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Anyone got any ideas about potential 'Nid kill-teams? I've heard nothing but bad things about them, and I was wondering if there was any way to make them work.
The problem is nids really kind of need our big boys. Without them we can't bring any effective synapse, (so no gaunts either). The only real list I can see being valid in a kill team setting is a bunch of genestealers, with a very cheap shooty squad of warriors (those being optional)
~2k of genestealery goodness
~1750points of terminator goodness
Dovie'andi se tovya sagain
more witty remarks to come.
Can you not get a lictor too?
I think that with kill team, nids are very much designed to be the bad guys rather than the hero's bravely fighting their way through the odds.
It's a pain I guess, if you really like kill team games. But meh, we have carnifexes.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Yes karmoon in one of the white dwarf magazines it actually does allow a tyranid player to take two lictors for a kill team. The basics of that and the rules for it can be found here: [shazam], you'll have to scroll down till you hit elite kill teams.Can you not get a lictor too?
Not sure GW would appreciate that link... ~LN
Last edited by Lost Nemesis; May 11th, 2007 at 21:53.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
There's White Dwarf 307 has a full writeup on Tyranid kill teams, along with special gear for them and the like. One of the major things they do in the article is remove the requirement for Synapse, stating that there should be a hive mind beacon close by to relay orders. (there's a dissadvantage that goes along with it) I don't know how you feel about that particular rule, but if you do like it, it opens up the door to a lot more models and interesting setups.
Link to the index and cover of the WD
White Dwarf Issue 307
I have this one at home. let me know in PM if you want more info.