Post by bebe on Sept 3, 2012 4:15:40 GMT
So here is the list that people are talking about for Nids other than the ubiquitoous dual flyrant list.
So what is in the list ...
6-9 Zoanthropes (depends on point levels how mmany. no choir without them though)
swarmlord or walking ht possible but not required
2-4 tervoigons (always some in a choir list)
2-3 broodlords ( can be done but what are you giving up for them?)
Everything else is mutable. So we are spamming bought psychic powers. Tyranids can get three choices ... biomancy, telepathy, telekinisis. Let's discuss the onew we want first ...
Biomancy has some powers that we can really use well
Iron Arm on either tervigons or a swarmlord is a pita for an opponent. It just makes your guy so much harder to hurt with the extra stregnth and toughness and gives our MC eternal warrior - yes please.
Enfeeble - Just all around useful. Makes us hard to attack when you know your guys are moving through difficult terrain and a lot weaker.
Endurance - Another buff for MCs but not that great. FNP is nice but I could just get catalyst. I can't use the wound removal on MCs either.
Warpspeed - Will get swarmlord into combat with some pretty good stats. Can make a half-decent melee tervigon w/ claws. I'm fastr, have more attacks and I have better initiative (not that useful on a terv but the other bonuses are).
So biomancy is rarely a bad choice with so many good options. We can rolll on the table, if we get what we want right away we can then roll on another table. For Zoans we can roll get what we want on one zoan and then keep the codex powers on the others. Choices ...
Telekinisis is the red headed step-child. Some of the powers are just great others meh ...
Gate of Infinity - It is 24" measured from any one member of the unit and you can disappear from melee combat fblessing.) A bit risky, if you have a squad, as one of them can randomly vanish- think zoans. Still, it's an excellent utility power.
Objuration Mechanicum: - An anti-tank power, this one inflicting an automatic Haywire hit on everyone in the unit and forcing them to reroll hit/wound rolls of six. Good against tanks, good against rending models, good for preventing Overwatch losses. This might be the prize.
Telepathy is a relatively safe choice.
Psychic Shriek - The Primaris power and a witchfire that causes wounds equal to 3d6 minus the target's Leadership with no armor or cover saves allowed. Very tempting to just spam with zoans while keeping the codex powers on one in the group.
Puppet Master - A focused witchfire, but one that does no damage- instead, the targeted model takes an immediate shot as if it were under your control. I like this one. I would not be unhappy to roll it and take my chances.
Terrify - Now we are talking. It removes the Fearless rule, makes the unit fear all enemies, and forces an immediate morale check. So those now fearless units can flee of the board. We can make charging ius more dicey. I like it.
Invisibility - A Warp Charge 2 powerthat your Swarmlordwill appreciate. It grants the shrouded andstealth rule to a unit, makes the enemy fight them at WS1 and prevents them from using counterattack against you. With an Iron Arm Swarmlord nice. Put it on your gargs and Parasite - nice. Gotta love it.
Hallucination - The Swarmlord wants this one. The enemy has equal chances of being pinned automatically (unless immune to pinning), standing and doing nothing , or inflicting a single hit per model on their own unit. I'll take it if I get it but there are a few better.
So now we design a list ...
Swarmlord, 4* Biomancy/Telepathy- 280
Parasite of Mortrex - 160
2x 3 Zoanthropes, 2* Telekinisis/Biomancy- 360
2x 10 Termagants - 100
2x Tervigon Toxin, Claws, 3* Biomancy/Telepathy - 450
25 Gargoyles, Toxin Sacs - 150
-1500-
So why no Tyrant guard on my SL? I will get Iron Arm with any luck. Anything else is a bonus. Why telekinisis on my Zoans? I do like both gate and objuration on them. Why telepathy on my tervs? I don't expect to roll for it but if I get enfeeble/iron arm I';ll see if I can get an extra useful power. And the Parasite and gargs? What is not to like in 6ed. Rending, buffer rippers, LoS, etc., etc. ... you need something to lead the charge and get into cc quickly. With toxin there is not many units they cannot handle. So these are my early thoughts without a lot of 6ed testing yet. I'm still working on that. But I do love the possibolities that nids now have.
