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This is my 2000pt fast assualt nid list, I have tweaked it to fit into my idea for a total CC list with no shooting whatsoever
I have got rid of the Carnie and taken two lictors, the idea for the lictors is to basically give the oponnent a headache, he has a fast CC nightmare closing in fast but he has to take into account the fact that 2 lictors are going to DS into his units if he stays near cover.
I think this hAS been more use to my list than a slow Carnie with 1 shot per turn.
The other change is small, flesh hooks on the Broodlord and retinue, opinions please.
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, flesh hooks. 105 points
5 Stealers with Ext carapice, flesh hooks, 105 points
2 Lictors 160pts
4 with Winged, Toxin sacs, Scything talons, Rending claws, Symbiote rippers, Adren glands, 45 points each
2 with Winged, Toxin sacs, 2x Scything talons, symbiote rippers, Adren glands, 43 points each
Deployed in teams of 3 with 2 rending and 1 double scything talon equiped warrior in each team, total points for both teams= 266 points.
Extended carapice, Scuttle. 2 teams of 12 and 1 of 10 782 points
Toxin Sacs, Adrenalin glands, 3 teams of 10, total points 390
The lictors are their to add a bit of disruption because I notice most opponents when they see my list set up in cover as much as possible, perfect for the lictor and they are good at taking down armour.
I wanted the list to be 100% close combat madness with zero shooting and with all that rending It deals with any list thrown at it. I have really noticed the Lictors worry my opponents and it has helped distract them when I have dropped them behind the lines.
Icky, icky Rending Claws... beyond that, a good winged Tyrant. I've never found Implant Attack useful for hive tyrants, however, but since I assume you're planning to go command-unit hunting, it may still be a good investment. Go for dual scything-talons, though... rending just isn't helpful for a Monstrous Creature.Originally Posted by rikimaru
I like your Brood Lord. Acid Maw is wasted if you don't get the charge, but if you do he's an instant-death machine against T3 enemies (yay!). Flesh Hooks are awesome for a brood lord and his retinue. A very good command unit.I love Lictors. 'Nuff said. Your mileage may vary, but they are awesome for rending tanks from behind if they deploy right.Originally Posted by rikimaruGood "counts as" number, thanks to symbiote rippers (especially if both squads wind up assaulting the same enemy squad). Do they have both Adrenal Glands, or just one of the two? (If so, which one?) I'm not fond of dual Scything-Talon warriors, but against troops the extra attacks will be helpful.Originally Posted by rikimaruI'd consider dropping some of your Hormagaunt upgrades, and taking more of them instead. They'll be more useful to you as meat-shields for your Genestealer squads, and to help with outnumbering.Originally Posted by rikimaru
The genestealers are fine for a 2,000 point list (normally I advise stripping Genestealer troops of upgrades to maximize numbers, but you've got plenty of points and enough Genestealers to be a real headache).
Not having a Carnifex won't be a huge handicap to you. You've got fast warriors and Lictors for vehicle hunting.
You will have problems with Skimmers. Expect the Eldar, Dark Eldar, Tau, and Necrons to have an advantage (and then work to counter that advantage tactically). Pray for immobilizations, if you do get into CC range of enemy Skimmers.
That said... I really like this list. If I hadn't just finished my Bombardmentfex, it would be really tempting to start a list like this myself.
Rending is really helpfull for MC's actually, especially against tough characters no matter what the toughness or weapon skill if I roll a 6 I wound automatically ignore armour saves and if the model fails its save it loses two wounds. I also get STR plus 3D6 practically ensures penetration against even AV14 vehicles, I think for 8 pts thats a bargianOriginally Posted by PoptartsNinjaI like the flesh hooks cos I can get behind impassable terrain and count it as difficult terain so I can practically guarantee reaching CC but benefit from the cover. The Broodlord is more for intimidation than anything else and the fact he is a synapse creature helps when he gets close to the Hormies.Originally Posted by PoptartsNinjaI have fought 5 games with the Lictors (1st 2 proxied) and they have performed well, The threat of them appearing really helps to keep the opponent guessing.Originally Posted by PoptartsNinjaThe Warriors have +1 Str as its more usefull than +1 WS, they are used more as armour hunters and infantry squad hunters so the WS is not so important, the dual Scything talon Warrior in each team is there to up the number of attacks against infantry.Originally Posted by PoptartsNinjaThe Hormies are used solely as a quick screen they are meant to get in CC and stay there and are not meant to beat units quickly, the longer they stay in CC the better as it means they block line of sight etc, I usually keep a warrior squad or the tyrant within 12" so they are fearless and wont run, the +1 Str and +1 WS means they perform well but the lack of numbers in the team means they wont overwhelm a unit, 10 is the perfect balance for the role they fil.Originally Posted by PoptartsNinjaI would not even contemplate taking the Stealers without the ext car and scuttle, a 4+ save is invaluable and allied with the scuttle and fleet rule means I can practically guarantee the majority of them will reach the enemy, the fact the Stealers get a free move even after infiltrators means I dictate how the game goes 1st turn the majority of the time by either putting pressure on or by moving my stealers out of LOS etc. believe me they are a real headache to the opponent, he thinks he has positioned his forces just as he wants and then I suddenly have 3 units repositioned, it really throws spanners in the works..Originally Posted by PoptartsNinjaI have played Tau and Eldar with the list when I had the carnie and to be honest I had very little problem against them, the simple fact is Skimmers dont make up a large part of the opponents army so I just go for the parts that aren't skimming, when I get in CC the skimmers cant do damage because they cant shoot into CC, as for Mech Tau yeah the Devilfish are a nuisance but to do my list damage they have to drop FW and then they are vulnerable (the FW not the DF) and the rest of the list are not in Devilfish and I have the speed to chase down XV8's and stealths etc, and I have two lictors now which means the Hammerheads and Broadsides that hang around cover near the back of the field are vulnerable.Originally Posted by PoptartsNinja
When I do catch skimmers it is harder to damage them but not impossible especially with Stealers (the sheer number of attacks) but warriors and the Tyrants do struggle because of the lack of attacks.
As for necrons this list creams them I simply hit the HQ and Warriors with the stealers, the Warriors dont get be back rolls against rending so phase out tends to be quick and if i take the HQ down the resi orb is gone as well which makes it even quicker. Rending is the Necrons worst enemy especially in the numbers included in this list.
This list is fast enought o worry any army and hard enough to kill anything it catches.
Thanks for the comments dude.nice to have some positve feedback
By the way Poptarts Ninja versus Monkey Ninja who would be the victor, this question needs nay demands an answer
Last edited by Rikimaru; January 30th, 2006 at 01:30.