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i barely have any models right now, so this is just what i'm aiming to get. This is what i have: 8 Hormagaunts (can still be upgraded) 10 Termagaunts (can get 8 more) 8 Gaunts (can upgrade to shooting gaunts only) Broodlord (Still upgradable) Lictor, 6 Genestealers (retinue to Broodlord, still upgradeable)
Ok: here is my list:
HQ: Broodlord: No upgrades, retinue of 6 Genestealers with EC (+120) Point Cost: 190
HQ: Hive Tyrant: Enhanced Senses, (+BS), Toxin Sacs (+S), Barbed Strangler, Vennom Cannon, Extended Carapace (+SV) Adrenal Glands (+I) : Point Cost: 197
Elites: 2 Lictor: No upgrades available, Point cost: 160 points
Elites: Screamer Killer Carnifex: 2 Scything Talons, Adrenal Glands (+WS), Adrenal Glands (+I) Cost: 111
Elites: Warrior Brood: 3 Warriors: Warrior #1: Adrenal Glands (+WS), Adrenal Glands( +I), Scything Talons, Extended Carapace (+Save), Rending Claws, Leaping: Point Cost for Warrior number 1: 37 Warrior 2: Same as Warrior 1: Point Cost For Warrior number 2: 37 Warrior #3: Same As Warrior 1 Warrior 4: Same as Warrior 1 Warrior 5: Same as Warrior 1 POINT TOTAL COST FOR WARRIOR BROOD: 185 points
Troops: Hormagaunts: Brood of 16: Adrenal Glands (+I) : Point total: 176
Troops: Termagaunts: Brood of 18: Fleshborers: 108
Troops: Coachroach Stealers: Brood of 8: Extended Carapace: Point Total: 160
Fast Attack: Raveners: Brood of 3: 2 scything talons, rending claws Point total: 114
Fast Attack: Gargoyles: Brood of 15: None: Point Total: 180
Heavy Support: Doomcrab Carnifex: Crushing Claws, Scything Talons, Adrenal Glands, (+WS), Adrenal Glands (+I) , Extended Carapace (+SV), Reinforced Chitin (+W) Bonded Exoskeleton (+T), Mace Tail, Toxin Sacs (+S), Tusked, Regenerate : Point Total: 204
Heavy Support: Zoanthrope: Brood of 2: Synapse Creature, Warp Blast,: Point Total: 130 points
Heavy Support: Sniperfex: Enhanced Senses (+BS), Barbed Strangler, Venom Cannon, Extended Carapace (+SV) Total Points: 163
POINT TOTAL FOR HIVE FLEET HYDRA: 2078 pts
Are 78 models enough for an army that cost this much. Or should I take out some powerful creatures and put in some more gaunts or Genestealers?
Anyway, does anyone know a good, easy color scheme for me to use?
comments? Questions? Critism?
Last edited by Hive Fleet Hydra; March 7th, 2008 at 03:28.
come on.. post ppl!
Broodlord and retinue: might consider taking extended carpace for the retinuee and not the lord - this makes the whole squad have the same armour save, which can help keep your brood lord alive
Tyrant: ok I don't like this guy, some problems here:firstly you have tried to make him good at both ranged and close combat, a bad move with tyranids. Best it to pick one of hte two and kit him out for that role onle. With shooters some take scything talons as a cheap upgrade to keep points down. Also the strangler is not the best gun for him, the single shot and reduction in strength make it very risky to use - better is the venom cannon - which has good results on tyrants. Also warpfield is not worth the extra points over extended carapace. The invulnerable save is mostly usless as whenever you do need it it will most likey fail. The only times it is taken is when the tyrant has wings and thus cannot take the carapace
Lictor: ok, but one at 1.8K and he might get overrun - choose target very carfully with him
Screamer killer: he is cheap, which is a bonus to him, but he is close combat. Now remember he only move 6 inches a turn, so like the hive tyrant, he is slower than the rest of the swarm and an opponent who realises this can still dance round him and avoid the combat.
Warriors: a little confused as to what these are armed with- check out the warrior guide for advice on these, but I will say that 3 at 1.8k is too few. You need to really add 2 more to this group
Hormagaunts: if you are against marines a lot then keep the adrenal glands, but most time these guys work well without any upgrades
Termagaunts - good choice, though 18 is a little tricky to handle, if you can find enough points for 4 more then split them into 2 groups of 12
Genestealers - wow! way overpriced here: generally this is how stealers are seen:
no upgrades - works best in large numbers or with experience in keeping them alive
1 upgrade (~20points a stealer) , usually extended carapace - good solid build and in this army I would recommend it - it helps keep them alive to bring rending death to the enemy
2 upgrades - (~24points a stealer) upper limit here for cost - these tend to have either scuttlers or scything talons (the latter is hotly debated as to its worth with some saying yes and other no) and carapce. These are expensive and thus should not be used lightly or without a plan
Generally toxin sacs are not taken, they deal most of thier damage through the rending rules.
