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Hey everyone, new nid player here. So I recently switched from marines mainly because I fight marine armies frequently and they got a bit boring. I have a campaign with some friends starting up in july and would like to be able to field nids rather than marines.
So far, my (theoretical) list is:
HQ: Hive Tyrant w/ ST, BS and LW, with Old Adversary 
Elites: Zoanthropes x2 
Troops: Warriors x3 w/ ST and Deathspitters 
Genestealers x8 w/ RC AG 
Termagants x16 
Hormagaunts x12 w/ ST 
Hormagaunts x15 w/ ST and AG 
Heavy Support: Carnifex w/ ST and Devourer with Brain Leech 
Any suggestions on this list would be great. The armies i'm fighting are: Imp Guard, Dark Angels, Necrons, and Grey knights. Needless to say, all of those armies except for necrons are fielding at least 2 vehicles (my friends grey knights list has 2 land raiders ). Any help from veteran nid players is appreciated!
You need anti-tank, pure and simple. 2 zoanthropes and a tyrant arnt going to cut it and the MCs will be outsped.
The tyrant is confused, youve got old adversary, but kept a set of tallons. Why? theres simply no point to it, exchange them for a set of devourers (preferably 2, i dont rate LW/BS at all on tyrants) or drop Old adversary and get a second pair of tallons.
The zoanthropes either need a mycetic spore or a 3rd thrope, theyre a bit fragile to be running as is.
16 termaguants is 6 too many. They arnt going to be useful except as a screen and mobile cover. Drop them or thin them down.
The Hormaguants need toxin sacs, not adrenal glands. Switch those round. Also you could do with more, 12 wont do anything to anybody in particular.
The fex looks alright, but again, why the tallons? re-rolling 1's isnt going to help much. Either make him CC with two tallons, or shooty with 2 devourers. Id go cc, on the basis that will help your anti-tank considerably (particularly against that GK player, the codex is bad, but not to that extent!)
Also a word of advise, where a unit comes with an upgrade as default, and cannot replace them (ie rending claws on genestealers or tallons on hormaguants) you dont need to write it in, we know what they come with
Your friendly neighbourhood gargantuan creature
Thanks for the tips! I definitely overlooked the ST and OA on the tyrant. My revised list is:
HQ: Hive Tyrant w/ ST, BS and LW or ST (Im still not sure about giving up instant death/reducing initiative to 1) 
Elites: Zoanthropes x2 + Mycetic Spore w/ either SS or TW Deathspitter 
Troops: Warriors x3 w/ ST (maybe give them rending?) and Deathspitters 
Genestealers x8 
Termagants x10 
Hormagaunts x25 w/ TS 
Heavy Support: Carnifex w/ TW Devourer with Brain Leech x2 
I decided against a CC fex mainly cause my friend who plays GK isn't the sharpest tool in the shed when it comes to 40k. However, I do feel like im lacking Synapse. If my tyrant and wars get taken out I'm kind of in a bad spot. I could also take a CC fex and give the tyrant some ranged weapons, I'm just not sure which is better at this point. My main fear is my friend who plays IG. He's got at least 6 LC shots per turn (3 of which are twin linked), 2 squads filled with meltaguns, one squad with plasma rifles, LR BT, and guardsman Marbo (he just pops out of anywhere and pie plates your best squad ). That said, I never played any objective games with him using my marines, only annihilation. Any tips for fighting IG would also be great
And sorry for wall of text
Last edited by Scout Dorne; June 24th, 2010 at 04:05.
The list looks much better, espeically with all those tallons sorted out so thats a good start.
If i have a small critisicsm its that you may still struggle a little with mechanised armies, so im going to surgest a small switch around in terms of anti-tank.
I dont know why this didnt occour to me before, but you are much better off dropping the Zoanthropes in echange for a brood of 3 Hive guard. These will allow you to deal with transports much easier, and sooner in the game with that extra 6 inches of range. This also gives you a few points to imppliment my second surgestion, which is to switch a set of devourers on the Fex for a heavy venom cannon. Whilst still giving you good anti-infantry, you are also now able to surpess tanks (if not destroy, but 9/10 stopping a tank from moving and shooting will do nicly.)
