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Author Topic: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?  (Read 1454 times)

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Offline -Makenshi-

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2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« on: January 29, 2010, 09:13:29 PM »
Right, before I get to the list ideas I've had, I should point out that at the moment I've been out of the hobby for a long time, so I'm unfamiliar with 5th edition rules except for general changes (everyone and their dogs gets cover for instance) and havne't played a 40k game in an even longer time.

These two (so far) lists are purely hypothetical and my intent is to try and make a list that, while not neccessarily Tournament worthy, isn't going to fall at every hurdle in a casual environment. More importantly, I want to do this without swarms, and this means that I will not be using any gaunts, rippers or similar griblies (I'm fine with Stealers though) - if such an army would simply be unworkable then if I get back into the hobby and start collecting again it'll be by focussing on the painting/modelling aspects of the game, rather than gaming.

The good part of this is that, while I have some Nid models, they're older ones (not the previous Codex, the Codex before that), horribly painted and horrendously put together (since Nids were my first army as a teenager) which means if I do start again with one of these lists (or a modified version), I'll be effectively starting from scratch so I'm not bound by any restrictions except the aforementioned "no gribblies" rule I have, since I have no interest in creating a massive swarm of nids since it was the sheer number of models that made me get shoddy/give up on my first nid army, not to mention I plain prefer to get more elite units rather than to throw numbers at the enemy.

Anyway, without further adieu, here are the two lists:



List 1.1 - Warrior Swing Low, Sweet Ravener Swarm
Tyranid Prime [110pts]
  • Lash Whip and Bonesword
  • Adrenal Glands
  • Deathspitter

HQ Total = 110pts.

Troops
Two Genestealer Broods [136pts each, 272pts total]
  • 8 Genestealers
  • Adrenal Glands

One Genestealer Brood [148pts]
  • 8 Genestealers
  • Scything Talons
  • Adrenal Glands

One Warrior Brood [295pts]
  • 6 Warriors
  • 5 w/ Deathspitters
  • 1 w/ Barbed Strangler
  • Adrenal Glands
  • Mycetic Spore
    • Stinger Salvo

Troops Total = 715pts

Fast Attack
Two Ravener Broods [210pts each, 420pts total]
  • 6 Raveners
  • Rending Claws

One Ravener Brood [210pts]
  • 6 Raveners
  • Spinefists

Fast Attack Total = 630pts

Heavy Support
One Trygon [275pts]
  • Upgraded to Prime
  • Regeneration
  • Adrenal Glands

One Trygon [265pts]
  • Upgraded to Prime
  • Regeneration

Heavy Support Total = 540pts

Total Points = 1995pts

Total Model Count = 52



List 2 - Vanguard Swarm
HQ
Two Hive Tyrants [240pts each, 480 total]
  • Heavy Venom Cannon
  • Paroxysm
  • Leech Essence
  • Hive Commander
  • Regeneration

HQ Total = 480pts.

Elites
Two Ymgarl Genestealer Broods [132pts each, 262pts total]
  • 6 Ymgarl Genestealers

Elite Total = 262pts

Troops
Three Hormagaunt Broods [128pts each, 384pts total]
  • 16 Hormagaunts
  • Adrenal Glands

Two Genestealer Broods [170pts each, 340pts total]
  • 10 Genestealers
  • Adrenal Glands

Troops Total = 724pts

Heavy Support
Two Trygons [265pts each, 530pts total]
  • Upgraded to Prime
  • Regeneration

Heavy Support Total = 530pts

Total Points = 1996pts

Total Model Count = 84



So, anyone got any advice/opinions? Remember, I'm not familiar with the nuances of 5th Ed, so if these lists are woefully bad I'm more than happy to try and work around it (just remember that I don't want any gaunts or the like ;)).

~MTWC
« Last Edit: July 12, 2011, 11:00:35 AM by -Makenshi- »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline MaldeCaderas

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #1 on: January 30, 2010, 03:50:09 AM »
Hi there, and... welcome back I guess.

I couldn't get the clear picture why you do not want a horde army (maybe because you do not want to model / paint a hundred gaunts?) but it is possible to play anything. Remember remember the fifth of... no... the nid of fourth.

