Post by Draezymous on Feb 6, 2013 18:13:18 GMT
I'm sorry if it is kind of late, but my own 500 pts Nidzilla list runs like this:
HQ:
01 Tervigon; Crushing Claws, AG, TS, one extra power (roll for biomancy, or either take whichever you like better) (220)
Troops:
01 Tervigon; Crushing Claws, AG, TS, one extra power (same as HQ, as consistency is everything for me) (220)
12 Termagants (60)
= 500 pts.
I read you only have one Tervigon, so maybe you could adjust the above to your liking, taking the Dakkaflyrant. So if I were you, (and I'd take my example) and swap in the Flyrant instead, I'd reduce the Termagant unit by 2, and remove the extra power from the tervigon, to make the swapping of the HQ tervigon for the Dakkaflyrant even. Depending on what your opponent brings this list isn't too fun to play against; my friend could barely scratch my Tervigon, and took out a few gants before being annihalated...!
So depending on what you choose to pick as your 500 pts ''core'', I would look into the following options when expanding to 1000 pts:
- Hive Tyrant/Tervigon (I would either field 2 Flyrant, or 2 Tervigon, mainly because they are awesome in what they do, and your opponent knows this as well. Because they will be targeted extensively, having one ''spare'' never hurts!)
- Doom of Malantai (Does this even need explanation? Bring a pod though!)
- Hive Guard (in my humble opinion, these guys are the best unit of our codex. only 50 pts each, no line of sight required, and 2 S8 shots? Yes please! Only one brood can be enough, depending on your meta. A friend of mine swears by them, and never brings any less than 6... And I have to agree they are very effective points-wise)
- Yealers (awesome since they are one of the few units who can assault when they arrive, and they are sure to put a dent in anything they crash into, if not wreck it completely. A unit of 7 works wonders for me, but 8 is nice too.)
- Raveners (yes, I said it. Raveners are actually more awesome than they are being given credit for. Sure, T4 hurts against missles and whatnot, but they will draw massive firepower early game, meaning your swarm can get into position without too much trouble. On the other hand, if your opponent rather shoots at your bulk, your Raveners can easily reach your opponent's lines/flanks with minimal losses, and still wreck face all over. I admit they are more used as distraction, but if ignored they can also really make an impact which is nothing to whiff at!)
- Harpy (To me this is a toned down version of a Flyrant, with less uses as well. However, should you ever go the two Tervigon type of way, a Harpy could easily fill that ''flier gap'' in your army. Otherwise I think it's obselete to even consider. However, with such high mobillity and still decent firepower, the Harpy has it's roles if it fits your playstyle. Not my cup of tea, but during testing it I found it to be a bit more useful than people claim it to be.)
- Dakkafex (You already knows what this does, so no tips for you here! please dont be mad...! =P)
- Trygon (This should be a no-brainer as well, this thing is huge. Both as in the model, as in it's potentional on the field. While depending on your list, I think the prime upgrade isn't worth it. Toxin Sacs however, shouldn't be taken lightly on a Trygon! It's a mere 10 pts, but it could net you a lot of re-rolls, and most opponent's don't expect this to hit them (re-rolling to hit, and to wound rolls!) since it's such a small and mostly over looked upgrade. Adrenal Glands aren't worth it in my opinion, as it doesn't help with Instant Death, and S6 is usually enough to reasonably take on anything a Trygon will face. On top of that, these guys may even draw more firepower than your Flyrant and/or Tervigon, and sinc eit can take a beating before going down, this is very helpful!)
This is about the best advice I can give you, and I myself aren't that good of a player I think. However, I still tend to win more than that I lose, so maybe my thoughts may help you out as well! As a finisher here's a 1000 pts list in the fashion I would make it, following a Nidzilla idea:
HQ:
01 Flyrant, Dakka (260)
01 Flyrant, Dakka (260)
Troops:
01 Tervigon, Crushing Claws, AG, TS, one extra power (roll for biomancy, or either take whichever you like better) (210)
01 Tervigon, one extra power (roll for biomancy, or either take whichever you like better) (175)
10 Termagant (50)
10 Termagant (50)
= 1005 pts
While it may lack versatillity, I think this is one tough nut to crack. You have plenty of anti-air, a solid block of moving bodies, and the tervigon can spawn even more! The idea is to send one Tervi ahead with the Flyrants to wreck havoc, and let one Tervi remain in the backlines, to hold onjectives, or simply to have a ''trump card'' still waiting to actually join into the fray. The ''backline'' tervigon should only spawn when actually needed, as in that way it will hold it's value as a ''trump card'', or it can still spawn should the other run out.
However, the above list isn't really competitive. To make it more competitive, I would swap out the 175 pts tervi along with the additional 10 Termagant to make room for 2 Hive Guard and 2 Zoanthrope, OR 2 Hive Guard, and a Doom (you could always drop the AG on the remaining Tervi to bring back the points total to 1000 when taking the Doom, if 1010 pts is ''too much''). I don't like the Hive Commander upgrade here really, as those 25 pts can be spend elsewhere. I do like the idea of an outflanking Tervigon, but with so little space to play with points, I'd rather take something that benefits me more than only once. Of course you still have the +1 to reserves, but I dont think there will be much in reserve with your army...?
