Post by N.I.B. on Nov 27, 2011 13:36:17 GMT
I just wanted to share a list that’s been working fine for me in competitive games.
I've been meaning to field a full null deployment Nid army at the next tournament in May 2012, the last chance before 6th hits in July. So the last month I’ve started a test list. Last tweaks will go into it when we get the mission pack.
It's a breath of fresh air, and it can throw many opponents off their game - Nids aren't common in tournaments around here, and I've personally never seen full null deployment Tyranids. It's fun to play and reactions from my opponents have been positive too, never mind win or lose.
I’ve beaten Loganwing and mech spam Black Templars with it, and all vanilla space marine armies I’ve faced. I think it stands a good chance against typical Space Wolf armies, IG mech and others. And it’s perhaps the least bad list you can field against Dark Eldar.
In my region, the tone-setting tournaments don’t use the basic missions from the book – we use a more complicated mix of objectives and kill points. In some games kill points are counted as normal, 1 unit killed = 1 kill point. In other games kill points are worth a number depending on how many units you start with. If you have 17 units or more, each unit is worth 0.45 kill points.
My list has 19 units, so in two out of 5 games in the tournament, they will be worth 0.45 game points.
In two other games, the player scoring the most naked kill points, gets two game points.
The game point difference is later recounted to tournament points. If you win by a 10 point margin, it’s a 20-0. If you get 5 points more than your opponent it’s a 15-5.
So,
* the kill point drawback from having so many spores is less than normal.
* The last year they have used a special rule that dedicated transports cannot contest or claim objectives, plus units must be disembarked to claim objectives. They cannot sit idle in the safety of their Rhinos and control the area, which is a great change. It tones down transports and plays into Nid hands a bit.
* Plus, objectives are commonly scored in both turn 3 and last turn of the game, which opens up the game.
After some tweaking, my list currently looks like this
Hive Tyrant – Hive Commander, Wings, Twin-linked Devourer, Scything Talons
2 Zoanthropes with Spore
2 Zoanthropes with Spore
Doom of Malaysia with Spore
10 Devilgants with Spore
10 Devilgants with Spore
10 Genestealers
10 Genestealers
Dakkafex with Spore with Twin-linked Deathspitter upgrade
Dakkafex with Spore with Twin-linked Deathspitter upgrade
Dakkafex with Spore with Twin-linked Deathspitter upgrade
2000 points
Genestealers outflank, and the Tyrant is reserved as normal to remove the risk for mishap. He still has a 30” threat range from my table edge when he comes in.
The list has a good alpha strike, and even when going first (you always want your opponent to start if possible) it can win.
8 spores can be trouble for tank shocking vehicles, as spores will auto-hit one blow at S6 with 2D6 pen.
The list usually works ok without synapse, it’s only the Devilgants who Lurk, but 18” range help them out and they are supposed to hug objectives anyway.
It packs potentially
42 twin-linked S6 shots
48 BS2 S6 shots
9 twin-linked S5 shots
60 S4 shots
4 S10 Lances
Doom
Power-armoured infantry just melts when I drop, and transports are usually not a problem.
The biggest weakness is the lightness on troops, but it hasn’t proved to be a major flaw so far.
The Deathspitter upgrades are worth it – I put them on the Dakka spores because I want to be able to use that 18” range from the Fexes were applicable and stay out of harms way, and they are still affecting the game, helping me to bag those last kills to secure a game point.
I've been meaning to field a full null deployment Nid army at the next tournament in May 2012, the last chance before 6th hits in July. So the last month I’ve started a test list. Last tweaks will go into it when we get the mission pack.
It's a breath of fresh air, and it can throw many opponents off their game - Nids aren't common in tournaments around here, and I've personally never seen full null deployment Tyranids. It's fun to play and reactions from my opponents have been positive too, never mind win or lose.
I’ve beaten Loganwing and mech spam Black Templars with it, and all vanilla space marine armies I’ve faced. I think it stands a good chance against typical Space Wolf armies, IG mech and others. And it’s perhaps the least bad list you can field against Dark Eldar.
In my region, the tone-setting tournaments don’t use the basic missions from the book – we use a more complicated mix of objectives and kill points. In some games kill points are counted as normal, 1 unit killed = 1 kill point. In other games kill points are worth a number depending on how many units you start with. If you have 17 units or more, each unit is worth 0.45 kill points.
My list has 19 units, so in two out of 5 games in the tournament, they will be worth 0.45 game points.
In two other games, the player scoring the most naked kill points, gets two game points.
The game point difference is later recounted to tournament points. If you win by a 10 point margin, it’s a 20-0. If you get 5 points more than your opponent it’s a 15-5.
So,
* the kill point drawback from having so many spores is less than normal.
* The last year they have used a special rule that dedicated transports cannot contest or claim objectives, plus units must be disembarked to claim objectives. They cannot sit idle in the safety of their Rhinos and control the area, which is a great change. It tones down transports and plays into Nid hands a bit.
* Plus, objectives are commonly scored in both turn 3 and last turn of the game, which opens up the game.
After some tweaking, my list currently looks like this
Hive Tyrant – Hive Commander, Wings, Twin-linked Devourer, Scything Talons
2 Zoanthropes with Spore
2 Zoanthropes with Spore
Doom of Malaysia with Spore
10 Devilgants with Spore
10 Devilgants with Spore
10 Genestealers
10 Genestealers
Dakkafex with Spore with Twin-linked Deathspitter upgrade
Dakkafex with Spore with Twin-linked Deathspitter upgrade
Dakkafex with Spore with Twin-linked Deathspitter upgrade
2000 points
Genestealers outflank, and the Tyrant is reserved as normal to remove the risk for mishap. He still has a 30” threat range from my table edge when he comes in.
The list has a good alpha strike, and even when going first (you always want your opponent to start if possible) it can win.
8 spores can be trouble for tank shocking vehicles, as spores will auto-hit one blow at S6 with 2D6 pen.
The list usually works ok without synapse, it’s only the Devilgants who Lurk, but 18” range help them out and they are supposed to hug objectives anyway.
It packs potentially
42 twin-linked S6 shots
48 BS2 S6 shots
9 twin-linked S5 shots
60 S4 shots
4 S10 Lances
Doom
Power-armoured infantry just melts when I drop, and transports are usually not a problem.
The biggest weakness is the lightness on troops, but it hasn’t proved to be a major flaw so far.
The Deathspitter upgrades are worth it – I put them on the Dakka spores because I want to be able to use that 18” range from the Fexes were applicable and stay out of harms way, and they are still affecting the game, helping me to bag those last kills to secure a game point.