Well, bad news is MC's got more expensive, while small dudes became even cheaper. Warriors would have been the perfect choice, if eternal warrior was not removed. In this state, without any cover in front of them, they will... die. Rapidly. And you will have few-to-no chance of winnig objective based games, you may pull draws though.

The two lists, they share the same problem and you know that. But, let me just begin by saying one tyrant with a HVC is not even a decent anti-tank.

Again, unfortunately, fifth edition became the era of the armor units. Maybe because the weapons they carry got stronger, maybe because they now receive cover saves?

Anyway, this thing... strongly disperses off warriors. Because a) vehicles carry heavy weapons which eradicate warriors outright b) and warriors cannot harm vehicles easily. The only way would be to add RC to them but even then, they are just walking towards enemy tanks, picking flowes all the way, singing happily their synaptic songs...

Anway; if I would have to make such an army, I would opt for genestealers. And if I were to take warriors, I would put them into mhycetic spores. Stealers and spores could be all reserves, meaning that lictors and hive tyrant with the appropriate bonus could be nice. Since you do not have any models on the field to give cover saves to tyrant, you may either give him wings and deepstrike him (yet then he can't use his reserves bonus power before entering the game - there is a debate on that) or you can give him the support of now-extremely-expensive-tyrant-guard-retunie.

Or you may just take an alpha and attach them to your warriors. The reason for this would be: to take zoanthropes. They are now the best anti-armor and they have great anti ar3 potential. Fill them into mycetic spores and take two squads of two or three: and you have a wonderfull tank removal potential. It goes like: drop, test, shoot, destroy (good parts) then get shot, get assaulted, and die (bad part.) If you can make the good part and avoid the bad part, this is great.

Anyway, I took it too long, but what I would do is to have an all-deepstriking army to deny your opponent first few turns of shooting and taking my units into positions that I would like to, dealing damage along the way. So

warrior alpha

3 thropes in a pod
3 thropes in a pod
2 lictors

stealers
stealers
stealers
stealers
warriors in a pod

would still give you around 200 points in a 1500 game to further customize, possibly adding a trygon?
smaller the hope, precious it is

Offline -Makenshi-

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #2 on: January 30, 2010, 07:34:45 AM »
Thanks for your input, I thought that was the case as I'd heard about "the age of the armour" before, so it's good to know I need to get more.

As for the suggested army list, my only real problem is the pods, since I believe there aren't any models for it and I've no experience konverting except for one model which was basically swapping a few bits around.

I was quite keen on the idea of a pair of Trygons backed up by a pair of Ravener broods to try and help with anti-tank, or would the stealers simply be better/more survivable at that since they're under half the price of the Raveners?

Otherwise, I quite like the list idea, though I'm concerned about the fact that the entire army will deep strike/enter from reserves, giving my opponent time to set up shop before my army even arrives - would that be a major problem?

EDIT - Right, made a third list based off of your suggestion and which I'm much happier with the numbers of (at 63), though I'm still worried about the things I mention above.

~MTWC
« Last Edit: January 30, 2010, 07:55:17 AM by iPood »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Pershore

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #3 on: January 30, 2010, 08:04:26 AM »
I like list 1, especially the mix of T4 multi-wound models and MCs.  The opponent will have to choose where to point his heavy weapons - instant kills on the warriors/raveners or shots on the big beasties.

Offline MaldeCaderas

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #4 on: January 30, 2010, 08:49:12 AM »
The idea in list one would have worked, if there were some smaller guys around. Because at the current state, it is clearly as follows : all the light armament (up to heavy bolter-ish) to warriors & stealers, all hwy weaponry to MC's. If there were a gazillion of gaunts in the picture, light and sometimes medium-blast weapons would target them, thus freeing firepower off the warriors or raveners. (and thus making a choice of shooting hwy weapons to them for instakills, instead of MC's)

About the issue with mycetic spores modelling: everything has a first time! Maybe you will turn out quite the modeller :D Even if you do not want to work on them, you may proxy them with your marine friends drop pods or big, egglike objects :D

Well, nothing is perfect, especially at 1500 pts level and especially when you do not want to use small dudes. You want a relatively low amount of hard-hitting models, which will be subject to gigatons of fire at first round, effectively crippling your hitting power. Add to this the factor that only troops can score, then you are in problem as you have only two options left : stealers or warriors.

