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Hey everyone, I'm kinda new at this and I'm going to be playing against an Eldar army that knows how tyranid work and is going to be detailing his army to work best against me so I kinda need help.
The following is my army list including the mutations and well here's hoping this works out...comments and critique are encouraged (and begged for)
FOR A 1,000 POINTS GAME AGAINST ELDAR
(I do not have a hive tyrant)
Warriors (Balistica mutations) XXx3 84 points total
Warriors (Dark wingers) XXx3 129 total
Carnafix (Feeder) 113
Zoanthropes (with blast, catalyst and synapse) XXx2 140
Termagaunts (with out numbers mutation)x20 180
Hormagaunts (Vicious mutation) XXx28 354
Stats:Balistica: used for shooting and synapse
devourer, enhanced senses, toxic sac and extended carapace
Dark wingers: (corny name I know) Close quarters against skilled melee fighters
Adrenaline gland, toxic sac, lash whips, rending, wings
Feeder: Put him out near the front behind the gaunts and open fire at the enemy
enchanced senses, devourer, devourer
Vicious: My assault guys wanted them just a little tougher then normal
Leap, talons, adrenaline gland, toxic sac, adrenal gland
1) Do you think I'm spending too many points on mutations?
2) Does this seem balanced and able to take on an eldar group?
3) Are two broods of 14 Hormagaunts and two groups of 10 termagaunts too small?
Please do not post point costs of individual models. Total points per unit is fine. -- Canew
Last edited by Canew; June 2nd, 2008 at 18:41.
i don't know that the way you have formated your list is correct.. are you using the correct nid book? lol that was a joke. i said that because warriors can only be elites and HQ, not fast..
Other then that! to the list!
i don't really like the lash whips, i would make them Sything tallons for the extra rend attack.
I do like your fex, but he will die quickly to heavy weapons.. i would add Extend Caraspace if you can spare
other then that... i think you should try to get more termagaunts..
other then that, i think its a fairly good list for what you have..
now for direct questions!!
1:i basically have the same ammount
2: wug, it all depends on the list the eldar took so you realy can't ask that lol
3: 2 broods of 14 hormas.. thats okay. 2 broods of 10? thats a bit short it seems to me...
Good luck and have fun however! remember to post it on the battle rep forum here okay?
Thank you for your input. Um as far as lashwhips go I got my tail kicked because he had wraithlords and stuff out there that just hit so many times but I guess talons would be better. The feeder carnafix was based off one of the lists here (not sure which one). I thought if you stuck a pair of wings on a warrior they count as fast attack choices I'm using a 4th edition though.
I'm hoping to put some gaunts out front then my carnafix pretty much on the front line. Problem is he's using scatter lasers and such he took out a brood of 12 gaunts in one turn last time. Maybe I should try and start under cover and use fleet+leap and my winged warriors...too bad I can't stick a pair of wings on my carnafix :p
Actually HF Cobra, Warriors with wings ARE fast attack eve's got it right. Personally I'd prefer for them to stay elite and fit in more raveners. By the way your hormies are 14 points.
Overall looks like a decent list, make sure your winged warriors never get ahead of your hormagaunts (which they should be escorting for synapse coverage) same goes for your shooting warriors and the termigaunts. The small ones come first then the big ones then the really big ones.
Dakkafex is apparently good, keep it. You can make that elite for later games. Do you plan to have this unit used as a giant target? "cause that's what it'll be on front lines like that.
Your mutations are kept well in check, some might argue to go lighter on the hormagaunts. Fit a couple more wounds and attacks in.
Last thing nids need are winged carnifex, don't get me started on all the things I want for my crons.
good luck. welcome to LO too.
Oh come on, tell me the look on your opponent's face wouldn't be priceless when you put a big bad Carnafix with wings on the table. I try to go heavy on my gaunts just out of habit, most of my early games I just dumped waves of gaunts on people...but I found out that doesn't always work.
Um....oh your right! I didn't take the strength modifier into point counts! Thank you for catching that. Well I have a bad habit of using Fluffy (my carnafix) as a giant target but its just a waste of points. Since he has guns I'll try to keep him back, lock targets up with melee or try to flank them with Fluffy so he can get his 8 shots off (think thats right. Devourer 2x assault and he gets 2 natural attack so he shoots 8 shots since he has two devourers). Oh and I need to adjust some points to make room for extended carapace for my carnafix.
