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Post by Halollet on Oct 30, 2017 19:27:12 GMT
What makes me happy; I'm liking the feeder tendrils, seems to be a decent way to farm CP. Hive Fleet Cthulhu anyone? Lictors bringing up infantry, like pyrovores, seems fun Stacking The Horror, Screamer Killer Terrifying rule, and that fest Strat for a +3 difference to a moral test and +2 to everything around it seems fun. Kronos with the WL trait of failed psychic test causing mortal wounds plus the strat for making them only roll 1d6 is funny. Neurothrope being an HQ character is freaking awesome! YAY
What makes me okay; Venom cannons look like they might actually be able to deal damage, and dakkadevs going back to 6 shots Point reductions all over Venomthropes and how they work now.
What makes sad; Most of our big beasts not having a lot of attacks still and still hitting on 4+ CC weapons not changing a lot Warriors, Guard, etc not getting buffs Shrikes not being in the codex (I know I can still take them) so I fear one day I might not be able to use them at all. No one has mentioned the Prime so I'm guessing he still sucks Pychic powers seem meh next to GK and even freaking Guard Still seems like everything is going to outdone by equal points of genestealers so here comes Codex; One Trick Pony 2.0....
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Post by Halollet on Oct 29, 2017 18:23:34 GMT
"All the adaptions have been designed to be fun, thematic, and powerful; Hydra, for example, can re-roll hits in close combat against units they outnumber (which, with Tyranids, shouldn’t be too tricky!)." GW funny as usual, I see. Essentially it works on Genestealers and nothing else. Hormagaunts don't deal damage regardless, and large units of Raveners or Warriors, you are better off using Stealers. Yeah, this is sadly true. But I wonder if I could charge a tank with 2 fexes, would I get rerolls then? Probably not, that would mean Nids might be good.
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Post by Halollet on Oct 28, 2017 7:09:31 GMT
This thread is pure lunacy. This is what happens to a group when they're forced to polish turds for years.
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Post by Halollet on Oct 28, 2017 0:47:40 GMT
What's that quote from 300? "Such mad hope, but there it is."
They might be able to give raveners AG and just tell us to kit bash. The Grey Knight Chaplin is a good example. That model kit does not exist but there are new rules for it.
So as I look upon my 3 screamer killers, I have mad hope that they won't be (please do not swear)... but years of disappointment still has me very guarded.
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Post by Halollet on Oct 26, 2017 21:49:56 GMT
2nd game done! Fought against Tzeench; Magnus, Ahriman, Rubic marines with flamers, some terminators, 2 helldrakes, daemon prince, and a bunch of brimstone horror thingies. Mission was get 1 VP for holding an objective and there was 4 of them, got +2 to movement and +1 to charges and advancements.
Got first turn, didn't do much, but his first turn, his wiped out all my shrikes, biovores, and my poor Prime died to Magnus. My Prime doesn't like Primarchs as he died to Girlyman last game, oi.
Got the stealers on Magnus and broutht him down to 9 wounds, Swarmy tried to go after Ahriman but saved everything. After, I played the objective, but his army was fast and hit hard. Start of the 4th turn, I had tied him up for VP, but I only had Tyrannoctye and half a Trygon left, meanwhile he had half his army still.
Maybe I should have dropped down on the opposite side of the board and sweep his back line and held the objectives there, I'm not sure. I had a weird 2 triangle deployment and he had a big triangle, not sure what else I could have done.
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Post by Halollet on Oct 23, 2017 10:44:28 GMT
Found a pic of the Nid development team! ...yes I'm salty.
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Post by Halollet on Oct 15, 2017 3:35:31 GMT
You know what this feels like? Its like that Christmas present from your Grandma. You know it's going to be socks and a sweater you'll never wear, but there's a small chance there will a nice big was of cash in the card, but you know in your heart there won't be.