Warriors are nice, when they have cover in front of them. Warriors die faster than you can say Ilovemywarriors when they dont have this support. (venomthrope, maybe, can help with 5+ cover save and the option of going to ground under this cloud can grant you a relatively good amount of persistance. However, this means your expensive troops with deadly CC potential are having a picnic in a rain hiding under their umbrellas.

So stealers are the way to go, as they are cheaper now and still as deadly. This means you can have the numbers as in your third list, and you can have tactical options like entering from table edge or deploying in a good position when you can.

It's true that they will get shot at. So you have to make sure you act BEFORE getting shot at. This means you will either hide them very good or enter from table edge.

Consider it like this: you enemy has paid gigatons of points for deadly, high rate of attack weapons with longer range then my biggest organ, ready to spill death into the very core of your fragile but deadly troops. When you begin in reserve, you deny them their joyfull shooting. If you had began on your table edge, it is almost certain that you will get shot two turns (maybe not against orks) and your hitters will be trying to catch fast hostile vehicles and will collect all the bullets flying in the air while doing so.

It's true that when you leave everything in reserve, you also do not make use of the points that you spent for the first turn. However, you arrive in a much closer position to your enemy (which means actually speeding up) and you can shoot first AT FULL SQUAD SIZE, which rarelly happens when you opt to run towards them first. This actually makes sure that the points spent for that devourers on warriors, on trygons or fexes or zoanthropes have the chance to pay back for their cost.

When you chose to deepstrike, yes, you will get shot again but not before you do so, and you will land where you want so that you can deny most of enemy shooting, and since you hit first your losses will be relatively low as you are the one who shot first and reduced first, and most importantly, it is almost certain that you will get the charge next turn, before letting your opponent have another round of sharpshooting practice.

Its "get shot twice before doing anything else and hope to have enough troops remaining to deal the finishing blow" (which works well with crowd lists) or "let them dilly-dally then deepstrike / enter from table edge, shoot, and kill as much as you can before they deal damage back, then deal the finishing blow with whatever you have at hand. In my humble opinion, the choice is clear for no-gaunter, no gargoyler list.

about trygons: the best thing in the world that can happen to you, is that you deepstrike two trygons, (both arrive same turn and your two ravener broods do not) and the next turn your two ravener broods show up and use the holes to enter.

Unfortunately, this requires a very high amount of luck and current wording in the codex does not permit this. However, the same can be done with stealers, and with four stealer units it's possible that some of your trygons arrive before some of the stealers, and you can use the holes as your own table edge for stealers. Still not that kicky, but it may work.

About the worry that your opponent might set up: this is possible and has the potential to become an issue. However, the more he clutters together, the more he risks that your trygons will push them so that they will not have anywhere to place their models when they move out, which means instant death. The only real problem would be that their specialists units (which are rare these days) may go and grab some buildings / covers etc.

You can help reduce this problem by proper placement of terrain, if you have such a chance. what we do when we play, is to fill a quarter of the board with various terrain objects, then players place them in turns as they want but within some rules, like no terrain piece can be closer than 6" to board edge or eachother etc. So if you place your pieces (try to chose buildings) in the equador line of the field, closer to table edges, you may force your opponent to move their units close to the table edge, thus becoming easier targets for stealers. Your opponent, out of fear of stealers, may even try to stay away from them.

When your opponent bulks together in a corner, you can have multi-assaults if you arrive from that corners edge with your stealers. There are some tricky parts here. If you charge your 10 stealers into ten eldae guardians, it's quite possible that you will kill all of them and your stealers will be sitting in front of enemy models open for shooting. Instead, you should multi assault, sending about five stealer to one unit and five to another, which means they will be locked in cc in your opponents turn. If you dislike multi-assaults, I would advice running stealers in 8 man squads. You may form another squad with those other two's. This also helps you increase the chance of stealers arriving in right time in right place.

