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This is my first nids list, I just recently gotten back into 40k and decided to go with nids so I picked up their codex and gave it a shot. Critisims and changes would be appreciated.
With Retinue 10x genestealers 160 pts
Total 233 pts
3 broods of Gaunts 12x
Termagaunts 9 pts each
total of 324 pts
3 broods of hormagaunts 10x
total of 330 pts
Tyranid Warriors 2 broods first brood
VC one model only
RClaws only on one model
total of 117 pts
2nd brood warriors
total of 138 pts
One brood of 3 lictors
total of 240 pts
Grand total of 1539pts
Last edited by EnderWiggin; November 14th, 2005 at 22:11.
Alright, the tyrant looks O.K., but what would you need a Strength 5 barbed strangler for? With that setup he doesnt have an invul., so you better keep him in cover from the lascannons that can target him because he is an monstrous creature. You might think about giving the tyrant wings or some tyrant guard. The Broodlord and retinue look nice and simple. As for the termagants, i would suggest leaving "without number" out. It doesnt come in handy for me, even if it does provide more bodies. As the hormagaunts go, I would suggest extended carapace if you want to keep their points at 11 each. I know that most guns are AP 5 so it doesnt make a difference in shooting, but in CC, the +1 to their save really does come in handy. As for the warriors, you have two balanced squads, and some extra synapse support for your gaunts that dont like to roll high on fleet of claw tests. I can see the role you want the lictors to play, but they arent that reliable, and can be instant killed as they are not synapse creatures. Drop down to 2 lictors and use some of the points from the lictor and termagants (which should now be 6 points each) to buy some ripper swarms. They really come in handy when they are only 10 points each, three wounds, and cannot be instant killed when near a synapse creature.
I'd have to disagree and say that for extra point flesh hooks would serve better, if not AG-I (to attack first against MEQ's). Ideally you want them cheap as possible, but i think fighting at the same time as the enemy will ensure more attacks back then having a 5+ save and then attacking. It also alows to go over impassable terrain.Originally Posted by IBearTheWord1350
Any particular reason for lash whip & bone sword on tyrant? If it's only because that's what the model has now, I'd try to do a conversion to get a second weapon symbiote on there.Originally Posted by EnderWigginBroodlord retinue desparately needs (and I cannot stress this enough) extended carapace. Drop a couple on the retinue to give it to the rest if you have to. If you infiltrate him in range of bolters, his retinue will get ripped to pieces by them without it. The BL doesn't need feeder tendrils, either. With him and the stealers WS6, he'll be hitting just about everything on 3's.Originally Posted by EnderWigginWhy are your termagaunts 9 points each? No biomorph is listed, they should be 5 for spine fists or 6 for flesh borers. Keep them that cheap, giving them biomorphs are a waste of points, as their only purpose is to die to allow your better units to advance easier. If you try to give them biomorphs to make them better, might as well just get better units.Originally Posted by EnderWigginFlesh hooks are okay, but I wouldn't give them anything else. Keep these as cheap as possible.Originally Posted by EnderWigginWhat purpose are these going to serve? If they're going to charge into assault, drop the VC and Death spitters and give them all rending claws and scything talons. If they're going to be shooty, drop the leaping. Regardless of what purpose, they will need extended carapace or they will die to bolters.Originally Posted by EnderWiggin
Also, I'm just a bit confused as to what weapons each has. All the warriors need two weapon symbiotes, two will have death spitters and one will have a venom cannon... leaving 1 more weapon each, but you only have rending claws for one model. Will the other two have scything talons? I can't seem to get the points to add up right if this is the case.Same thing as above about picking shooty or assault. If shooty, drop the adrenal glands, leaping, flesh hooks, and I'd also drop toxin sacs (the DS will be str5 without it). If assault, drop the death spitters for rending claws, drop the toxin sacs, and make sure the adrenal glands are initiative not weapon skill.Originally Posted by EnderWigginI can't recommend three lictors as you probably run the risk of not having anywhere to drop them all safely, but one or two can be very helpful for hidden whirlwinds / basilisks.Originally Posted by EnderWiggin39 points over is a bit much, even for friendly matches. I'd try to get this closer to 1500.Originally Posted by EnderWiggin
Welcome back to the game, hope you have much success with the bugs!
The termies are 9 point each cuz of fleshborer and without number. Thanks for the input guys I'll come back withg a revised list in a few days. Really helped me out . 39 pts I know is over a bit much but like I said its a first raw list.Originally Posted by moob