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This is my first army list using just the Battleforce box. Please feel free to give me critiques or suggestions. I'm a new player to both the game and to nids so any help would be much appreciated
Well first off let me say I'm pretty nervous about playing with these guys for the first time because I feel like I might regret how I equipped them or something. haha. Anyways here it goes.
HQ - Elites:
Warrior Brood - 2 Warriors with: Toxin Sacs, Deathspitter, Scything Talons
- 1 Warrior with: Toxin Sacs, Barbed Strangler, Scything Talons
(Idea was to have ranged support but should I bulk them up with Ext. Carapace?)
(I'm stuck in a rut in building this guy, I'm havign some trouble committing and don't want to build a brokenfex that'll do nothing for me)
Side Note: Apparently melee-fexes are bad from what I've read here(?)
8 Hormagaunts: Leaping, Scything Talons
(I honestly am clueless as to the viability of these fellows and if so what I should equip them with)
8 Spinegaunts: Spinefists, WoN
(I really wanted Dakkagaunts but I was told spinegaunts are far cheaper and effective)
8 Genestealers: Scything Talons, Flesh Hooks
(I;m starting to consider Ext. Carapace on these guys as well)
Again, I have little to no idea what I'm doing. haha. I want to do a mix of shooting and melee, but mostly focus on MC's. I'm thinking of buying another battleforce and just converting the Hormagaunts to Spinegaunts and bulk up those instead. I'm definitely going to have to make a magnetized carnifex so I can experiment but should I build my heavy support to just be ranged or is a melee fex worth it?
Okay, WELCOME =D Don't be afraid, its all good =P. I'd just like to say, that what you have, is basically what i started with.
The warriors, are fine, i don't know how they shoot in 5th, but i think they should be good the way i think they do.
Zoanthrope... What does he have? he can have 2 powers that are listed below him, I find that Warp blast and Synapse is good on him, and you need more synapse, because you only have one
Carnifex.. DakkaDakka fex? you said you wanted gaunts to be dakka, why not a fex. =D If you can't stick to one type of fex, magnetize them that way you can have 1 fex to fit them all
Atm i have 2 un-magnetized fexes, one is the sniperfex? VC, BS, ES(4th ed) and the other one is some other varient, where he has ES(?i think lol) BS and Devs
Gaunts: hormagaunts are cheap and are made to tie up CC so your opponent can't shoot at you with that squad.
Spinefests are good, but the WoN, i don't know, waste of points IMHO =P
and genestealers: As you will probably be facing A LOT of SM, they have ap 5 that auto kills your genes due to lack of armor. Plus, if they reach CC, they have that extra chance that they will survive a round XD
Other then that, again, nearly the same list i started out with.
two things however, you should post how much those points are, but not specific, (ie 8 hormagaunts+AGI=xx) And you reeealy need more synapse.
Edit: bwah i am tired, so if most of what i just said, you said you were going to do. my bad. my memory is really bad lol good luck on your 1st battle btw! oh, PICTURES when painted plz
No sig required.
Hi and welcome.
If I were you I would look at the big picture. Where do you want this army to go?
is it a 1000 point auxilliary army to be used as a b-side for your regular battles or are you going to go the distance and build a 2k or more army? Also are you going for the tournaments or are you sticking to friendly fluffgames?
In bigger games the only HQ I would ever use is the hive tyrant and warriors are simply too expensive compared to raveners. The only other way I would field warriors is in order to get even more pieplates for a choir list but that really isn't needed until you have filled your FOC and then you are talking 2500 points.
Zoanthropes are good for two things:
1 warpblast to provide medium range tankhunting
2 psychic scream for choir lists
don't mix these psychic powers and always take synapse on them.
carnifexes depends on your play style. for your first carni I would go for something that you will always need at least one of the mighty sniper fex.
Fex + Barb + VC + enhanced senses
if you don't mind going up a bit in points or is playing vs tau alot give it +1W and if you still have points left give it EC. its more important to give it an extra wound than the enhanced save in most cases.
hormies are too expensive to use as a screen but can be used to quickly close with an enemy and lock down things in cc unfortunatly you will need an awful lot of them and you will need to give them +1I and only +1I. some say only +1S or only +1WS (a matter of taste imo but I say +1I )
guants. again a matter of taste I prefer fleshboarer on my guants so they still pose a threat to meqs. These guys are excellent to screen your stealers with. WON as good as it seems is just free KPs as you need to kill it off entirely for it to respawn and with the crappy range this means at most 2 shooting phases. it can be used for capping your own objective however in the late game if you manage to kill it off in the early game while rushing the enemy objective.
stealers should be kept as cheap as possible. with the cover rules in 5:th the EC which was mandatory no longer is vital so just give them fleshhooks or possibly fleshhooks and scything talons but they should work nicely without. cheaper means more wounds on the table and thats a good thing.
so my 5 cents.
