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Here is my 2000pt new nid list. Its a bit heavy on the rending just how I like it.
HQ Winged Hive Tyrant
Winged(obviously), Scything talons, Rending claws, Implant attack, Warp field, Adr Glands(+1I), Tox sacs. 189 points
Acid Maw, Extended Carapice, Toxin sacs. 102 points
5 Stealers with Ext carapice and Scyt talons. 115 points
4 with Winged, Toxin sacs, Scything talons, Rending claws, Symbiote rippers, Adren glands, 45 points each
2 with Winged, Toxin sacs, 2x Scyting talons, symbiote rippers, Adren glands, 43 points each
Deployed in teams of 3 with 2 rending and 1 double scythin talon equiped warrior in each team, total points for both teams= 266 points.
Extended carapice, Scuttle. two teams of 12 one team of 10, total points=736
Toxin Sacs, Adrenalin glands, 3 teams of 10, total points 390
Barbed strangler, Scything talons, Bonded exoskleton, Extended carapice, Reinforced chitin, Tusked, Enhanced senses, Spine banks, Adren glands(+1int), Toxic miasma,. 202 points
2000 points exactly. I think I have an accurate list, any faults or points errata you notice please inform me.
My plan is to use the Tyrant, Warriors, Broodlord and retinue plus the Gaunts to close quickly and close down lines of fire and distract and split the oppositions units. The Stealers with scuttle and ext carapice plus fleet of claw should be in combat by the 2nd turn (1st with good deployment and good dice rolls)
The carnifex is a walking fire sponge with good shooting capabilites, if he gets in combat he will be awesome (though thats not his main role). With tgh7 Rregeneration, Ext carapice and Bonded exo he will be next to impossible to kill. He is meant to be a distraction threat and the Barbed strangler will mean he is hard to ignore.
Depending on game results I may lose the Carnie or the Warriors and take some cheap Termagaunts but it will have to perform really badly for that to happen. I want the list to be 99% close combat madness orientated and with all that rending I think it will deal with any list thrown at it. I like this list its just all out aggresive and nasty
Please please no comments on the rending claws on the Tyrant, I have heard all the comments many times before about how pointless they are, well I still use em and I have my reasons why and they are far from pointless.
Edited to correct faults in point value of Gaunts.
Last edited by Rikimaru; August 2nd, 2005 at 11:55.
winged warriors=fast attack
Yeah thanks still the same stats though.Originally Posted by mente enjambre
So am I'm not sure why you would put rending claws on a hive tyrant....they must look really cool, which really is the best reason in my book.
I like the looks of your brood lord and retinue. I personally give the BL fleshhooks and Implant, but thats just me.
I'm guessing you threw the second set of scything talons into the warriors to help you go through large lightly armored squads more quickly, you may want to consider a big gun instead, like say a barbed strangler, sure it wont hit that often but it sure is fun when it does, esp. against guard, eldar, DE, and orks, who get no save. You also don't have any Adrenal glands listed, a point into iniative is quite useful.
The stealers look pretty solid
I think you're math is off on the hormagaunts 360/30=12 which is a horm with just toxin sacs. So you may want to take a look at that.
Your carnifex looks lovely. Mine is very similar I just don't bother with tusks or regen. and I prefer thornback, he's killed greater demons because he out numbered them all on his own.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
Nice list, the only thing i can see is u dont have many gaunts. I count 66 models which, at 2000pts, u could be matched by Marines.
This is mostly becuase of ur troops which are all expensive and looses will be felt. A couple of frags and assault cannons and ur in trouble. Added with some cheesy hidden power-fists to tear ur warriors apart and u could find urself lacking.
I love the Uber-Hormagaunts, but they are expensive. I would have 1 elite group of toxic, glanded horms then 1 group of cheap normal horms to soak up the fire.
"They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many - so, so many voices. They're coming for us - flesh, body and soul!"
First of all thanks its nice to have the list appreciated.Originally Posted by w00kie
This list is geared to two things, speed and close combat. I have 78 models in this list and all but one of them will be in CC by turn 2 at the latest. The scuttle and Ext cara will all but guarantee the stealers reach combat.The Hormies are in units of 10 because I find that large squads tend to wipe out squads quick and I want them to stay in CC and tie up units to allow the Stealers to close up unmolested. The CC will block lines of sight and shooting and hampers movement for the opponent.Originally Posted by w00kie
Expensive depends on your definition of expense, all my troops are minimum Int5 and St4 and very fast, when they reach CC which they will, they will cream most opponents.