So I edited this as I just finished playing a game and also wrote this up fo another site. Discuss
So what is in the list ...
6-9 Zoanthropes (depends on point levels how mmany. no choir without them though)
swarmlord or walking ht possible but not required
2-4 tervoigons (always some in a choir list)
2-3 broodlords ( can be done but what are you giving up for them?)
Everything else is mutable. So we are spamming bought psychic powers. Tyranids can get three choices ... biomancy, telepathy, telekinisis. Let's discuss the onew we want first ...
Biomancy has some powers that we can really use well
Iron Arm on either tervigons or a swarmlord is a pita for an opponent. It just makes your guy so much harder to hurt with the extra stregnth and toughness and gives our MC eternal warrior - yes please.
Enfeeble - Just all around useful. Makes us hard to attack when you know your guys are moving through difficult terrain and a lot weaker.
Endurance - Another buff for MCs but not that great. FNP is nice but I could just get catalyst. I can't use the wound removal on MCs either.
Warpspeed - Will get swarmlord into combat with some pretty good stats. Can make a half-decent melee tervigon w/ claws. I'm fastr, have more attacks and I have better initiative (not that useful on a terv but the other bonuses are).
So biomancy is rarely a bad choice with so many good options. We can rolll on the table, if we get what we want right away we can then roll on another table. For Zoans we can roll get what we want on one zoan and then keep the codex powers on the others. Choices ...
Telekinisis is the red headed step-child. Some of the powers are just great others meh ...
Gate of Infinity - It is 24" measured from any one member of the unit and you can disappear from melee combat fblessing.) A bit risky, if you have a squad, as one of them can randomly vanish- think zoans. Still, it's an excellent utility power.
Objuration Mechanicum: - An anti-tank power, this one inflicting an automatic Haywire hit on everyone in the unit and forcing them to reroll hit/wound rolls of six. Good against tanks, good against rending models, good for preventing Overwatch losses. This might be the prize.
Telepathy is a relatively safe choice.
Psychic Shriek - The Primaris power and a witchfire that causes wounds equal to 3d6 minus the target's Leadership with no armor or cover saves allowed. Very tempting to just spam with zoans while keeping the codex powers on one in the group.
Puppet Master - A focused witchfire, but one that does no damage- instead, the targeted model takes an immediate shot as if it were under your control. I like this one. I would not be unhappy to roll it and take my chances.
Terrify - Now we are talking. It removes the Fearless rule, makes the unit fear all enemies, and forces an immediate morale check. So those now fearless units can flee of the board. We can make charging ius more dicey. I like it.
Invisibility - A Warp Charge 2 powerthat your Swarmlordwill appreciate. It grants the shrouded andstealth rule to a unit, makes the enemy fight them at WS1 and prevents them from using counterattack against you. With an Iron Arm Swarmlord nice. Put it on your gargs and Parasite - nice. Gotta love it.
Hallucination - The Swarmlord wants this one. The enemy has equal chances of being pinned automatically (unless immune to pinning), standing and doing nothing , or inflicting a single hit per model on their own unit. I'll take it if I get it but there are a few better.
So now we design a list ...
Swarmlord, 4* Biomancy/Telepathy- 280
Parasite of Mortrex - 160
2x 3 Zoanthropes, 2* Telekinisis/Biomancy- 360
2x 10 Termagants - 100
2x Tervigon Toxin, Claws, 3* Biomancy/Telepathy - 450
25 Gargoyles, Toxin Sacs - 150
-1500-
So why no Tyrant guard on my SL? I will get Iron Arm with any luck. Anything else is a bonus. Why telekinisis on my Zoans? I do like both gate and objuration on them. Why telepathy on my tervs? I don't expect to roll for it but if I get enfeeble/iron arm I';ll see if I can get an extra useful power. And the Parasite and gargs? What is not to like in 6ed. Rending, buffer rippers, LoS, etc., etc. ... you need something to lead the charge and get into cc quickly. With toxin there is not many units they cannot handle. So these are my early thoughts without a lot of 6ed testing yet. I'm still working on that. But I do love the possibolities that nids now have.
So I edited this as I just finished playing a game and also wrote this up fo another site. Discuss