One more question:
Do you think its worth giving my Zoans (two of them) warp blast AND catalyst? I was thinking catalyst would make a huge difference against the eldar since they swing first but I can still get atleast one really good 'zombie bug' hit back.
Warrior Balistica mutations x3
Alpha Termagaunts (without numbers) x 10
Beta Termagaunts (without numbers) x 10
Feeder carnafix (two devourers)
Zoanthropes (?) x 2
Dark wingers warriors x 3
Alpha Vicious hormagaunts x 14
Beta Vicious hormagaunts x 14
As far as the list goes:
If thats all you have for models, you're doing pretty good on your list building. Just a few things to consider...
-Maybe you want the Termagaunts as one big brood. Fodder works better in bulk, always.
-Toxin Sacs might not be necessary for the hormies against Eldar. Maybe you could go with Fleshooks for charges into cover. This would also fix your points for the hormies back to 13pts.
-Because your Fex is cheap, maybe you can move him to an Elite slot. That way you don't have to deploy him first; his deployment can be in reaction to enemy deployment.
The winged warriors should probably work in tandem with the faster Hormies, and your footslogging warriors can support your fex and gaunt fodder. I guess the Zoanthropes can support the latter group as well. This way, you have the "main swarm" as the bulk of your army, and the faster gribblies can take a flank as shock troops. Very common and effective way to play mixed/balanced lists.
EDIT: Drop Catalyst. Take either Synapse or Psychic Scream as the last power.
Last edited by psichotykwyrm; June 2nd, 2008 at 07:52.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
Fexes can't be elite until its a 1500 point game, sorry.
And do your shooty warriors have a second weapon biomorph? Becuase they need something to occupy all their arms, scything talons for cheapness or a second devourer to make it twin-linked are the obvious ones.
I would also drop without numbers, because people tend to shoot at the brood until it has only one or two gaunts left and then leave it alone, so you cant recycle it.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
I was looking at flesh hooks...but the guy never takes cover. I've played two games against him and he never even inched towards cover (we don't have a alot of terrain anyways) so I'm just not worried about having to melee him in cover.
What really hurt last time was the fact his leader guy has six shots by himself and then his entire squad shoots at me he mowed down an entire brood with shooting (well I failed all my saves). In melee he kept doing alot of damage against my guys before my turn so I thought catalyst would be a huge upset when my bugs don't drop (atleast not until the end of the assault phase). His leader guys up the leadership and his guys are hard to shake so I was kind of going to not bother with scream.
Shootie warriors have twin linked Devourers. Not alot of range or power but lot of shots. 2x assault so each warrior gets a total of 8 shots each (2x2=4)x2 I think thats right.
Oh and as for the +1 strength on my hormagaunts I kinda wanted them to be a bit more combat effective thats why. Do you think this army is atleast balanced? I want to be able to use a similar set up against several types of enemy.
Zoanthropes: Ok I'm thinking I want to keep synapse and catalyst which means it wont be able to shoot anything but it should give my gaunts a nice boost in melee. Are zoans any use in assault themselves?
A few general nid points:
The key to nids is focus. If you want shooting, build a shooty list. If you want melee, build a melee list. A non-focused half-and-half list usually doesn't do very well.
Shooting: Nids never have an AP worth a darn. For successful nid shooting, you need tons of shots. If you can get re-rolls to hit and wound, you're golden. (Think tons of twin-linked devourers.) Gaunts with spine-fists can also unleash a dazzling amount of fire.
Melee: if you don't win the fight, nids will die from the return attack. You always want to attack first so you can remove models able to actually fight back. A nid attacking last is a dead nid. It's always better to have one higher init than to attack at the same time.
Flesh-hooks. These things are golden. Lets you get to entrenched enemies and deal some damage when assaulting into cover. While your one opponent may not see the value of cover vs. nids, most everyone else out there knows to dive behind the bushes when the bugs come a running. If you plan to assault in melee, I'd reccomend these 9 times out of 10.
I've never actually used a zoan in melee. That's not his job. If he's in melee I'm pretty much in trouble.