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I'm new to 'nids but I've played IG for awhile so I know some of the strenghts they have.
Retinue- Genestealers x8 pts: 160
Hive Tyrant pts:174
VC, TwnL Devs, TS, ES, EC
Warriors x3 pts:118
EC, ES, TS, 3x ST, 2x Deathspitters, VC
Lictors x2 pts:160
Genestealers x8 pts: 160
Genestealers x8 pts: 160
Termagaunts x16 pts: 96
Warriors x3 pts: 129
Wings, x3 ST, x3 RC, AG (+1WS), TS
ES,EC,RC, Barbed Strangler, VC
Gun'fex pts: 188
ES,EC,RC, Barbed Strangler, VC
I want an army that will make an opponent have a difficult time figuring out what to shoot at. Tactica goes as such. The Broodlord does get deepstriked and is a basic destraction for the other broods of Genes and the 'fexes are there to deal with armor and other such larger problems. While the small shooty warriors try to take out bikes and transports. Winged warriors keep up with the termies to make sure there is synaps avialable and the Tyrant is there to back up the 'fexes and or the main advance. Any comments and suggestions will be noted. I'm currently still buying models so its not to late to help steer me on to the right track if I'm way off or if u can see a gaint hole in my army that needs filled.
****Please read the disclaimer!****This is a terrible list. I'd say back to the drawing board!Originally Posted by Raginrok
****Disclaimer!! J/K on all of this! That's what you get for telling me about this and how noone was commenting on it!! Well now you have a comment! Hope yer happy! Actually, I can't wait until you've finished this list. Cheers! -C.*****
Last edited by kycer; February 27th, 2006 at 10:04.
With the warriors rending claws maybe instead of ST because if they do find themselves in combat they can take down marines etc.
I agree with Kycer on the lictors, they have got worse with the update and you'll need three to assault the same squad to stand a chance of beating them and afterwards they're a standing target and theyre slow. lose em.
With the fexxes have them armed differently devourers instead of VC or BS and don't have two of the same. Depends on who you play the most if you should think about going CC.
And remember you can't go wrong with hormagaunts!!
Now listen up! Back in my day, we didn't have fancy tanks!
We had sticks. Two stick and a rock for the entire platoon! And we had to share the rock!
You should consider yourself very lucky marines!
brood lord can't deep strike he only infiltrates. it's in the codex... check out the list i ran at my tourny... it kicked some serious butt
Sorry I miss typed i ment Infiltrate...Originally Posted by molaticdeath
In regards to Gun'fexes. They are strong shooters and although they have low BS the strength of the shots make up for the misses that they can and will make. And in a 1750 point game there are going to be a fair share or armor roving around so devs are not going to have as good of a chance to glance as a VC. That is why the Tyrant is biult for more mid range fire with Devs and VC. Homergaunts will probably be subbed in when the need arises. BUt I really think the Gun'fexes help in taking out masses of IG or firewarriors and glancing the inevitable tank that comes there way.
RC for the warriors sounds like a good idea (I'm taking it u mean the shooty wairriors) but their overall statistics aren't that bad and although I will play my share of SMurfs I refuse to cater an army built to handle just them. Warriors are built to support advances and fire at light armor and bikes, along with the occasional squad when there is nothing else to shoot at.
Lictors- I might agree with you that they will do very little when faced against a SMurf army. Against others like Tau, Necrons and other none power armor based troop armies they are rather dangerous and can some times earn points back. But more of the time they are there to be a distraction and take fire away from the main advance.
As for your army very nice and dangerious alot of close combat with out alot of synaps worries. I'll take your army into consideration as I build up my own. Thanks for the input.
Last edited by Raginrok; February 27th, 2006 at 15:37.
No prob : ) I have accouple gun fexs... i do agree that they are awesome againt IG.. That AP on the barbed strangler tears up some humies. And str10 2 shot VC is AWESOME
Hi, nice army
>Retinue- Genestealers x8 pts: 160 + EC
If your gonna infiltrate these guys why not give them another attack for only +4 more points
20pts 8 GS with EC = 3 1/3 marines dead a turn (accounting for rending)
24pts 8 GS with EC and +1A = 4 marines dead a turn (accounting for rending)
27pts 8 GS with EC and +1A and +1S = 4.89 marines dead a turn (accounting for rending)
points cost per genestealer and marines dead most cost effective 27pt genestealer
27pt = 0.181069959
24 & 20pt = 0.166666667
just some quick math to help you out.
if you have 12x 20pt genestealers compared to 9x 27 pt genestealers and lose 2 of each the 27pt are still more valuable after that the 20 pts are better. (i.e. lose 3 before they can do anything).
Also Lictors are fantastic After they finish CC they can dissappear 3D6" from the combat back into cover etc. because of there controlled Deep Strike and strength they can get behind tanks and 4+ str test required on the 10 armour most tanks have at the back. If the tank is destroyed they then can stay there for the +2 or +3 extra save (giving them 3+ invulnerable or 2+) depending on how generous your opponent feels (Not very generous after you remove his lemon russ from the game) or if they fail they can scamper away 3D6" back into suitable cover. This applys to killing Hvy weapon squads as well although you might want to remain in combat so they can't shoot.
Last edited by Carnifexus; February 28th, 2006 at 12:51.
I like the math, but you're neglecting the aspect that they have to get into CC for this to happen. Yes the EC will help them survive a bit longer, but remember the Broodlord negates FoC. That means that you still have to be within 12" of your enemy to get them in one turn. Considering thats the Minimum with blocking cover, it may be possible, but not likely. The better bet is to have them join in the fray after some fodder gets into CC.Originally Posted by CarnifexusThe other side to this is the amount of points lost per model lost. You lose even 2 genstealers at 27pts before CC, and you've lost almost the same amount of points as 2 termagaunts or almost 3 spinegaunts. Meanwhile if you use those extra points to provide cover, you'll get all 8 arriving instead of 6 or so. So lets look at that math:Originally Posted by Carnifexus
6 (27 pt) Stealers = 1.08 Dead Marines
8 (20 pt) Stealers = 1.33 Dead Marines
Remember, efficiency only counts if they're used. Unless you're going for stealers upon stealers, you'll need some cover as an effective delivery device. The broodlord and retuine is better used as a bait and switch then a direct combat. Remember, the art of war is getting the enemy to do what you want, while making them think its a good idea.
The truest form of tactical prowess is to make your enemy smile happily as they walk into your trap.
Hug a genestealer today!
Thanks for the advice guys. Keep it coming. 'stealers are an awsome cc unit I agree, 'if' they make it into cc. How about the rest of the army? definately need to make sure I'm creating an all around dangerous army.