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I have the old edition models and really couldnt be stuffed modding them (i just want to play). So i was just wondering how well they would play.
1) I dont like the old HT model so i will use 3 warriors as HQ, will this go well?
2) I wont be modding gaunts (so its either horma's or terma's, stock) or fex or any other model, they will all be stock. Have you tried playing with an army like this, or would i be pulling my hair out by the end of the game? How did the army go?
3) Should i play as a seeding swarm to make better use of the lack of mutation, or will this hinder me?
4) I have a sheetload of termagaunts and 18 hormagaunts, and also a hell of a lot of genestealers, so i could just swarm the board, but they will all be unmutated, how would this go?
Your list will suck, but your opponents will love you (as they shoot the bejeezus out of your underpowered, overpriced list).
Seriously, some people love to win, so consider it your friend-making list, if those are the sorts of friends you want to make.
<a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...ard0.jpg" border="0"></a>
Basic leaping gaunts with scytals are a point less than the hormagaunt. You could mass those without modding. Genestealers are good too unmuted and so are carnifex. I dunno about Warriors. You want a dual scytal winged Tyrant. Or for ease of mutation VC and scytals walker with Guard. That's probably your best bet. I dunno though. You'll have to work a little to get it to not suck. Even then it isn't the best but it's fun!
Well if you dont give the warriors ex. car. and the gaunts hivenodes, I can guarantee you dont stand a snowballs chance in hell of winning a single battle.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
Well, you're going to need to do some basic modifications, such as an extended carapace on the warriors, but on the whole you're good to go; except for your complete lack of a hive tyrant. The old carnifex is good enough, but without a shooting weapon (The old one had two sets of scything talons, right?), you're going to need the old tyrants venom cannon, in addition to the obvious effects of another Tyranid Monstrous Creature...
I often use std termagants/Hormagaunts/Genestealers and warriors, in fact, I often use the std list, and I do win you know...
I like the old HT model. I've even done a conversion, giving it 2 VCs. Check out my pics in the Showcase section: http://gallery.librarium-online.com/Tyranids (there's 2 more pics of him on the second page).
Anyway, for an unmodified HT (old model), I'd say call it: VC and Lash Whips, AG (I), ES, TS, EC, IA. Consider the sword just his base close combat weapon. So only 165 points. You could toss in a few Hive Mind powers as well: WB for even more ranged attacks per turn and I like PS as well.
I'd use him with a few Guards. They are invaluable for a ground-bound HT.
<span style='color:orange'>And the lands shall burn from horizon to horizon.
Just as the sun cannot be prevented from rising,
Neither can the inevitable be halted or avoided.
Hive Fleet Infernus shall scorch all worlds in its path.
"1) I dont like the old HT model so i will use 3 warriors as HQ, will this go well?"
--- Not for You, especially in larger games... Three Warriors get vaped so quick it's not even funny (except for Your opponent ).
For a decent, resilient HQ, You definitely need a Tyrant, no question about it.
"2) I wont be modding gaunts (so its either horma's or terma's, stock) or fex or any other model, they will all be stock."
--- Hormas work as well as always, and though the Termas are more expensive than Spinegaunts, they're still the cheapest You can get with the restrictions You've set upon Yourself. I do greatly prefer Spinegaunts, but Termas can be ok.
As far as the Carnifex, it put's You at a serious disadvantage IMO. I find the Carnifex is simply too slow to depend on reaching CC... Especially since even back in 2ndEd the Carnifex had serious ranged capability, thanks to Bio-Plasma being a shooting attack with a range of 36" and a slew of other nasty features! The VCannon 'Fex is my primary long-range anti-vehicle unit.
Lictors, 'Stealers, Gargs, Zoans, 'Vores are all fine as is. Although You can give 'Stealers biomorphs in 3rdEd, they're best fielded as is, without making them more expensive.
Warriors... Well, most 2ndEd bioweapon configurations can be made with the Mutable rules, so no problems there.
As far as Biomorphs go, I suggest using Mutable Creatures... Pay the points, note it on the army list, make sure Your opponent knows what biomorphs the creatures have, and You should be ok.
Convert some of the Gaunts a bit so that You can define them as Hive Nodes, because without them You will be royally screwed.
"3) Should i play as a seeding swarm to make better use of the lack of mutation, or will this hinder me?"
--- I'd say it would probably work for You, not against. The CC 'Fex would get closer quicker, as would the 'Stealers and Termas.
But remember, for SS armies Hive Nodes are even more necessary than usual!
"4) I have a sheetload of termagaunts and 18 hormagaunts, and also a hell of a lot of genestealers, so i could just swarm the board, but they will all be unmutated, how would this go?"
--- Just keep the 'Stealers in cover (or preferably totally out of LOS), and let the Hormas and Termas engage. It'll probably take about a turn longer due to the lack of Leapers, but it's still somewhat workable.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
I think that most folks who are dependent on nifty mutations to win are simply uncreative on the battlefield. Of course you can win with the standard unmutated list--it was playtested during development and found to be balanced, just like all the others.
Almost as much as the Eldar, the Tyranids require that you use your entire force as a whole--you cannot rely on just one unit, no matter how good that unit is at what it does. You need to have a "hive mind" and see all the broods as members of one body. This sounds goofy, but even termagants and ripper swarms have a role to play and are worth their points if you know how to use them.
Anyone who turns their gaunts into virtual genestealers is missing the point, here.
And I'm tired of hearing about invulnerable saves. If they had them they'd be way overbalanced, or would have to come with a huge price tag. TMC's have T6 so they can't be instant killed, and aren't easily wounded by small arms fire, though it's still possible to bring them down if you have the numbers. They have 4 wounds and a 3+ save, for crying out loud, so that's 4 Lascannon or missile launcher hits at least. When you factor in the number of shots that have to roll to hit and then roll to wound, a plain 'ole Tyrant is really tough!
I know lots of people like to bring heavy weapons with their other armies, but they pay for them, which means that as they're wasting shots on your hive tyrant and carnifex, they're not shooting at your hormagaunts and genestealers which are really going to rip them a new one in the 4th Ed assault rules.
I'd be all for getting rid of the "Shoot the Big Ones" rule now that it takes a leadership test to shoot at anything that is not the closest target. I think that is the best rule that GW has come up with yet, and would work perfectly for Nids!
I hate Tyrant Guard, they're almost the stupidest looking models I've seen...
Purge all the heretics,
Kill the alien scum,
Suffer not the unclean to live,
And have a beer when you're done.
In response to Greybeard: Yeah you can win with unmuted nids. But it was not balanced, that's the problem. The list has major holes. The idea is to keep troops as cheap as possible to tie strong enemies in CC while you bring in the big guns to get rid of them. The Termagaunt is the crappiest thing in the world. half the points of a sm with a gun with no ap half the range and not rapid firing. Also with a next to nothing save. Would you use it? I wouldn't. The hormagaunt is almost fine the way it is but I'd rather have the Initiative over the ws. All the mutable speicies are not fixed to do a certain thing, the ones in the army list unmuted are meant to be more versatile. They just don't fit any one role good. So they kinda get the shaft.