View Full Version : 1000pt Nids, Help needed badly.
White Tiger88
10-29-2014, 08:18 AM
Well i haven't played 40k sine last edition and even then not much....... So i am debating coming back after seeing the new lovely amount of cute Tentacle monsters! I have no idea what will work and what won't but i have thrown this general idea together since i do like CC.
Hq 245
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Hive Tyrant 245
Wings,lvl 2 Psy,The Miasma Cannon,The Maw Claws,Desicator,Tail Weapon (I had 10pts left...)
Elite 145
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1 Zoanthrope 50
1 Zoanthrope 50
1 Venom Thrope 45
Troops 275
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20 Hormagaunts 100
20 Hormagaunts 100
5 Ripper Swarms 75
Deepstrike
Fast Attack 165
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Hive Crone
Drool Cannon,Scything Talons,Tentalids x4,Stinger Salvo
Heavy Support 170
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Exocrine 170
Total:1000
White Tiger88
10-29-2014, 11:04 PM
Anyone? I was thinking i could drop the exo but....its shooty goodness.....
daboarder
10-29-2014, 11:19 PM
Ok I'll bite.
Interesting Tyrant Setup. I'd swap the shredder shards for dessicator so your targets match with 2+ poison
Don't bother with Toxic Hgaunts, far too expensive, either buy more or something else.
Grab a venomthropes to go with the Zoans, giving you two Shrouded/Synapse bubbles and a Psyker/Synapse Bubble (though above 1000pts you'll want to look at malanthropes instead)
Run the Zoans as two units of 1 if you do that, then you get 2 rolls on the nid table as opposed to 1, and two synapse bubbles
To get the points for the Venomthrope I'd drop the Toxin on the Hgaunts, should be more than enough pts then
I'd take the Stranglethorn on the Harpy, its a light bomber and can drop a respectable number of large blasts a turn, HVC doesn't match its preferred targets
Exocrine is a solid choice, and if you increase your force will go very well into an living artillery Node.
White Tiger88
10-30-2014, 12:13 AM
Ok I'll bite.
Interesting Tyrant Setup. I'd swap the shredder shards for dessicator so your targets match with 2+ poison
Don't bother with Toxic Hgaunts, far too expensive, either buy more or something else.
Grab a venomthropes to go with the Zoans, giving you two Shrouded/Synapse bubbles and a Psyker/Synapse Bubble (though above 1000pts you'll want to look at malanthropes instead)
Run the Zoans as two units of 1 if you do that, then you get 2 rolls on the nid table as opposed to 1, and two synapse bubbles
To get the points for the Venomthrope I'd drop the Toxin on the Hgaunts, should be more than enough pts then
I'd take the Stranglethorn on the Harpy, its a light bomber and can drop a respectable number of large blasts a turn, HVC doesn't match its preferred targets
Exocrine is a solid choice, and if you increase your force will go very well into an living artillery Node.
Hmmm not a bad idea, i REALLY like the new Toxicrine.
Broodingman87
10-30-2014, 12:31 AM
I see where you're going with the dual flamer Tyrant, and I support the Shredder shards over the Dessicator larvae, unless you're dealing with a lot of monstrous creatures why would you swap a flamer that can kill Terminators and rerolls to rend for one that just has wounds on 2s. I don't understand the Maw claws though, you're AP2 already. Also, drop the wings man, you can't assualt the turn you switch modes and if he flies out in front he's just going to get shot by everything.
I Agree, if you pull the Toxin Sacs off the two broods of Guants you can afford a third brood of 20. And the Zoanthropes and Venomthropes... the dude speaks the truth. It'll offer a stout protection in the two turns it'll take you to get across the board. You want to line up on turn two and charge on turn 3.
To be honest, I'd drop the Harpy and Exocrine completely and go with two broods of one Carnifex. The way I build them is Spine Banks and Adrenal Glands. Why do I love them so much is the 5 S10 attacks, striking before Thunderhammers and keeping up with the Tyrant and Guants and only weighing in at 140 points.
White Tiger88
10-30-2014, 12:46 AM
What i need is something to deal with fliers......Thus the tyrant and Harpy who i am thinking i might need to make a Hive Crone.
daboarder
10-30-2014, 01:02 AM
Note on the dessicatorarvae.
While shred rending from the shards is nice being S3 means you need 5/6s to kill anythjng you care about. However 2+ ppoison means you can drown units in wounds. And you will kill termies with your exocrine.
If you can swap the harpy for a crone then I highly recommend that. Crone is just better.
Dont take a toxicrene. You arent likely to have a problem with multi wound models and at 1k your tyrant is a solid melee threat.
