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Feedback on the phase III list

 Post subject: Feedback on the phase III list
PostPosted: Tue Apr 08, 2008 3:55 pm 
Brood Brother
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Joined: Tue Sep 11, 2007 3:48 pm
Posts: 20
This sunday I've played three 3000 points games in a tournament in France. Chroma set of alternative list was available and I tried the phase III tyranid list.

I tested it once before, against a biel tan list, and then against an IG, a SM and a Tau list and I've been undefeated with it. The IG and SM were both inexperienced players but the eldar and the tau were tough players to fight against.

Here is my list, I played it four times with the same setting of swarms.
Hive ship dropping turn 1 two formation containing 1 hive tyran (on foot), 3 carni and 3 zoanthropes.
2 formations of 9 genestealers
1 formation of 5 biovores and 3 warriors
2 formations of 8 termi, 4 hormi and 3 warriors
1 formation of 12 termi, 8 hormi and 3 warriors, one of them with the "Hive Mind Link" upgrade.
The list is 2995 points worth.

First, the cons I find to the list:
-Played against an army with few units on the table, or with a high mobility, the orbital barrage and the drops might be unefficient (against the SM, the OB would have caused no damages unless he made the mistake to redeploy his assault marine in the very centre of the OB). It's harder to miss the drop, since you have a 15cm radius choice for the landing, but still, it's a bit random.

-The lack of mobility of the dropped formation: Carni are useful only in CC and with a 15cm charging move they might as well spend a turn to redeploy. I might as well take an harridan to compensate that, but it would then charge by itself, or with gaunts, but then it won't survive long (and it WE status won't help him)

-The lack of punch of the list: The hive ship and the carni/zoan/tyrant are the only units able to deliver TK or MW (I don't consider the harridan or harridan, it will never live long enough to have a significant role, being the only WE on the table). Then, once the first turn is over, you might be in deep sh*t to kill WE.

Considering those cons, the only reason I won those 4 games was for the IG and the SM player there inability to avoid contact. They should have fled far away. And I never tried to kill their titan or super heavy tank. I ignored them and I stand my ground until the gaunts came and the turn 3 or 4 ended.
Against the eldar it was a bit different, the OB didn't do anything serious but the first assault kicked some ass but he managed to survive and there was a tie at the end and we were almost equal on the count of loss.
Against the Tau, the carni weren't able to do anything. I won with the OB, the gaunts and the genestealers. And I couldn't kill any of it's WE.

The Pros of this list are obvious:
-the ability to deep strike with an OB and formation of carni/zoan is very powerful with the cons I mentioned.
-The strategy value of 3
-The hive mind link.

Personally, I think the pros are overbalancing the cons making this list is a bit powerful against conventional list. I haven't tested it with other combination and against other army, but I won't keep my friends for long if I keep bombing them with OB and carnis.

Now, in order to make this list more enjoyable to fight with and against, here are my proposition.

Downgrade the hive ship. 4BP instead of 6BP for the orbital barrage. Keep the pin-point attack and the ability to launch drops. The ability to add 1D3 spawn point to successful spawning roll is also too powerful, maybe just a +1 bonus to spawning roll would represent better the mycetic assault (non instinctive formation 30cm+ away from the enemy would then spawn automatically) and make it 250points worth.

The mycetic spores should be AP5+/AT6+ or AP4+/AT6+, AT has never been the speciality of nids.

The Vituperaptor should'nt be available.

Reduce the strategy value to 2.

Here is my 2? contribution


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 Post subject: Feedback on the phase III list
PostPosted: Tue Apr 08, 2008 5:37 pm 
Hybrid
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Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
The list has the potential to be hard hitting IF the drops land on target.  If they don't you'd better be ready to grab some cover and get pounded.

I too began to think that the 1d3 bonus from the Hive Ship was over-powered when I played against DSs AMTL.  But against an army like the Orks it's not that big of a bonus using the 8.4m rules.  Half of my formations are broken usually at the end of the first turn, so I don't get spawning for them.

I believe the SR 3 was meant to simulate the bugs dropping in unannounced.  I wouldn't change this lightly as its a key difference from the main 'nid list.

I'm no comment on the Hiveship weapons, the only reason I take it is for the the planetfall.  The Mycetic Spores though I definitely wouldn't upgrade to 4/6, there wouldn't be anything left or Infantry formations hit by 2 spores.  As to 5/6, maybe, but real tanks (Russ) are hardly bothered by them at AT5+.

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