Raveners: give them scything talons and rending claws (steal them from genestealers). The ability to rend makes them a threat to not only troops but also to armoured units and tanks! Its much better than simply another attack. As for guns, I would take devourers for the higher number of shots and thus a better chance of hitting (with the living ammo rule increasing the chance of wounding). Also note that these units work best when charging across the board supporting hormagaunts and the rest of hte swarm rather than deepstriking - where they spend a turn getting the life shot out of them. And with thier long charge distance guns are not always effective.
Gargoyles - good choice if you can afford them - they are not cheap and certainly overpriced models (we all await the days of platic gargoyles!)
Doomcrab - ok we all (every tyranid player out there (with the odd exception)) own the carni with the crab claws - no matter how slow or expensive he is we all dream and do occasionall use him. however you have - agian - gone for the duel ranged and close combate combo -- same as the tyrant comments I am afraid
Zoanthropes - good solid choice
Biovores - try and fit another one in if you can - they really work best in 3s -- and take bio-acid mines as they have a good anti-tank capacity and this army does need that support (infact bioacid are the best to take in nearly all cases - barring against orcs and imperial guard where frag have a use due to the high numbers of weak units thrown at you by both armies)
OVERALL : you have read the codex well, but it contains less than perfect examples of configurations (we have to think for ourselves) look about the community advice on armies and commonly taken builds for additional info. Its not a bad army overall, you have a decent number of units and with some tweaking it will be effective. Consider getting a battleforce or two - a dakka fex (carnifex with 2 sets of devourers and enhanced senese only - elit slot) and/or a sniper fex (carnifex with vennom cannon, barbed strangler and enhanced senses) would add to your overall choice of minis and are good solid configurations
ok. so ill start at the top:
give your stealer retinue EC so they have the same save as the Brood lord, that is at the very least what you should invest in for those guys.
Walking tyrant without at least one guard is asking for death, but i have been down that road... lol. So give it a shot, while you are at it, change the BS to a VC, better for the tyrants strength. i also dont feel you need +WS on a HT but your call, id go for init before WS.
I love lictors, id like to see 3 though.
Your elite fex should get adrenal glands for + init rather than toxin sacs. Striking before powerfists is WAY more important than instant killing toughness 5 creatures, which barely exist in 40k anyway lol. Switch that up, should be same points.
Make all of your warriors the same build, you dont need the one guy with devourers in there. Also id reccomend swapping the WS for initiative on them. And with rending claws they wont really need the extra strength either. Its smarter to land your attacls FIRST than take a better shot at landing them at all, and strength dont mean shit when you have rending lol.
I like your hormas and terma guants.
Genestealers have way too much invested on them. You dont need preffered enemy, you have crazy WS already. You dont need toxin sacs, same as above. And one unit with scuttlers that is 6" ahead of the rest of your army is goign to die, fast, unless you put them in cover right away. It is your call, but EC on the stealers is probably better as they have fleet now and move alright anyway.
Im just starting to use ravenars, but i dont think you should mix in ranged weapons. too many points. So drop the deathspitters and put rending claws on these guys. They already have plenty of attacks and RCs will let them eat space marines alive!
Your fex has mixed roles, either give him another big gun or give him two smaller guns, but dont mix CC and range roles. hes alot of points too lol.
I dont like biovores so i suggest dropping him to free up points.
Hope this helps, overall i think your list is trying to include too many different aspects into one dogpile swarm.
For my color scheme i make my nids look made for a city fight, shadow grey base with a bone shell. I drybrush EVERYTHING over black, it doesnt look perfect... but it looks pretty good in my opinion.
If you want an easy color i suggest choosing a dark base color and paint it over black, or if you want an easier way to paint them (i was going to do this for lizardmen), spray em white then just ink them to your liking.
Just remember drybrushing is your friend =P
As for your army i suggest downgrading your stealers. Personally i like to keep my Genestealers cheap with at max 1 upgrade (2 with flesh hooks sometimes) as i have around 3 units of them counting my broodlord retune. Taking the same mentality for all your other units might be a good idea too =P
just my two cents.
Hive fleet Phantom- 6000 and growing still....
i changed my army list refering to your feedback. I hope it is better than the last list, b/c i changed everything to what you guys said. Apparently it costs 2k worth of points. But thats ok. Rerate and any more feedback would be nice. THanks.
And Bolgri, thanks for the colorscheme and advice.
id still suggest adrenal glands (initiative) on your elite carnifex. strength means very little when you already have strength 9. get the init so you don get smooshed by a powerfist or thunderhammer.
oops i forgot, ill put it on
Your list looks fine. Except for the heavy CC fex. That is a lot of points into one model that is very easy to tie up with a bunch of cheap models. Not to mention it's slow! It will own every tank and elite infantry out there but due to it's slowness your opponent can easily pick what to fight it. So if it were me I'd wound it with heavy fire so I can get some VP from it then just tie it up with a big mob of very cheap models like guardsmen. So I'd get rid of it, instead using the released pts on getting the tyrant some guards and use the leftover pts to get another ravenger and use them in 2 x 2 broods. I'd also suggest that every three CC warrior should have lash whips instead of talons, as most CC units have more than one attack the lash whip will make your CC warriors survive a lot longer against those.
yeah but i want it tied up... to kill all those tasty little dwarfs... yumm *licks 2 foot long tongue over lip like structures*
OW! goddang implant attack!