I hope I helped you, and be sure to let us know how it worked out! I myself, as a fewllow Nidzilla player, am really curious and what you find working! Good luck!!
HQ:
01 Tervigon; Crushing Claws, AG, TS, one extra power (roll for biomancy, or either take whichever you like better) (220)
Troops:
01 Tervigon; Crushing Claws, AG, TS, one extra power (same as HQ, as consistency is everything for me) (220)
12 Termagants (60)
= 500 pts.
I read you only have one Tervigon, so maybe you could adjust the above to your liking, taking the Dakkaflyrant. So if I were you, (and I'd take my example) and swap in the Flyrant instead, I'd reduce the Termagant unit by 2, and remove the extra power from the tervigon, to make the swapping of the HQ tervigon for the Dakkaflyrant even. Depending on what your opponent brings this list isn't too fun to play against; my friend could barely scratch my Tervigon, and took out a few gants before being annihalated...!
So depending on what you choose to pick as your 500 pts ''core'', I would look into the following options when expanding to 1000 pts:
- Hive Tyrant/Tervigon (I would either field 2 Flyrant, or 2 Tervigon, mainly because they are awesome in what they do, and your opponent knows this as well. Because they will be targeted extensively, having one ''spare'' never hurts!)
- Doom of Malantai (Does this even need explanation? Bring a pod though!)
- Hive Guard (in my humble opinion, these guys are the best unit of our codex. only 50 pts each, no line of sight required, and 2 S8 shots? Yes please! Only one brood can be enough, depending on your meta. A friend of mine swears by them, and never brings any less than 6... And I have to agree they are very effective points-wise)
- Yealers (awesome since they are one of the few units who can assault when they arrive, and they are sure to put a dent in anything they crash into, if not wreck it completely. A unit of 7 works wonders for me, but 8 is nice too.)
- Raveners (yes, I said it. Raveners are actually more awesome than they are being given credit for. Sure, T4 hurts against missles and whatnot, but they will draw massive firepower early game, meaning your swarm can get into position without too much trouble. On the other hand, if your opponent rather shoots at your bulk, your Raveners can easily reach your opponent's lines/flanks with minimal losses, and still wreck face all over. I admit they are more used as distraction, but if ignored they can also really make an impact which is nothing to whiff at!)
- Harpy (To me this is a toned down version of a Flyrant, with less uses as well. However, should you ever go the two Tervigon type of way, a Harpy could easily fill that ''flier gap'' in your army. Otherwise I think it's obselete to even consider. However, with such high mobillity and still decent firepower, the Harpy has it's roles if it fits your playstyle. Not my cup of tea, but during testing it I found it to be a bit more useful than people claim it to be.)
- Dakkafex (You already knows what this does, so no tips for you here! please dont be mad...! =P)
- Trygon (This should be a no-brainer as well, this thing is huge. Both as in the model, as in it's potentional on the field. While depending on your list, I think the prime upgrade isn't worth it. Toxin Sacs however, shouldn't be taken lightly on a Trygon! It's a mere 10 pts, but it could net you a lot of re-rolls, and most opponent's don't expect this to hit them (re-rolling to hit, and to wound rolls!) since it's such a small and mostly over looked upgrade. Adrenal Glands aren't worth it in my opinion, as it doesn't help with Instant Death, and S6 is usually enough to reasonably take on anything a Trygon will face. On top of that, these guys may even draw more firepower than your Flyrant and/or Tervigon, and sinc eit can take a beating before going down, this is very helpful!)
This is about the best advice I can give you, and I myself aren't that good of a player I think. However, I still tend to win more than that I lose, so maybe my thoughts may help you out as well! As a finisher here's a 1000 pts list in the fashion I would make it, following a Nidzilla idea:
HQ:
01 Flyrant, Dakka (260)
01 Flyrant, Dakka (260)
Troops:
01 Tervigon, Crushing Claws, AG, TS, one extra power (roll for biomancy, or either take whichever you like better) (210)
01 Tervigon, one extra power (roll for biomancy, or either take whichever you like better) (175)
10 Termagant (50)
10 Termagant (50)
= 1005 pts
While it may lack versatillity, I think this is one tough nut to crack. You have plenty of anti-air, a solid block of moving bodies, and the tervigon can spawn even more! The idea is to send one Tervi ahead with the Flyrants to wreck havoc, and let one Tervi remain in the backlines, to hold onjectives, or simply to have a ''trump card'' still waiting to actually join into the fray. The ''backline'' tervigon should only spawn when actually needed, as in that way it will hold it's value as a ''trump card'', or it can still spawn should the other run out.
However, the above list isn't really competitive. To make it more competitive, I would swap out the 175 pts tervi along with the additional 10 Termagant to make room for 2 Hive Guard and 2 Zoanthrope, OR 2 Hive Guard, and a Doom (you could always drop the AG on the remaining Tervi to bring back the points total to 1000 when taking the Doom, if 1010 pts is ''too much''). I don't like the Hive Commander upgrade here really, as those 25 pts can be spend elsewhere. I do like the idea of an outflanking Tervigon, but with so little space to play with points, I'd rather take something that benefits me more than only once. Of course you still have the +1 to reserves, but I dont think there will be much in reserve with your army...?
I hope I helped you, and be sure to let us know how it worked out! I myself, as a fewllow Nidzilla player, am really curious and what you find working! Good luck!!