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Okay, so the story goes that I am interested and want to mainly paint and sometimes play WH 40k... sooooo how exactly do the 'Nids stack up against other amies, painting-wise and strategy-wise? Keep in mind that I do not have a large problem with money (there still is one, but I just wont mind buying models if I really start buying them), and that I'm a fast learner. Anyone's comments and suggestions are appreciated, thanks!
p.s. I know my name is Cuddly Carnifex, no matter what army I play I will buy and paint some Carnifexes eventually...
Last edited by Cuddly Carnifex; May 30th, 2005 at 19:31. Reason: because i felt like it.
I think Nids could be one of the most tactically challenging armies out there, because of the whole instinctive behavior thing. I you just run out with your gaunts, you're gonna run because of Ld5.
Its all about networking your army together into one whole.
Painting wise theres not much i can say that isnt said in the codex! You can paint them literally any colour you want!
Thanks! are there any glaring weaknesses that arent immediately obvious about the army? The only other armies I've considered playing were SM or eldar, but neither of them really appeals to me as much as the nids do, considering every new little kid loves power armor and power fist, and the eldars just dont feel customizable enough... so nids it seems to be for me.
^ /\___/\ ^
main weakness is our lack of shooting.
this means that against exclusively shooty armies you'll take heavy losses before you even reach cc.
the best way of dealing with tanks is to get a TMC in cc with it. and since now all but one of our TMC's can't fly. (stupid restriction on flying HT's) you're looking at that taking a couple of turns.
you can be lucky and destroy tanks with glancing hits, or short range warp blast, or rending claws. but those aren't nearly as reliable.
yes, I realized that the 'nids are not a shooty army, but I have had a habit of always picking exclusively CC armies on almost anything (think zerg for starcraft and undead for warcraft three), so I'm ready to pick up strats for the nids too. Thanks, I'll just have to throw some lesser nids on the field some time and see what happens! (me being a big and special carnifex and all ^ /\___/\ ^)
p.s. Anyone else with something to say about this is still appreciated tho...
i played nids under the old codex and as long as u can take heavy losses before tearing a shhoty army a new bum hole you shouls be ok. gene stelers get flet of claw now so i would be tempted to take a huge squad of them and rum them up behind some gaunts.
Nid shooting is actually really deadly!
Kit a Hive Tyrant out with 2 twin-linked Devourers, enhanced senses and toxin sacs, thats 12 Strength 5, Twin-linked shots which re-roll failed wounds.
It is only a bit above two SM kills...Originally Posted by Robizzle
It actually will get more points from Terminators than normal SM, lesson for this, lots of shots does not mean good. It is about 30-40 points of kills from infantry every turn of shooting you have with them. That is alot of turns of shooting to make the points back,
Youre going against little shooting really with nids. If the enemy gets in more than two rounds of shooting, something very bad is going on. Also, flamers are especially useless against nids since the only things a flamer can catch will be almost immune to them.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
I like the carnifex too Cuddly Carnifex. :p
For a beginner nids are said not the best of choices, but they were my first army and I found them fine. In cc we are probably the best. Shooting we are definately the worst, but since nids are a "horde" type army (usually) this isn't too bad. I would suggest lots of gaunts if you're worried about getting shot to death.
You call those cheap implants boobs?
They aren't boobs, they're lies!