I get the maw claws (preferred enemy and D3 pen boost on rend) and they're cheap enough that thats fine
Id keep the exocrine for the reasons I stated above
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CC fexes is something he can think about later. At 1k the support offered by the exo is too good to loose. Especially if he swaps out the harpy for a crone..
Ultimately the advice im trying to give is to make his lkst work as opposed to "take this because they are the best" because if that was my advice id just say skyblight/LAN or go home
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Oh....and the wings give the tyrant jink even when hes hugging the ground.
That is so important that TTH has an extensive discussion o whether or not wings are worth jt even when running a walkrant with guard (you can also break the game by having a swooping FMC in a unit with infantry. ...Mind ****!)
White Tiger88
10-30-2014, 01:31 AM
Updated the top list hows that look? Trying to get something not to pricey to build since i am pretty low on funds and going to try to trade for what i need XD
daboarder
10-30-2014, 01:39 AM
Get rid of the tail weapon. Drop a ripper base and give the rippers deepstrike. Use tbem to steal objectives/kill support units.
Other than that...looks solid and can be built on as you get more funds
White Tiger88
10-30-2014, 01:55 AM
Get rid of the tail weapon. Drop a ripper base and give the rippers deepstrike. Use tbem to steal objectives/kill support units.
Other than that...looks solid and can be built on as you get more funds
Thanks for the help! 5 deep striking Rippers for laughs! Gbahahaha
Broodingman87
10-30-2014, 01:59 AM
What i need is something to deal with fliers......Thus the tyrant and Harpy who i am thinking i might need to make a Hive Crone.
I'm going to take it this is a local meta issue? How many fliers are you seeing at your local shop? 1? 2? At my local shop there is a guy that we call a dou*** because he's IG and brings 5 in a 2000 point game... but that's the way IG are.
Even if a guy run just a Captain and 2 squad of 5 marines naked the most you're going to see is 2 Stormravens and 3 Stormtalons. Most armies at this small a game are still buying dudes.
Yeah they fly on and pop a couple of shots at your big dudes, maybe unload a squad. They do so little to a swarm army and are so hard to kill... I just ignore them.
daboarder
10-30-2014, 02:08 AM
Yeah even one flier can mess nids up. Straffinf run talons or a drake will do a number on your haunts.
Plus the crone is one of our better units anyway and can VS vehicles and flame infantry.
Hey WT, any way to grab Adglands on that tyrant? 12 move and fleet is hillariously fast
Broodingman87
10-30-2014, 02:15 AM
Ultimately the advice im trying to give is to make his lkst work as opposed to "take this because they are the best" because if that was my advice id just say skyblight/LAN or go home
Can you even fit Skyblight in a 1K game?
Oh....and the wings give the tyrant jink even when hes hugging the ground.
That is so important that TTH has an extensive discussion o whether or not wings are worth jt even when running a walkrant with guard (you can also break the game by having a swooping FMC in a unit with infantry. ...Mind ****!)
Let's not go off topic. Can you grab your rulebook and PM me with how a "swooping Tyrant" and meet the manditory 12" movement and still stay within coherency of his guard. As per pg. 18 and pg. 69.
daboarder
10-30-2014, 02:20 AM
PM shouldn't be needed. But if their are 3 guard max spaced the tyrant can zig zag from back to front and still be moving 12...its more of an easter egg than a legitimate tactic
Edit: abd yeah I think you can do skyblight at 1k. Its like 800 or so minimum
Broodingman87
10-30-2014, 02:25 AM
But, swooping you can only pivot once at the beginning and can only move in a straight line.
daboarder
10-30-2014, 02:31 AM
Doesn't matter.
Max spacing with 3 guard makes a 8 line before you even take into account the base widths
My bad its 8 space before you take the bases into account.
Then when you move in a diagonal line (the tyrant) you move your 12 but are still in coherency
Broodingman87
10-30-2014, 02:38 AM
Edit: abd yeah I think you can do skyblight at 1k. Its like 800 or so minimum
yeah skyblight is 845 but once out add the Tyranid Prime and 2 10 man of gants for you primary detachment it's 1050, so oh well.
daboarder
10-30-2014, 02:43 AM
yeah skyblight is 845 but once out add the Tyranid Prime and 2 10 man of gants for you primary detachment it's 1050, so oh well.
You dont need the CAD to be a bound list though. Spend the e emaining points on upgrades and garges and you have a 1k single formation list that is legally a bound list
White Tiger88
10-30-2014, 03:17 AM
Yeah even one flier can mess nids up. Straffinf run talons or a drake will do a number on your haunts.
Plus the crone is one of our better units anyway and can VS vehicles and flame infantry.
