Post by dakkalad on Jul 23, 2012 20:15:50 GMT
What's good and whats not? And why?
I made this to help my friend out, he's just getting started and he's playing Nids(me I play orks with space wolf allies, which are also orks ;P Sorry you guys can't take allies, it kinda sucks ))
Anyways can someone give me a list of the units like this(I'll use an ork as an example):
Big Mek: Still a viable option in 6th, especially with KFF or SAG.
Good: Great on teh back lines in a Battlewagon, with an escourt of lootas, or footslogging with grots and boyz to cap objectives.
Bad: Still just a nob.
(I'm not sure how accurate that is, but you get the idea)
I don't know how to play nids, so I'm not sure what works with their dynamic, he read something online that told him what stuff sucks but I've read through the codex, and two things: 1. I'm not sure I agree with whoever wrote the article, and 2. The army dynamic may have changed greatly in 6th ed(What with not running and assaulting on the same turn). So some advice to make him a better player, and a with a better army woudl be great(I don't want to be able to beat him ALL the time you know! )
His list is pretty weedy atm:
1x Tyranid Prime(Converted from a warrior by yours truly)
1x Trygon Prime
16x Genestealers(Scything Talons, Rending Claws, Adrenal, Poison)
?? Hormagaunts (Not sure the numbers but they are small)
?? Termagaunts(NOt sure the exact numbers, but they are small)
He pretty much spams poison on everything, which after he tore appart my space wolf Calvary with thunder shields, seems brutal with the talons: Rerolling 1s, and then rerolling to wounds? Jebus. Mean.
I made this to help my friend out, he's just getting started and he's playing Nids(me I play orks with space wolf allies, which are also orks ;P Sorry you guys can't take allies, it kinda sucks ))
Anyways can someone give me a list of the units like this(I'll use an ork as an example):
Big Mek: Still a viable option in 6th, especially with KFF or SAG.
Good: Great on teh back lines in a Battlewagon, with an escourt of lootas, or footslogging with grots and boyz to cap objectives.
Bad: Still just a nob.
(I'm not sure how accurate that is, but you get the idea)
I don't know how to play nids, so I'm not sure what works with their dynamic, he read something online that told him what stuff sucks but I've read through the codex, and two things: 1. I'm not sure I agree with whoever wrote the article, and 2. The army dynamic may have changed greatly in 6th ed(What with not running and assaulting on the same turn). So some advice to make him a better player, and a with a better army woudl be great(I don't want to be able to beat him ALL the time you know! )
His list is pretty weedy atm:
1x Tyranid Prime(Converted from a warrior by yours truly)
1x Trygon Prime
16x Genestealers(Scything Talons, Rending Claws, Adrenal, Poison)
?? Hormagaunts (Not sure the numbers but they are small)
?? Termagaunts(NOt sure the exact numbers, but they are small)
He pretty much spams poison on everything, which after he tore appart my space wolf Calvary with thunder shields, seems brutal with the talons: Rerolling 1s, and then rerolling to wounds? Jebus. Mean.