Ig are a very tough one, and from the sounds of it so is that list. Theres a couple of things you can do to make life eaiser for yourself, but theres one thing we need to know first. Whats the chimera situation like? Are the squads in them, does anything ride in the vendetta?
Basically if your going to win its going to be all about target prioritory. The vendetta needs to be first to die, stop it shooting, kill it, just dont let it fire! Hive guard are your best bet for this, but if you dont get first turn its going to be very awkward.
The leman russ should be delt with by your fex's venom cannon if possible, agian you dont need to kill it, taking off the main weapon, even shaking it will do.
Then your infantry are vastly superior to his, make sure to use your speed in case of the hormaguants, range and combat prowes for the warriors, and outflanking first strike capabilitys of the genestealers.
Id also double check his points, that seems to be an awful lot of them there, i know guard are cheapish but its worth a check. I might be wrong, just a gut feeling
Unfortuantly he has an army that can simply outmatch yours over range, he can deal with your MCs very quickly, and then you dont have enough anti-tank to clean up whats left. Nids are not spectacular at 1000 points, and certain builds will have no problems dealing with the list.
Anyway hope that helped and good luck.
Your friendly neighbourhood gargantuan creature
Thanks for further helping!
I've been reading these forums quite a bit recently and everyone says Hive Guard have more utility and are less fragile, so I'll definitely swap those in for the Thropes. The only thing I'm not sure about it is the heavy venom cannon. I (personally) am not a fan of blasts, except when shooting at large squads of infantry, and I don't think I can count on a HVC to lock down a tank, especially againt FA 14.
As for my friend IG list, I have thought (many times) that his list isn't in the point limit, so I'll try to get him to calculate it with me watching. One of the meltagun squads is in his vendetta, the other is in a chimera. Both those squads are veterans, I think. The plasma gun squad is also in a chimera, and I think it's a company command squad or something like that (all I know is that it issues orders ).
Hope this extra info is of use.
at 1k the only time I've found a tryant to be worth his points is in more of a fast attack build, with rushing gargoyles with him etc,
usually a Prime(w/boneswords) in a squad with 3-4 warriors with a venom cannon , claws, and devourer work well for me when im not playing marines ( boneswords ftw)
I'd suggest not using termagants at all if your not boosting them with a tervigon for support, also 20 hormagaunts should be plentytheres not a whole lot we can do about av14 aside from martyer dom zoeys, or assaulting it, so...maybe flip flop what your dropping? instead of droping zoey's to pop his russ's maybe, drop a CC fex, w/bioplasma, and turn the zoeys, and other remaining points into a 2x2 hive guard squads,and I don't think I can count on a HVC to lock down a tank, especially againt FA 14.
You still have something falling on their heads and this time is a Fex ( slighty longer lifespan after a drop) depending of course, remember you can use your spore to block. and now your hive guard should be able to deal with a rushing vendette or transports
if theres any remaining points you could add some more hormies and split them up into 2 squads.
hive guard bias, and carnifex <3
If your set on your tyrant, I'd still suggest the zoey swap and termi drop, but give him a HVC and a TL brainleech dev, S9 harrasment on everything and the brainleech dev for things that get a bit to close,
other than the few tweaks I'd say its looking pretty good
I have found in the games I have played that one of the best things we have to deal with AV14, is a trygon with adrenal glands. It is far more reliably able to destroy AV 13-14 in my opinion than even Zoans.
I would also recommend against a tyrant in 1k. Even if you were to run him with somewings and gargoyles you just cant take enough big threats to keep him safe enough for him to pull his own weight. The only other way is to spend way to many points on tyrant guard for a walking tyrant.
I stubbornly clung to my winged tyrant and used him in a doubles tourney I recently went to. I honestly have to say I would have been better served by just taking a tervigon as my HQ (it is tougher and great at support) and some genestealers to supplement my CC punch.
I am also not a huge fan of Warriors, most armies nowadays (and especially Guard) definitely take enough strength 8 weapons to turn that warrior squad unit into paste quite quickly. Synapse in my armies are now solely provided by tervigons, zoans/doom, and trygon primes. Zoans still suffer instadeath from the same weapons as warriors, but the invul save goes quite a ways towards making them far more durable.
"I am the architect of fate!"