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Post by Halollet on Oct 14, 2017 6:07:33 GMT
Wish list? Geez, it would take me until the dex came out for me to list all the things I want fixed. So I'll summarize. Our utility bugs need to be characters. I hope that equal points of carnifexes feels on par with dreadnoughts, same goes for t-fexes and Leman Russes, and so forth. I hope different types of armies are just as viable as stealer, trygon, exocrine spam. I don't want to see the same nid list at every tournament. I hope our fleet rules are on par with the guard doctrines. I want a reason to take a heavy venom or stranglethorn cannon. I want a reason to take every unit in the dex because they're all awesome. I want shrikes to still be in the codex!!
That's not too much to ask is it?
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Post by Halollet on Oct 14, 2017 1:51:11 GMT
It was a weird mission. There was a big impassible tower in the middle and walls to climb up and down. But you make some good points. Stealers to take out the big scary stuff. And he did have hell blasters, that's what my stealers ate turn one! But switching things up for a messed up mission is something I'll have to think over.
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Post by Halollet on Oct 12, 2017 20:10:09 GMT
Whelp, game 1 is done. The it was an army of nothing but Primaris Ultramarines and Gulliman with one of the big dreadnaughts. I lost, but the mission was set against me.
Open war, deployment was corners with 12" between them (6" from centre) with the relic in the middle, and the twist was that all ranged weapons range was limited to 12" and once per round, it would extend by 6" on a 4+.
That twist took my exocrine out of the game pretty much as I had to put him somehwere close, where he got charged and spend the rest of the game in a slap fight with them. I got first turn, but he siezed! And immediatly grabbed the relic with Gulliman! So the game became Slay the Girly Man or lose!!
I think I did well, everything swooped in and started slaughtering marines while the hormaguants surrounded Gulliman, keeping him in place and limited how much damage he could deal. It was working for the first 2 turns, but my army ran out of steam. The stealers dropped like flies once they were left out in the open, Swarmlord did 28 wounds to the dreadnaught, but couldn't weather the storm of bolters afterewards. Warriors got into cover and survived, but I couldn't get the trygon into Gulliman and died on the way there... and then I conceded on turn 4 as there was no way to rest the relic from Gulliman and he still had a lot of marines left and nothing fast enough to chase him down.
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Post by Halollet on Oct 7, 2017 22:12:45 GMT
Yeah. The league goes for 6 weeks and I'll have 7 games. By that time the new nid dex might be out and I'll take what I learned from this list and apply it forward. Should be fun! But thank you for the feedback! It does help and make me think and plan more.
Cheers!
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Post by Halollet on Oct 7, 2017 7:41:07 GMT
Should have mentioned that I do have toxin sacs on the stealers now.
I have a hard time time justifying the Malanthrope in this list as the only thing it can do is reduced the shots on the exocrine by 16%. Its pretty useless beyond that. Everything else is going to leave it in the dust.
Win condition is the trap door spider. Swarmy and stealers aren't so much the hammer as they are the clean up crew. My army will cripple key targets and use its speed to keep to cover and pick off what I can. Divide and conquer. When things get out of transports and/or move forward is when I spring, plus the psychological effects of Swarmy able to spring up will make them question their movements. This will change depending on what the enemy is. Tau I'll hit them hard, elder I'll try and draw them out, GK I'll spread out making a their teleports useless, etc. This army allows me to set the pace of keep up up with whatever they throw at me. Does that make sense?
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Post by Halollet on Oct 7, 2017 2:11:20 GMT
Looking back at the game. I made a lot of mistakes. Need to be more patient with Swarmy and friends for example. Also, target priority against units that have not used the soul burst would have helped.
I tweeked my list a bit more. Dropped the rippers and the small shrikes for a 3 man unit of warriors to baby sit the exocrine, maxed out the stealers, some more hormies, and a mucliod for shinanigans.
