GMT -5
yep... no armor whatsoever... that's why people just shoot them
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