1 get a proper HQ by buying a tyrant at your earliest convinience.
2 figure out where you want to go with the army.
3 have fun
lol welcome to nids! it's always good to see another new fellow tyranid player! I’ve been collecting nids for about 8 or so years now, so i'd be glad to help! i wouldn't stress too much about what to put on each model. you can easily use a fleshborers as a devourer if you want, since tyranids are so rapidly evolving, they could look like anything! the only real time you HAVE to be strict on WYSISYG (what you see is what you get) is at tournies. 90% of the time if you let you opponent know that your using the combat fex as a shooty fex he'll be okay with it.
you basic list is quite good! i like the setup for the warriors. Deathspitters are probably the best ranged wep for them. with toxin sacs, your firing S6 blast and a S4 large blast. extended carapace is always good to have, although some players argue that you can just save the pts by keeping them behind cover/units to get a 4+ cover, but i prefer to do both, so i'm not caught out when threes nothing around/alive.
zoanthropes are one of my all time favourite choices! i very rarely build a list without one! generally as a rule, always take warp blast. the normal shot alone can do REAL damage to MEQ's and the powered up version will make a defiler think twice about getting too close! for the other psychic power, i usually take synapse, just for extra control over my force, but if i decide to take a lot of barbed stranglers, I’ll usually take 2 or 3 with blast and psychic scream to help pin down units.
Melee fex's are in no way bad. I’ve been running them for years and they've always done well for me. i know a LOT of people on the forums may say other wise, that sniper/dakka fex's may be better. I’m in no way saying that there bad, in fact i do agree they are good, but what i find makes a well rounded all comers army is multi tasking. have a good amounts of units that can multi task, i,e shoot and combat. i do try to specialise in 1, but i usually end up taking ranged and combat abilities. if you take a combat fex, run run run as fast as you can! screen him being warriors to get a cover save and watch him tear it up in combat! for shooty fex's sit back and shoot at what is most vulnerable to your weps. i,e fire devourers at hordes. my fav combo is barbed strangler and crushing claws. drops a S8 large blast every turn and still charge in with a good amount of attacks.
with your gaunts, try not to upgrade too much. hormies shouldn't really need touching. extra S or I if anything. these guys are FAST! i've seen them move 24" in 1 turn for a turn 1 charge! just be careful not to run them out of synapse range. spinegaunts without number are one of my favourites, as they are soo cheap! send them out to tie up units and protect your own. i charged a unit of 15 gaunts into a defiler the other week, effectively putting it out of the game, as it can only kill about 4 gaunts a turn! when you gaunts without number die, they MAY(remember that part in annilation missions!) come back on. get them killed as soon as possible so they can come back on and grab that objective you left behind!
Geenstealers are just pure awesome. i played against a noob a while ago and when i way deploying, he kept on asking, "are those the Geenstealers?" this was his first game against nids, and he had herd how bad they can be! ALWAYS take feeder tendrils on these guys. for just 1pt you get rerolls to all your hits! and any unit within 2". say helooo combat fex!!!!! extended carapace is a good one too, to save them from all that ap5. try not to make them any more than 25pts each. coz they start to get REAL expensive after that. unless it's for a broodlord retinue. lol i go ALL out for that! 31pts each! 6x stealers with tallons, carapace, acid maw and implant attack. a unit of 6 with a broodlord will take on just about anything in the game, and most of the time win.
in the end it all comes down to how you play nids. i know i do some things different to a lot of people, and they do things different to me. but everyone will always end up suggesting what works well for them, according to the way THEY play. there is no real right or wrong way to equip things. so just have a play around with whatever you thing is kool and you'll develop you own play of style
hope i helped and good luck with tyranids!
Dark Eldar: 9/1/2 Winning streak: 6
Tyranids: 16/3/4 Winning Streak: 8
inquisition:4/0/3 Winning streak:0
Ok so here we go with an updated list.
3 Warriors - 2 w/ Deathspitter; ST; EC -60 -95
1 w/ Brb Strangler; ST; EC -35
1 Zoanthrope w/ Warp Blast; Synapse -65
1 Carnifex w/ Brb Strangler; VC; ES -148
8 Hormagaunts w/ +1I -88
8 Spinegaunts w/ WoN -64
8 Genestealers w/ ST; FH; EC -200
Total: - 724
My genestealers are turning out pretty expensive but in the long haul I plan to use them as a brodlord ret so I guess that works. For the most part I'm building just a 1k force for friendly games between me and my best friend who is running SM's. I definitely want to grow this into a 1.5k and eventualy a 2k force though. As for what I want to add.