Trygons are good and will work in coherency with the rest of your army. I believe your third list is close to the best you can get. But the best list is always the one that has this small personal touch of your own, anwyay I just noticed that I have written tons of things... I hope some of them helps, and they do not cause confusion instead of clearing things out.

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Offline -Makenshi-

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #5 on: January 30, 2010, 12:43:27 PM »
The idea in list one would have worked, if there were some smaller guys around. Because at the current state, it is clearly as follows : all the light armament (up to heavy bolter-ish) to warriors & stealers, all hwy weaponry to MC's. If there were a gazillion of gaunts in the picture, light and sometimes medium-blast weapons would target them, thus freeing firepower off the warriors or raveners. (and thus making a choice of shooting hwy weapons to them for instakills, instead of MC's)

Agreed on that point. I may re-work it to include some Stealers as well, since it seems I'll be relying on them to make my opponent go "beslubber! kill them! kill them before they overun us!"

About the issue with mycetic spores modelling: everything has a first time! Maybe you will turn out quite the modeller :D Even if you do not want to work on them, you may proxy them with your marine friends drop pods or big, egglike objects :D

True enough. I might check to see if Forge World do one, in which case (as it stands) 3 Pods shouldn't be too bad, even at Forge World's prices.

Well, nothing is perfect, especially at 1500 pts level and especially when you do not want to use small dudes.

These are all 2k lists, not 1.5k lists. Admitedly, I'd likely end up building it up to be able to play smaller games too, but 2k has always been my "ideal" starting list for an army, since I've always found it to be a somewhat realistic amount (£/$-wise) but also large enough to have a bit of variety in it.

You want a relatively low amount of hard-hitting models, which will be subject to gigatons of fire at first round, effectively crippling your hitting power. Add to this the factor that only troops can score, then you are in problem as you have only two options left : stealers or warriors.

Warriors are nice, when they have cover in front of them. Warriors die faster than you can say Ilovemywarriors when they dont have this support. (venomthrope, maybe, can help with 5+ cover save and the option of going to ground under this cloud can grant you a relatively good amount of persistance. However, this means your expensive troops with deadly CC potential are having a picnic in a rain hiding under their umbrellas.

Are Warriors really that vulnerable? I mean they are as tough as a SMurf but with three times the Wounds - that's going to take heavy weaponry to insta-kill them still, which means those same heavy weapons won't be aimed at other targets. Still, I do think I'll be shying away from an all Warrior Troops section, at most I might try to go for half and half (I'll see how my 1st list revision goes tonight).

Consider it like this: you enemy has paid gigatons of points for deadly, high rate of attack weapons with longer range then my biggest organ, ready to spill death into the very core of your fragile but deadly troops. When you begin in reserve, you deny them their joyfull shooting. If you had began on your table edge, it is almost certain that you will get shot two turns (maybe not against orks) and your hitters will be trying to catch fast hostile vehicles and will collect all the bullets flying in the air while doing so.

It's true that when you leave everything in reserve, you also do not make use of the points that you spent for the first turn. However, you arrive in a much closer position to your enemy (which means actually speeding up) and you can shoot first AT FULL SQUAD SIZE, which rarelly happens when you opt to run towards them first. This actually makes sure that the points spent for that devourers on warriors, on trygons or fexes or zoanthropes have the chance to pay back for their cost.

When you chose to deepstrike, yes, you will get shot again but not before you do so, and you will land where you want so that you can deny most of enemy shooting, and since you hit first your losses will be relatively low as you are the one who shot first and reduced first, and most importantly, it is almost certain that you will get the charge next turn, before letting your opponent have another round of sharpshooting practice.

Its "get shot twice before doing anything else and hope to have enough troops remaining to deal the finishing blow" (which works well with crowd lists) or "let them dilly-dally then deepstrike / enter from table edge, shoot, and kill as much as you can before they deal damage back, then deal the finishing blow with whatever you have at hand. In my humble opinion, the choice is clear for no-gaunter, no gargoyler list.