Win conditions seem to be late game objective grabbing or kill points via power level. So having a mobile force seems to be the best idea. Shrikes are the toughest fast unit I own and being synapse helps immensely! I find stealers fold rather quickly when they don't have Catalyst, so one unit of them seems to be the best. Warriors and shrikes have a 3+ in cover which makes marines and they butcher troops. Hormagaunts can tie up non flying tanks by surrounding them super easy with that 12" pile in!
I am loving shrikes, they are jack of all trades, but that gives them so much flexibility. Those deathspitters are great for jumping out of combat and laying into something, or finding a high perch and firing from there. They have a 12+2d6+1" threat range for assault where they can cut down both GEQ and MEQ easily. Their bigger bases can block movement, easy to trap a unit with hormies at the front and shrikes at the back. Last game I was scraping off the last wounds of a wave serpent via shooting. There isn't a lot they can't contribute!
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Post by Halollet on Sept 30, 2017 15:26:44 GMT
WHELP....I had a game against Ynnari and holy...... Soul burst is freakin' broken. Anyways, I learned a LOT from playing against them. She had 4 wave serpents with banshees, Zar, dragons, flamer wraith guard. It was looking good 1st turn, but I don't have any late game! So... Malanthrope was goodish, but I think I need more back field. Swarmy needs to go after tanks Dropping one Tygon and having one big unit of stealers would be better, by far, also holding off for the right time to strike is good. Shrikes are badass! So I need more staying power and shooting.... Tervigon? Biovores? I'm thinking this list, but I'm not overly happy with it Swarmlord Tervigon Genestealers x19 - Scy tal, TS Termagants x25 - Fleshborers Warriors - Scytal, Dev Shrikes x4 - BS, DS, AG Shrikes x4 - BS, DS, AG Biovores x3 Exocrine Trygon - TSpike, AG Tyrannocyte - VC So I'm sitting there, not happy with it. And then I had an epiphany. I'm not going to enjoy that, I'm going to polish what I like and what has worked for me since 3rd edition with adding in the new things I like. So here's my list, any glaring weaknesses to it? Swarmlord Tryanid Prime - DS, LW&BS, AG, TS Genestealers x19 - ST, TS Hormagaunts x20 Ripper Swarm x3 Tryanid Shrikes x5 - AG, 2 with double talon, 3 with DS, BS Tryanid Shrikes x5 - AG, 2 with double talon, 3 with DS, BS Tyranid Shrikes x3 - DS, LS&BS Biovores x3 Exocrine Trygon Prime - AG, Biostatic Tryannocyte - VC 2000 points. Swarmy in the pod and stealers with the trygon are my get to their deployment zone guys. 2 big shrike units and hormies will be in the middle, with the last shrikes baby sitting the exocrine but able to jump out and do work if needed. Prime will run up behind the hormies to try and help the other shrikesThis will be played more of the trap door spider. Wait until opportunity presents itself and then strike. I also learned that the league will be using the open war scenarios so I don't have to worry about first blood, kill the warlord, or the scourging to anything else like that. So how badly am I going to get my butt handed to me?
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Post by Halollet on Sept 28, 2017 10:39:47 GMT
I think I got it.
Swarmlord Malanthrope
Stealers w/ talons x16 Stealers w/ talons x16 Termigants w/ fleshborers x26
Shrikes x3 w/ AG, BS, DS Shrikes x3 w/ AG, BS, DS Shrikes x3 w/ AG, BS, DS
Exocrine Trygon w/ AG, Toxinspike Trygon Prime w/ AG, Biostatic
Tyrannocyte w/ VCs
1999 points 6 units in reserve, 6 on table, with 9 drops which is pretty low so yay for first turns!
Last thing bugging me, is the Trygon Prime worth it? More synapse is always good and he doesn't HAVE to attack with his tail which is awesome (I think) meaning he gets more actual attacks. If I downgraded him, I could get 2 more stealers and 4 more gants which is... eh? Thoughts?
And thank you guys for the feed back! You're awesome! I love the hive! <3
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