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Nids 9.2.1 Discussion

 Post subject: Nids 9.2.1 Discussion
PostPosted: Thu Jul 16, 2009 11:24 pm 
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Quote: (mkcontra @ 16 Jul. 2009, 17:10 )

Any thoughts?  Sorry if this has been suggested before.

mkcontra

I think the main focus for nids at the moment is that people are complaining about either how good they actually are, or that you need to make your army up specifically to take on the nids rather than take any balanced force against them (mind you, I am not saying that I agree with any of these, it is just the observation).

The suggestions you made actually make them better again   :;):

I will leave it up to others to comment on your ideas other than the Raveners - I have only taken Tunnelers once myself and that was only to try out the Trygon. They suffer from the problem that they are in a section of the list where there are so many other 'better' units to take strategically when making a force. If it is the way it goes however, it just means I need to paint less up   :)

Cheers....

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 12:33 am 
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Well, my goal was more to streamline than improve, as right now it seems that Raveners are pretty necessary in large numbers (which is contrary to my understanding of Nid fluff) and there have been complaints about the LV/INF/AV mix being confusing.  If eliminating Raveners as common brood and changing TW so you can have pure INF formations would overpower the list, I guess that's it then.  However, wouldn't a formation of Gaunts and warriors, regardless of how large it is, not be terribly frightening for decently tough troops? Concentrated AP shooting could quickly reduce their numbers to render them ineffective.


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 1:10 am 
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Also, TW could potentially stay as LV but change to 5+ reinforced rather than 4+ (slightly better and still get a save against MW).

Would that help if you still had an INF/LV formation but without raveners?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 4:54 am 
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Nope. No 'tourney list' would hamper itself with such easy to destroy swarms (I'm firing AT at the LV's that can't get into cover like the infantry). Would be other synapse options all the way.
As for being too powerful, with the range of superior options available I wouldn't worry about gaunts anymore.




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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 1:03 pm 
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Quote: (The_Real_Chris @ 17 Jul. 2009, 04:54 )

(I'm firing AT at the LV's that can't get into cover like the infantry).

Er... Tyranid LVs can get into all the same terrain as infantry.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 2:14 pm 
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But they do not get the cover bonuses, no?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 2:21 pm 
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Quote: (mkcontra @ 17 Jul. 2009, 14:14 )

But they do not get the cover bonuses, no?

They get the -1 to be hit, as does anything in terrain; they don't get the "cover save", but most of them have armour saves already.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Fri Jul 17, 2009 5:28 pm 
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Hm, ok.  So is going back to Inf for TW a non-starter if we also made Raveners Independent Tunnelers only?  

I feel like a bunch of gaunts and TW won't scare many folks without some AV attached, but at least that way you don't have a ton of raveners acting as a catch-all screen.  

Maybe my real issue is the preponderance of Raveners :sulk:


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Sat Jul 18, 2009 1:28 am 
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As long as TW remain as LV, then it is imperative that they have a bodyguard. The synapse is too important to loose if you can avoid it. That is the crux (?) of the design I guess.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Thu Jul 30, 2009 8:10 pm 
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hy i've played  some of the last three years list and today i make my first with 9,21.

I hear all people say "harridan is powerfull " so i try to use my 4 model to see if they are right.

I used:
4 harridan
2*6 genestealer
1 dominatrix +1 barbed hierdoule
1 ass group 2 tw +1 hive tyran +1 zoa + 3*4 gant +1 *4 horma +1 *4 ravener +1 carnifex +1 haruspex
1 ass group 2 tw +1 hyve +2*4 gant +1 *4 horma +1*4 ravener +2 carnifex +2 haruspex .

in total 9 activation

my opponent have an imperial guard with a cuople of rough rider 1 shadow 1 warhound 1 leman russ 1 inf 1 mechanized inf , vultures and 2 manticore group.

some question first , if my opponent killed some of the synapse , the brood take blast? the synapse take blast for by shoot? If i lost an engage the are broken? I think i've interpretate the rules right and if i'm correctly i've some  little bad impression. first of all the carnifex never reach the enemy , they are simnple too slow and can't garrison with tw or hive tyr synapse.(ok we only play 2 turn for lack of times but in the last turn i donìt think they reach close combat , max do some firefight) i think i can put them in reserve and try to spawn them later but at 3 point each i prefer some ravener.

2° bad point , to protect the tw i must use ravener , and i've the impression that my 8 are very few , in fluff gaunt are the shield of the tw and the other medium size beast.

Harridan are good but they must be pesantly supported or by themself if the opponent is far for close combat attack they do nothing.

Other problem is activation , i've a respectable number because i've maxed indipendent choice , but in a more background list i 've to include more gaunt , dactilys , or other medium creature or small creature.

I've lost some of the engage for bad luck but i push my opponent in his side (with only the vultures to worry my blitz , but i've a couple of solution for them) so i was in advantage with objectives.

I'd like the list but i think to have a resonable  number of activation we must invest all the indipendent point avaible ,  i not like it. My dominatrix  can't do nothing but with another turn she was on the blitz or engage some guard so i can't vote her , my opponent never shot at her (only 1 times and i put a blast for be shoot at , do well or i was wrong?).

i try to do another match next week and try maybe some artillery

EDIT - for clarity, Chroma





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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 7:11 pm 
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maybe carnifex (and ,maybe biovore) can be transferred to common brood  (in fluff they are more common than all the other av like ahruspex , ecc ecc and )for  a more easy use of this pieces.In normal situation when do a list if i can take uncommon brood the haruspex/malefactor are the first choice and leave poor space to the other. Is there some game  reason for them be uncommon?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 7:14 pm 
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Quote: (lilith @ 04 Aug. 2009, 19:11 )

maybe carnifex (and ,maybe biovore) can be transferred to common brood  (in fluff they are more common than all the other av like ahruspex , ecc ecc and )for  a more easy use of this pieces.In normal situation when do a list if i can take uncommon brood the haruspex/malefactor are the first choice and leave poor space to the other. Is there some game  reason for them be uncommon?

Monsters, inc.

I think the danger with moving 'fexes to common brood is that you end up with 'nid armies of raveners and carnifexes, with no gaunts.

And, worse... you can no longer "shoot the big ones" when they're all big.


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 7:24 pm 
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Quote: (lilith @ 04 Aug. 2009, 19:11 )

maybe carnifex (and ,maybe biovore) can be transferred to common brood  (in fluff they are more common than all the other av like ahruspex , ecc ecc and )for  a more easy use of this pieces.In normal situation when do a list if i can take uncommon brood the haruspex/malefactor are the first choice and leave poor space to the other. Is there some game  reason for them be uncommon?

If haruspexes and malefactors are that good that they are automatically first choise obvious solution is to tone them down or upgrade others depending wether haruspex and malefactor are too good or others too bad...Moving them to common broods where they really don't belong(there aren't exactly many carnifex based armies in fluff...) isn't that good choice compared to simply getting units to be equally good choises.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 9:28 pm 
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uhm maybe change to 4 carnifex for the same point or a little more? or 6 for 175 the same of 3 haruspex/malefactor? another question but each cluster i've choosed i must put them in the same formation or i can split them to different swarms?
i find carnifex too slower and unesufull compared to haru/male in 2 games with the new rules 9,21 my carnifex just do 1 ff shot each in assault , they never reach cc. Maybe i've missed some trick to use them better i don't know





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