I dont soak up fire with my nids. With decent deployment and use of cover plus the inherent speed of the list, my nids are not exposed to fire long enough to matter.
There is also the matter of the Tyrant, Broodlord, Warriors and big scary Carnie to worry about as well.
As for the hidden power fist I usally target units with things like power fists or power weapons with Hormies 1st then hit them with other units such as stealers. Usually the power fist dude is laying on the floor trying to hold his guts in with his big clumsy PF after the stealers hit.
Yeah the scything are there to deal with lightly armoured horde type troops, dont want the shooting my list is all about CC, The adrenal glands are paid for just missed em of the list.Originally Posted by Bugs_n_OrksAAAAARGH well spotted I had a few alternate lists going and must have used the points value of one of the alternates.Originally Posted by Bugs_n_Orks
So I am keeping the 30 Hormies with TS & A at 13pts so thats 390 pts, now what do I lose to make the points back. Well I am taking your advice and losing the regeneration (tried some dice testing and did not seem to wok that well for 30 points) so that should give me 2000 pts
Carnifex = 202pts
Thanks for the advice and spotting the error.
rikimaru this is an awesome list. I have recently started a nid army after I finished painting my Necrons. I was toying with the idea of a totally CC oriented army, but the majority of the ideas posed on this and other sites typically splits the army into CC and shooty. Since ALL of the nid unit types have much better CC stats I was wondering why this was?
The vast majority of the lists out there never even mention scuttling. I don't know about the games everyone else plays but the vast majority of my games are battles and my units are almost never farther away than 24" to the enemy front lines. With this normal setup scuttling and FOC could potentially allow my units to get into CC on turn 1! That in addition to my BL infiltrating means a world of hurt in the early game.
Thanks for posting such a great list and replanting the idea in my head. I'll post mine in the next few days.
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.
Cheers, glad you appreciate the list, I played a full CC nid list pre new codex with 2 Winged Tyrants and it absolutely kicked ass, in the 2 years and god knows how many games I played I lost 3 times, once to Siam Hann list (very fast) once to an orc army (very close) and finally to a space wolves army(it was my army as well the player loaned it, gutted). The list had no shooting what so ever and I never missed it. Nids are CC thats what they do, the shooting has always seemed like an ineffective afterthought to me.Originally Posted by LordCreampuff
people dont use full CC armies mainly because they think they will get shot to pieces before they get into CC, this is absolute rubbish. With good deployment and use of fast models and troops (Hormies) it is impossible for the enemy to kill enough by turn two to effect the CC effectiveness enough to make it ineffective.
With the new list its even better, the FoC and Scuttle biomorph with the Ext carapice make the Genestealer absolutely the scariest unit in the game, an effective free 6" move with the normal 6" move after , then the FoC means a minimum of 13" 1st turn with a potential 18 to 24" awesome. Really think about were you set up the stealers though because it will be so tempting to rush them in, when it may be more prudent to use the free move to get into cover and out of LOS (just in case you dont get 1st turn and remember all nids get move through cover).Pleasure mate, its good to see someone use the nids how they should be, running down the field to get into shredding distance and not giving a toss whats been thrown at them. I guarantee you get 36 Stealers into the enemy lines its game over, just make sure you get the rest of the army in too. Thats why I use the Winged tyrant / Warriors, leaping Hormies and Broodlord they are all there to distract and worry the opponent. After all who does he target 1st, and the ultra tough Carnie helps but if I could have taken 2 Winged Tyrants he would be history.Originally Posted by LordCreampuff
I have to admit I do like the shooty fex just for tank hitting power. You can't beat 2 VC and 1 BS shots. I love the idea of a STR 8 pie plate of doom for those troublesome elite units. So I think my army will be 90% CC so I have a chance to take out those backfield tanks earlier in the game.
I'm not that fond of warriors either but for a fast CC-based army they are a must for their synapse. Zoans just won't be able to keep up with the front-line troops.
Have you used scuttle in battle? It seems a bit expensive just to get 6" closer. I would think that with FOC and leaping you should still be in CC by turn 2 at the latest even without the extra 6". I just keep looking at the cost of scuttle and keep thinking of all the hormies or genestealers I could have instead.
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.