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Hi guys here is a 1500 pt 'Nid list I devised yesterday night. My main opponent this army will be against is Imperial Guard, Tau, Eldar, SM and CSM.
So here it is, please tell the truth and I will change thngs if neded:
Hive Tyrant w/Wings, Toxin sacs, both adrenal glands, 2 scything talons.197
Broodlord w/ extended carapace, toxin sacs.90
8 Genestealer w/extended carapace as his retinue.160
4 Warriors w/ Flesh hooks, Rending claws, scything talons.116
2 Lictors (These guys work wonders with infiltrating Genestealers)160
10 Termies w/ fleshborers.60
10 Termies w/ fleshborers.60
3 Zoanthropes w/ warp blast, synapse. 195
Carnifex w/ enhanced senses, 2 twin linked devourers.113
Carnifex w/ enhanced senses, venom cannon, barbed strangler.148
So guys thats it. For some reason I do feel it lacks numbers and ideally I would like more Genestealers, any idea how I could do that?
A decent Tyrant. If you can spare the points, pick up Warp Field. Against IG, Tau, and Eldar you're probably better served with a Devil Tyrant (2x Twin Linked Devourers, Enhanced Senses, Toxin Sacs, Warp Field)Originally Posted by Itchy RichyI'd drop Extended Carapace from the Brood Lord to keep anyone from using the mixed armor test.Originally Posted by Itchy RichyToo slow to be effective. Drop the scything talons and the flesh hooks and pick up a decent ranged weapon (Deathspitters and a Venom Cannon work well) and enhanced senses instead. They could also really, really use Extended Carapace.Originally Posted by Itchy Richy... Lictors don't benefit infiltrating Genestealers at all. The only thing they do is make the opponent waste a turn killing them and scare him away from heavy cover; or lock down a dangerous heavy weapon team / command team for a turn or two.Originally Posted by Itchy RichyYou're probably better served with Spinegaunts. I find the twin linked Spinefists more than makes up for the lack of Living Ammo, and they're both AP5 anyway (penetrating IG armor). The extra numbers make up a huge difference.Originally Posted by Itchy RichyCheap, but may be too fast to maintain synapse range if the Sky Tyrant goes down.Originally Posted by Itchy RichyGood. Multiple means at least one Warp Blast -should- hit every turn.Originally Posted by Itchy RichyTwo solid Carnifi, but I find the twin-devourer 'Fex is totally shown up by the Devil Tyrant. You might consider dropping the Devourer 'Fex for points and boosting your Gaunt numbers some.Originally Posted by Itchy Richy
All in all, a decent list. I don't think those Warriors will live to do anything beyond slowing down a group of 'Gaunts by proximity, though, so I'd definitely get them a ranged biomorph (or leaping). Wings aren't cost effective (Warriors benefit a lot from Extended Carapace, and I refuse to field them without it).
What do you mean, exactly?Originally Posted by PoptartsNinja
The mixed armour rules are good for a Broodlord with EC, they ensure he always get his better save.
I guess you could get a situation:
(A) where 10 bolter wounds go into a BL unit with two genestealers left. The broodlord fails two of his four saves and the genestealers pass all 6 of theirs. Then the unit would have to sustain two wounds on the lord.
( In the same situation, minus EC on the lord, One bolter wound gets directed to the lord (which he fails a save for) and all but one of the nine other bolter wounds are saved then you would have to remove a genestealer and take a wound on the lord.
In both cases the unit sustained 10 wounds and failed 2 saves, but when the BL had EC he took 2 wounds.
I think most of us would rather only take 1 wound on the lord, and loose a stealer. So, as the scenario above illustrates, putting EC on your lord can force you to take more wounds on him.
So, its true that EC can sometimes cause a wound to go to the broodlord instead of a genestealer. But, this isn't reason to not take EC.
Readers have probably notaced that my example fails to take into account that the Broodlord with EC is using a better save. So, the two failed saves in (A) are not equal to the two failed saves in (.
Another example, but here I'm using average chances to wound to try a "fair" comparion:
This time, to make the math easy, a Broodlord and 4 genestealers take 11 bolter wounds.
(A2) The Broodlord has EC. 3 wounds are assigned to him, statistically he fails 1. 8 wounds are assigned to the genestealers, statistically they fail 4. We are left with no genestealers and a Broodlord who has taken a wound.
(B2) The Brood does not have EC. 1 wound is assigned to the broodlord, statistically he takes a would 1/2 the time, so we'll say he takes half a wound. 10 wounds are assigned to the squad, of which statistically 5 fail. We are left with no genestealers and a broodlord who has taken a wound and a half.
In this situation, the benefits of EC are made clear.
In all four situations the number of wounds has been favourable to the attacker, Just enough to put one extra wound on the lord in (A) and (A2). If there had been one less bolter wound in (A) or (A2), it would be one less save for on the lord to have to make.
Had this not been the case, then the EC would have been even more usefull. Just one more example to show this. 11 wounds into a lord with 2 stealers.
(A3) Lord has EC. 4 wounds directed to Lord, he takes 1.333.. wounds. 7 wounds directed to stealers, they are wiped.
(B3) No EC. 1 wound directed to lord, he takes .5 wounds. 10 wounds directed to the unit, 5 wounds dealt. Everything is killed.
Wow, now its a broodlord with EC and almost 2 wounds left VS. the corpse of a BL without EC.
So, whats my point? Although its possible for EC to have a negative effect on the lord, this situation is not likely. Most of the time EC will serve you well. And all of the discussion up untill this point has been about shooting. EC is also usefull in CC. Some have said don't bother with EC because the broodlord will face mostly PW attacks in CC. There's alot of sense to this, but I find my BL usually goes up against enough non-PW attacks to validate EC.
I have found EC to be the best Broodlord biomorph available, I always use it. My broodlord squad often takes alot of bolter shots, and having that +3 save can mean the difference between getting into CC or being shot dead on the way in.
I forgot to mention that all of the above assumes that the opponent will nominate the broodlord to be forced to make a save.