Hmmm, you make a lot of sense. Without the numbers to be able to soak up damage, it seems that en-masse Deep strike/reserves is my best bet, as it allows me to get my full numbers into the enemy first and hopefully either tie them up or do enough damage to make them worthwhile before possible retaliation.

However, the more he clutters together, the more he risks that your trygons will push them so that they will not have anywhere to place their models when they move out

I think you're mixing up Trygons are Mawlocs. Mawlocs are the ones that blast people and push them away as they arrive (and I've played with going for a Trygon and Mawloc duo for this very reason, my only worry has been the Mawloc's instinctive behaviour messing about with my plans (since it can't be made Synpase like the Trygon).

Trygons are good and will work in coherency with the rest of your army. I believe your third list is close to the best you can get. But the best list is always the one that has this small personal touch of your own, anwyay I just noticed that I have written tons of things... I hope some of them helps, and they do not cause confusion instead of clearing things out.

Well, not having gribblies and going for deep striking stuff is very much my favoured style. Funnily enough the most swarm-worthy army I had (or more acurately, was trying to build before loosing interest) was a SMurf army that, if/when completed, would have had over a hundred models, all of whome infiltrated and most of whom were designed to do one thing: blow the enemy apart with superior firepower. They were made using the old SMurf trait rules (the Devastators as Elites one and Infiltration one), so probably wouldn't work in the current rules thhough if I go for SMurfs in the future, I'll definately try to re-build them - I just liked the idea of pulling out a heap of SMurfs and not a single tank, making my opponent go "...huh? but...there shouldn't be many of them..." ;).

Anyway, thanks for your comments, they've been very helpful.

~MTWC
« Last Edit: January 30, 2010, 12:46:40 PM by iPood »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline -Makenshi-

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #6 on: January 30, 2010, 08:23:27 PM »
Ok then, I've updated my 1st list and made it much more CC focussed, swapping out three Warrior Broods and the Tyrant for 24 Stealers, a pod for the last warriors, a Tyranid Prime and various upgrades for the the units (most notably the Trygon Primes, which are now kitted out with both Regeneration and Adrenal Glands).

Opinions?

~MTWC
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

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Re: 2k "Nidzilla" List/s: (Semi-)Practical or Useless?
« Reply #7 on: February 7, 2010, 07:26:14 PM »
Anyway, without further adieu, here are the two lists:



List 1.1 - Warrior Swing Low, Sweet Ravener Swarm
HQ
Tyranid Prime [100pts]
  • Rending Claws
  • Adrenal Glands
  • Deathspitter

HQ Total = 100pts.

Troops
Four Genestealer Broods [136pts each, 544pts total]
  • 8 Genestealers
  • Adrenal Glands

One Warrior Brood [290pts]
  • 6 Warriors
  • Deathspitters
  • Mycetic Spore
  • Adrenal Glands
    • T-L Deathspitter

Troops Total = 834pts

Fast Attack
Two Ravener Broods [240pts each, 480pts total]
  • 6 Raveners
  • Rending Claws
  • Spinefists

Fast Attack Total = 480pts

Heavy Support
Two Trygons [300pts each, 600pts total]
  • Upgraded to Prime
  • Regeneration
  • Adrenal Glands

Heavy Support Total = 600pts

Total Points = 1994pts

Total Model Count = 53

Comments - Ok, revised this one and gotten rid of the Warrior themed and instead made it a Ravener version of List 3 - this one is almost entirely a CC army which is my main worry, and I'm not sure if I've got enough anti-tank in it, though technically all of them could potentially take out a take, as they're either MCs or have rending claws and a lot of attacks.

Mostly, it looks pretty good. I do worry a little about your anti-tank capability, but making many changes to that would seriously beslubber with your army's theme, and you'll probably be able, more or less, to make do. I'm rather mystified by the "T-L
Deathspitter" comment. Is that supposed to mean Twin-linked? Sadly, not possible these days. I also think you're better off taking Bonesword and Lash Whip on a Tyranid Prime rather than Rending claws. I personally think that Rending on single models is a waste, it's only of much use when you've got a high volume of attacks to work with (so good on warriors, poor on Tyranid Prime). I also think you're probably best off picking EITHER rending claws OR spinefists on your Raveners, rather than taking both. Spinefists on Raveners are indeed very shiny, but considering how fragile the buggers are it's best not to spend points on a CC upgrade at the same time. Pick one.



