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I'm a new 'nid player, and fairly new to warhammer... i got up to about 700 points of CSM Thousand Sons, but I decided I always really wanted to play the 'Nids. So here I am. I've bought 3 Warriors, and 2 Genestealer Broods and am in the process of creating a grey/black/blueish scheme...
Thinking of creating a really good CC army. I prefer genestealers alot because of their superiority in CC. Though they are quite expensive... do you guys know of any decent balances with genestealers and other units? I also like Lictors and Broodlords ALOT. I do know Lictors arn't as much as they are cracked up to be, but some opponents I play who found out about me playing Tyranids cringed at the site of the Lictor Statistics.
Mainly, I need some help from you senior players with creating a good 1250 point army of Strong Close Combat. Could I get some tips on the tactics of nids? I'm going for full force at one point that is the weakest, and driving from there...
I go to a local store every sunday that runs Warhammer 40k from 12-6... and this june they are launching a campaign. I intend to participate in this campaign, because my army should be pretty good in size then. The main people who play there are... Thousand Sons, Witch Hunters, Daemon Hunters, Necrons, Tau, Ultra Marines...
In conclusion, nay tips, tactics, army building related help... if most appreiciated. I'm glad to be here :-D
((Dont u love the genestealers mighty sharp claws? :shifty: i do...))
You need a lot of troops in Tyranids. Think "Cannon Fodder". The more Termagants and Hormangaunts you have the more of those Genestealers make the front lines. The Breakthrough strategy is best if you're going stong CC... again, just make sure you have enough models to overwhelm.
Don't forget Heavy Support though.... look at those armies you listed. All high armor values and armor saves. I take Hive Tyrants and Carnifexes with weapons to protect against armor. On the other hand, you could stay all CC and have no balance and just rely on getting into combat. That can work too. Monsterous creatures can punch holes in tanks in CC.
Thats a pretty diverse list of enemies, I would recommend taking stealors against all of them. A few key rules when using stealors - keep them out of los, hog cover and minimise squad sizes. 6 stealors can easily take most squads in the game and shooting wont hurt as much. The rending claws can rip thru tanks, deny any power armour opponents that godly 3+ save, deny the necrons the we'll be back roll and all of this before the opponents get to strike back.
One unit i always recommend taking - Spinegaunts. Basic gaunts equipped with spinefists - the ture meaning of cannon fodder at 5pts each. use them to lock units in cc or as a meatshield.
Against Tau i would use hormagaunts, the potential 12" move +12" charge will tie them up in cc a lot quicker, but with all ur units when facing tau hog cover and keep out of los, otherwise tau shooting will annihilate your swarm.
Another good unit against tanks and power armour are zoanthropes, the regular warp blast can hurt marines, and the enhanced version can hurt termies and bust even the strongest tanks, but they have a short range.
When equipping a Hive Tyrant (a must have in any army) and the warriors i would recommend the articles that have been written on this forum.
And using a carnifex as a tankbuster is another good unit. there is a long running thread herediscussing the various merits of the two main builds.
Hive Fleet Fuzzy Bunny: Lots and lots of points of Nids (4000pts+)
The Chapter of the Damned: 5500pts of Dark Angels
The Children of Fulgrim: 5-6000pts of Emperors Children
The Kabal of the Bloodied Claw: 2000pts of Dark Eldar
Also, when making decisions, assume that most things in a Tau, Marine, Witch Hunters, Thousand Sons, and Necrons might not move towards you. One of the most effective ways to deny Tyranids their CC advantage is not not move towards them and a smart opponent will use this tactic.
Originally Posted by warPEZ
You didnt mean to have that double negative, did you?
As of Tyranid 5th Ed. codex I have the Gaunts I wanted. I did, however, loose the sniperfexs I relied upon and they were more important then the gaunts.
My recommended starting point:
Hive Tyrant - Scything Talonsx2, Warp Field, Winged, Flesh Hooks, Toxic Miasma - 188 pts
Dakka Fex - Twin Linked Devourerx2, Enhanced Senses - 113 pts ((unfortunately in 1250, has to be a heavy support choice)
HS Fex - Venom Cannon, Barbed Strangler, Enhanced Senses, Extended Carapace - 173 pts
8 Genestealers - Extended Carapace - 160 pts
8 Genestealers - Extended Carapace - 160 pts
This will give you a solid starting point with 1 HQ, 2 HS, 2 Troops at 794 points. Then you can add other units to fit your play style. Personally, I love a small brood of winged warriors following the Tyrant (though in this size game, you may want to spend the points elsewhere):
3 Warriors - Scything Talons, Rending Claws, Wings, Adrenal Glands-I, Flesh Hooks - 129 pts
You could then mass up on gaunts to have a horde, take more stealers for an elite base... leaves a lot of options with a solid core. Just make sure if you take gaunts to add some more synapse creatures in there.
No I didn't not mean to not do that thing I didn't doOriginally Posted by Zarathustra
Broodlord: EC, Tx 90
5 genestealer: EC 100
1 lictor: 80
1 Zoanthrope: WB, Synapse 65
9 genestealer: EC, scuttle 216
14 Spinegaunt: 70
14 Hormagaunts: 140
total: 751 points & 45 models
This will be a tricky army to win with until you get the hang of it. The advantage is that with no MCs you can deploy with very little in LOS of enemy lascannons. The broodlord and the stealers are your killer units. When you infiltrate your Brood lord it will attract a lot of attention. Don't be too worried about losing it. It takes a lot of concentrated fire to kill, which would probably be more effective on your softer broods. The 'stealers with scuttle can be deployed close to cover then moved 6' in cover in the extra move. The spinegaunts are just a cheap meat sheild to block LOS. The hormaguants have an excellent assault radius to catch prey & block LOS. The lictor is excellent at destroying armour. Don't expect much from it assaulting troops unless supported. The 'thrope is mostly backup synapse. Its WB is too unreliable and short ranged to depend on, however you may get lucky and the kill 4 marines it needs to pay for itself.
Why not lose the zoanthrope, lictor and move a few more points around and take a shooty carnifex? Or if you're worried about synapse, lose the zoanthrope and lictor and take a squad of CC geared Warriors.
I want a lightning army, any suggestions? Maybe I'll get Gargs, Raveners, and Stealers? But there isnt cannon fodder... um... any premade lists or help?