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HQ: hive tyrant
Elites: 3 Warriors
Troops: 32 hormogaunts 320
Heavy support: Carnifex 85
Really can't think of any strategy apart than charge straight at them.
All help appreciated!
Well I personally feel you're spending WAY too many points on gaunts and not having them really do anything. Devilgaunts NEED to have toxin sacs, I'd suggest going either termagaunts or spinegaunts. Also dropping the gaunt units in half might be a good move. Then lose WoN it'll save you a bundle on points and I've never seen it be astoundingly effective
From what I've seen tusked isn't all that great, look into bioplasma if you want more attacks.
You're going to want more synapse. I strongly suggest a broodlord since you're going for an all out melee list. And maybe some warpblast/synapse zoanthropes instead of a fex.
Speaking from my limited experience with nids, warriors are paper-thin and get ripped out pretty quickly. And if you want them to be effective in CC they need rending claws.
So my suggestions are as followed
-Drop without number and switch to fleshborers/spinefists on guants
-drop one Carnifex
-swap tusked for bioplasma
-Broodlord w/ feeder tendrils and extended carapace
-A clone warrior squad
-two zoanthropes w/ warp blast and synapse.
Also look into spine banks on carnifex, it's a great upgrade and reasonable.
I'd be a bit concerned with your synapse, three warriors and a lone tyrant are pretty easy to take down if they try to. I find that if you want gaunts to hold objectives your synapse should be ranged, or atleast have some ranged synapse. Either that or accept that you will only be going for the objectives in your opponent's deployment zone.
If you are going to have a walking Tyrant I'd look at Tyrant guard, they are 45 points for a couple of really nice benifits. 1 two wounds that your tyrant doesn't take. 2 they are really short (think warrior sized but hunched over like a carnifex if you haven't seen them.) and so the whole unit, tyrant included, gets a cover save from gaunts. 3 If you are fielding all those fexes then they add a whole lot more toughness 6 bodies to kill which most armies don't have lots of guns for.
Oh, Feeder tendrils are pretty much a must on stealers. More hits = more rending, plus they really help out the rest of the army.
Side note: If I were playing you I would insist that you drop a hormagaunt or something so that you acutally have a 1500 points list, I can't really see how you justify having 10 extra points just to have a nice even 32 point squad, but I might just be anal.
Last edited by Crimsonknave; October 12th, 2008 at 09:08.
It looks alright, except you have three heavy melee Carnifexes... I personally love these guys, but you only ever need one to do the job that they do, and if you took more fire support you would be much more efficient. If you are really worried about Synapse, you could add in Zoanthropes with Synapse and Warp Blast so you won't miss any firepower.
Also, you don't need Without Number, its almsot always a waste of points, and you could use those points on Toxin Sacs that those Gaunts need to have a chance in hell to be effective (without them they fire at S2, which won' t do jack).