List 2 - Stealer Swarm
HQ
Hive Tyrant [240pts]
  • Heavy Venom Cannon
  • Psychic Scream
  • Leech Essence
  • Hive Commander
  • Regeneration [Note - added in as I had the spare points lying around]
HQ Total = 240pts.

Elites
Two Venomthrope Broods [110pts each, 220pts total]
  • Two Venomthropes each.

Troops
Two Warrior Broods [175pts each, 350pts total]
  • 5 Warriors each
  • Deathspitters

Two Genestealer Broods [216pts each, 432pts total]
  • 12 Genestealers
  • 1 Upgraded to Broodlord w/ Scything Talons

Troops Total = 782pts

Fast Attack
Two Ravener Broods [140pts each, 280pts total]
  • 4 Raveners
  • Devourers

Fast Attack Total = 280pts

Heavy Support
Two Trygons [240pts each, 480pts total]
  • Upgraded to Prime

Heavy Support Total = 480pts

Total Points = 2002pts

Total Model Count = 49

Comments - Still concerned about numbers in this one, particularly with the smaller brood sizes for the Warriors/Raveners, however it does have some Venomthropes to try and icnrease survivability somewhat (though I'm dubious as to how useful they'd actually be). I had thought of getting rid of the Tyrant and going for an Alpha Warrior, but the Tyrant is, until the Trygons arrive, the only real source of anti-tank. If I went that route, then I think I'd porbably drop the Venomthropes and replace them with 2 pairs of Hive Guard and see if I can beef up the Ravener Broods with the excess points.


12 Genestealers per brood might be a bit overmuch. I find the sweet spot to be at around 9 or 10. More than that and you start being too good in CC for your own good and ending up stranded in the open and furiously absorbing gunfire, less and you run the risk of losing too many models to shooting to be effective in CC. That's kind of a personal issue though, so I won't be too militant about suggesting it. I do think if you drop both broods to 8 models plus Broodlord you would benefit from chucking in a sneaky little 6-model brood. It will probably receive less attention than the other, bigger and scarier broods, but will do some damage if you want it to. Otherwise, I like the list, and think it should do quite well.



List 3 - Thropetastic Swarm
HQ
Tyranid Prime [90pts]
  • Rending Claws
  • Deathspitter

HQ Total = 90pts

Elites
Two Zoanthrope Broods [240pts each, 480pts total]
  • Three Zoanthropes each
  • Mycetic Spore
    • Venom Cannon

Lictor Brood [130pts]
  • Two Lictors.

Elites Total = 610pts

Troops
One Warrior Broods [260pts]
  • 6 Warriors
  • Deathspitters
  • Mycetic Spore
    • T-L Deathspitter

Four Genestealer Broods [140pts each, 560pts total]
  • 10 Genestealers each

Troops Total = 820pts

Heavy Support
Two Trygons [240pts each, 480pts total]
  • Upgraded to Prime

Heavy Support Total = 480pts

Total Points = 2000pts

Total Model Count = 63



So, anyone got any advice/opinions? Remember, I'm not familiar with the nuances of 5th Ed, so if these lists are woefully bad I'm more than happy to try and work around it (just remember that I don't want any gaunts or the like ;)).

~MTWC

I do not see the point in a Venom Cannon on a Mycetic Spore, frankly. They're not that good guns from what I can see anyway, and the Spore is, with their targeting rules, pretty much the worst possible platform for them. I personally swear by Cluster Spines. Half the points and much more useful as far as I'm concerned. Meanwhile, I don't really see much point in the Lictors in here. I'd buff them up to 3 models, which makes them rather more likely to do something against vehicles and so on (popping up behind vehicles and opening up with flesh hooks into their soft rear armour is pretty much the best trick those guys have). Otherwise, pretty good, although I direct you to my earlier comment regarding Rending Claws on a Tyranid Prime.
« Last Edit: February 7, 2010, 07:33:49 PM by iChuckles »
The forum rules are fair and just. *twitch*

 


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