Tyrant: 2 TL Dev; ES; TS; Warp Field; Warp Blast; -216
Carnifex w/ Brbd Strangler; VC; ES -148
Carnifex w/ 2 ST; Mace T; +1I; Bndd Exskltn; TM; Spine Banks; Regen -184
Zoanthrope w/ Warp Balst; Synape -65
3 Warriors - 2 w/ Devourer; ST; ES; TS; EC -68 -110
1 w/ VC; ST; ES; TS; EC -42
3 Warriors - 2 w/ Deathspitter; ST; TS; EC -60 -95
1 w/ Brbd Strangler; ST; TS; EC -35
24 Spinegaunts w/ WoN -192
16 Hormagaunts w/ +1I -176
Broodlord w/ Feeder Tendrils; Flesh Hooks -76
Altogether Total including above list is: 1986
welcome to nids! prepare to upset your friends =P
i like the warriors. i personaly stick to pure deathspitters (my current 1500 point army has 13 small blasts and 2 large blast per turn in full strength) because they are cheap and very potent.
i personally run 2 zoanthropes, one with synapse and one with catalyst. catalyst is immensely potent in the right situation, especially against high I armies like sisters and eldar.
i run dual sniperfexes, and i find their performance to be lackluster. because its our only long ranged shooty unit, it tends to get caught up trying to deal with vehicles which is a major waste of firepower.
hormagaunts and spinegaunts are both nice to have, try to trick out to 16 spines to ensure you have a wall of cover for your guys to hide behind.
genestealers will make you smile. they are immensely powerful. ALWAYS, ALWAYS upgrade their carapace, and watch as you eat up meq's for dinner. if you dont upgrade a simple bolter will kill them instantly which is horrible for how expensive they are.
on your wish list, your first investment should be the dakkatyrant. their very presence changes the tide of battle, no joke. i had a tyrant that killed all the following by himself, without taking a single wound:
2 predators, a drop pod, drednaught, 5 tac marines, 5 scouts. amazingly powerful. make sure you trick him out with everything under the sun, hes worth it.
my general rule of thumb for upgrade is points vs return. i run genestealers with TS, ST, and EC. it makes for a potent and affordable combo. they are typically our highest return value unit, with fleet and a 50% chance to survive bolter shots. makes them quite potent. i had a group of 8 genestealers get reduced to 3 before ever seeing combat, and those remaining 3 killed 11 sisters of battle and a canoness, and went on to capture the objective and essentially win the game for me.
warriors i actually dual run. i give them spitters and scything talons, with I boost. i do this because eventually meleers will come up to your swarm looking for free kills, and he will be sorely upset when your deathspitter warriors suddently show up with 3 attacks per round standard.
i like to focus on a multiple threat army, it tends to force opponents to make bad decisions. i run a broodlord with retinue as my 2nd hq, and simply having him in reserve makes players avoid the sides like the plague, which makes it easier for our swarm to... swarm.
bring at least 1 lictor to the party, trust me. everyone on the planet likes to have a vehicle or unit or two that they hide as far away as possible while it takes pot shots, and lictors can kill anything in the game, including land raiders, with the right roll. deep strike them, assault (yes they can assault from deep strike) and watch their precious ranged unit die a horrible death.
Couple of things:
xThe tyrant in your wishlist, he can only have 1 extra power, not 2. And if you choose warp blast he cant fire that and the devs in the same round, and since you put ES on him he wont even be able to use the focused blast. Also if you want him on foot, you should add a couple guards and think about EC instead of warp field.
But the best choice by far imo is to run him with 2xdev, ES, TS, warp field and wings. (you'll have to add those yourself, they aren't included)
xI'm not a big fan of ST on genestealers, i would rather like an extra one
Otherwise the list looks cool, have fun with it.
If you are unsure, and still deciding on what to do for your specific bigger models (Carnifex) I would suggestion magnetizing them. It sounds more complicated than it really is.
First you need some neodymium magnets, or "rare earth magnets". They come in a variety of sizes.
I have some pics in the Project section of my Carnifex that I managed to magnetize his weapon load outs, So I can use anything in the box.
http://www.librarium-online.com/foru...e-project.html (New Tyranid Hive Project.)
Bought the magnets, just waiting for them to ship really.
As for Carnifex builds. What is your personal favorite anti-vehicle build or what have you seen that works most effectively?
I like the idea of the Dakka Flyrant so I hope you don't mind if I steal it haha.
All that left is to wait for my next paycheck lmao.
The flyrant will serve you well.
When it comes to Carnifexes, I prefer to use the Sniperfex build (Venom, Barbed, ES). It probably wont destroy the vehicles but will probably stall them, destroy their weapons etc. And they serve well as anti infantry too.