Hey WT, any way to grab Adglands on that tyrant? 12 move and fleet is hillariously fast
Only if he drops the maw claws.......
Also note to self post trade thread for nids.........have x wing,chaos and random....
daboarder
10-30-2014, 05:30 AM
dont worry bout it then.
Good luck with your trades, if you wind up wiht some extra bits and pieces we can help you fit them into a list if you want
White Tiger88
10-30-2014, 04:01 PM
Thanks man!
John Bower
10-31-2014, 10:06 AM
I'm going to take it this is a local meta issue? How many fliers are you seeing at your local shop? 1? 2? At my local shop there is a guy that we call a dou*** because he's IG and brings 5 in a 2000 point game... but that's the way IG are.
Even if a guy run just a Captain and 2 squad of 5 marines naked the most you're going to see is 2 Stormravens and 3 Stormtalons. Most armies at this small a game are still buying dudes.
Yeah they fly on and pop a couple of shots at your big dudes, maybe unload a squad. They do so little to a swarm army and are so hard to kill... I just ignore them.
I'd love you to try and ignore my Razorwings... All 3 of 'em. All with Necrotoxin missiles and Shatterfield missiles. And believe me when I say they do interminable damage to anything in worse than 4+ armour.
daboarder
10-31-2014, 04:18 PM
I'd love you to try and ignore my Razorwings... All 3 of 'em. All with Necrotoxin missiles and Shatterfield missiles. And believe me when I say they do interminable damage to anything in worse than 4+ armour.
This being why a crone or two is a good investment for very minimal points. 2 at 1850 is miniscule but good air cover....that or a dual dev flyrant
White Tiger88
11-10-2014, 04:38 AM
This being why a crone or two is a good investment for very minimal points. 2 at 1850 is miniscule but good air cover....that or a dual dev flyrant
Hmmmm would Termigaunts be useful at all or should i stick with Horms? (Tried to Pm you boarder but your box is full again >_> )
daboarder
11-10-2014, 05:59 AM
Hmmmm would Termigaunts be useful at all or should i stick with Horms? (Tried to Pm you boarder but your box is full again >_> )
Oops, sorry, will try clean that up soon.
Generally in the current edition (and 6th too) termagants are considered the better of the two by far, they are cheaper they shoot and you can take a squad of 20-30 and put 5-10 devourers in them giving you some bodies to catch bullets and a whole lot of scary firepower to throw down range. (a brood of 20 in a tyranocyte puts out 75 shots a turn....that is BRUTAL!)
They also don't fail IB, murder half the unit (statistically), fail the subsequent leadership check and then run away really fast. Hormagaunts do that with terrifying reliability outside of synapse.
All that being said, BOTH units have their place, if you want bog standard termagants without devs or taking 30 to unlock a tervigon then they aren't realy all that great compared to the faster choppy hormagaunts. but put some points into them and they get better than the Haunts will ever really be. So it kind depends on what you want and what your list needs.
Both types excel at clogging firelanes (giving units behind them cover, YES, even the trygon gets a cover save from a line of gants), capping objectives (seriously just plonk 30 of the blighters on a point in cover and dare the opponent to shift them) and tying up enemy units (even knights wont blow through 30+ gants quickly). Which is what they really should be doing while your other bugs do the murdering.
At the end of the day Haunts are a little better at the tying up do to speed, but Tgants are more useful for capping mid field objectives due to guns.
I'm going to throw in my post from the other nid thread about my thoughts on Haunts. I want to show the strengths of that unit so that you can make an informed decision about which types of gants you would like to run.
Haunts are very fast but very fragile. They have two main roles in a swarm, either capping/stealing objectives of or getting into the enemy fast to tie up their units preventing them from shooting your heavy hitters.
Haunts themselves dont work very well as heavy hitters because of their fragility. To make them close to heavy hitters you need to almost double their price and in the most basic example you will still lose 2 or three haunts for each one that makes it across the board into combat against say a tac marine.
Jt should also be noted that because haunts do not have assault grenades a canny opponent will park in cover. This of course means the haunts go last in the first round of combat. Therefore reinforcing the value of quantity over quality for this unit.
Furthermore numbers mean that it does not matter if those haunts cannot kill a wraith knight. Because numbers allow them to lock that knight or whatever other tough unit be it a Super heavy walker or jnit of THSS terminators. In combat. With the right numbers you effectively take the unit out of the game for a fraction of the cost that would take to destroy it
Edit: it should be noted however that a cool combo to kill parking lots is to use SL to FC haunts before they multi-charge...the masses of S4 attacks will wreck rear AV10 without the additional cost of adglands.
If you want gaunts that can kill things then devgaunts or gargs are the unit to go for
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