I appreciate the advice and discussion, especially the in-depth treatise by Nealhunt.
First off, I'll try to defend my army list choices.
Does the Dom really need 2 bodyguard Hierodules?  The Dom is DC8.  The only real threat to it early is a formation of Deathstrikes.  The extra Hierodule is 150 points, which could go a long way towards another activation or buffing another formation.
Wounds on a Dominatrix go towards the BTS. Wounds on it's bodyguard Heirodule don't. Taking a Dominatrix ensures a tough BTS, as does preventing it being wounded.
A Titan Killer D3, D6, 2 hits, 3 hits, etc hitting a Heirodule with 1-2 wounds left won't spill over onto the Dominatrix.
Essentially you have to chew through 6 4+ RA hits before I even start to care.
2 is necessary (if I could I'd have 3) to cover all angles. If you have just 1, then all the opponent has to do is attack from the side where the Dominatrix is closer- the bodyguard is then useless.
6 Bio-cannon shots isn't impressive by normal army standards, but it is significant firepower by Nid standards.
At 125pts (not 150) the Barbed Heirodule is well worth what you get in endurance and combat ability.
Why are the Gargoyles with the swarms?  Gargoyles pay a hefty premium for their speed.  The swarms are slow, so that speed is largely wasted.  They won't be much use for stretching assault range because the rest of the swarm would still be mostly out of range and 15cm AA is virtually worthless.  It seems the main use for them is the extra countercharge range if the swarms are assaulted.  Is it worth the points?
My primary reason is AA. Not to actually damage aircraft, as the odds are very slim. But to cause Blast Marker harassment. If you facing an army with no AA, then your aircaft have free reign over the board to strike with impunity. Even adding minimal AA such as Gargoyles provides areas an aircraft wants to avoid flying through- they now must endure BM's, having the roll higher to come on and the slim chance of being shot down.
Against Air Assault it is even more useful, as the air assaulters now have a BM when the engagement starts rather than none.
For 25pts more over the Gaunts, it's well worth having a token few Gargoyles dotted amongst the horde for AA.
Would you elaborate on the role of the Tyrant/Carnifex/Dactylis swarm?  This seems very eclectic, neither an arty formation nor an assault formation.  I could understand having a touch of assault ability to ward off strikes against the Dactylis, but 3 Carnifex seems like overkill.  I could also understand a bit of firepower in a Carnie/assault swarm, but Dactylis is an awfully expensive way to do that.
It's a tricky one, I've only had one game with it so far.
Primarily, I wanted a Garrison force, something that can benefit from Overwatch and a slow formation that can start closer to the enemy. The Warriors for example are slow, but due to Gaunts 20cm, they can't deploy forward.
I've had 4 Dactylis sat on the Synapse, but it has always been the primary enemy target turn 1, and Dactylis ain't very tough.
The Carnifex are there as tough bullet catchers to protect the Tyrant and Dactylis. The Dactylis is the only Armoured Vehicle with 15cm and a ranged gun (so can Garrison). The Exocrine or Malefactor would be more useful in the role being tougher, but they move too fast to garrison. The firepower of the Dactylis is admittedly minimal, but it is enough to cause Blast Markers on the opponent- and that is the best you can hope for with Nid shooting.
I don't understand the Lictor formations at 3 units each.  They seem to have a lot of drawbacks.  A 3-unit formation breaks with 1 kill, which is only ~2 hits.  That's very fragile.  They are so unreliable that they really shouldn't even be considered in the activation count for the army.  Going to 4 Lictors almost doubles the amount of firepower required to break the formation.  BMs from teleport affect that fairly strongly but I think it's worth the extra 50 points for the durability alone, even before you get to consider the added attacks and extra area coverage from the additional unit.
They are a disposable formation if that's what you mean, I don't expect them to survive, but the indecision and annoyance they can cause is well worth it. To just throw them at a Basilisk battery, or a straggling Broken formation. Or even if necessary, away from the fighting on an objective neither side had otherwise bothered with.
When they appear, it forces the opponent to either ignore them and feel the pain of a Lictor charge on some fragile formation, or pull back formations to deal with them. Considering most formations are worth more than 3 Lictors, it is often overkill, and spares one of the other, more important Nid formations from attack.
I don't understand the battle plan. How do you picture that working? The majority of it is either "sit and wait" (warriors and node) or "suicide charge" (Stealers and Lictors). The Dom runs at the enemy, but it's not very fast so the enemy has lots of time to react. The only strong maneuver element is the biotitan pair. It seems to me the opponent is going to completely own the battlefield. The elements of the army don't support each other so the enemy can isolate elements at their convenience.
We both know there are so many variables to a game, from terrain to army faced to objective placement that it's tricky to describe a complete battleplan.
Roughly, the Warriors are on the periphery, 20-40cm either side of the central Dominatrix leaping from cover to cover, or just bedding in around an objective (my own). They, in combination with my Synapse Node on my Blitz make a play for the Defend the Flag (3 own Obj) whilst also making it tough for the enemy to Capture, or Blitz me.
The Dominatrix doesn't rush forward (I may have overstated the speed) as much as stroll forward, keeping pace with the Heirophants, whilst using cover and putting fire onto the enemy. These three power units put pressure on an enemy objective and/or their BTS.
Genestealers are suicide, yes, but only if and when that rush will truly pay off- until then they sit in cover on a home objective (with a Warrior formation scurrying to join them), providing a 40cm threat range.
The Hive Tyrant does similar with the other home objective awaiting Warrior support.
Lictors, as said, are also suicide teleport. In my experience it has proved a lot more effective than you suggest. Much like the Genestealers, it isn't just point and click. The turn to teleport, where to teleport, what cover is available, can you use cover to block LOS to most of the enemy whilst still being in strike range- these are all factored in when Lictors teleport.
The Dominatrix isn't really needed at 3000 points, She and Her two bodyguards are over 700 points... that's almost a quarter of your army in a single activation that the enemy *will* be hitting with every TK weapon they've got.
Can you suggest another way to get the Supreme Commander re-roll? I think the re-roll is vital for an army that is likely to go last, and so is likely already to have various Blast Markers dropped on it.
If TK weapons are striking them, they're striking disposable Heirodules- hopefully in cover.
That many points can score you a couple more activations and allow you to boost all your other swarms as well!
It's the case of more smaller, fragile formations- or a bigger, area dominating formation. My activation count is 10, technically 8, if you consider the Lictors disposable. 8 seems to be a common, and so acceptable, Activation count where I play.
Looking at the 'nid list, the biggest problem with the 'trix is not that she's an expensive WE in a 3k list, but rather that she's almost 50% of a 1k synapse list.
The upside of course is that half your BTS wounds are held in a very tough unit, protected by very tough bodyguards.
Also they have 6+ save which have won me the assault few times.
I figured that was a mistype in the list, as only the Summary has a 6+ save, whilst the unit entry has none. It makes sense it has none- it's just a flying Termagant.
One thing about Jeridians list. I've found that most effective gaunts swarms are in size of 18 - 25. That's enough mass to give bonuses while allowing losses and not too large to keep it out of cover too much. So I think that your gaunt swarms are too small.
In the other thread, I was informed my formations of 24 Gaunts where too big. It's interesting to see their's a wide range of opinions on Nids, rather than a consensus. It shows both that the list is quite balanced for the most part by people committing to opposite choices, and that there is room for experimenting rather than a preset netlist that is commonplace (such as 40k Ork Horde, Empire Stank army, etc).
Drop a Hierodule from the Dom. It doesn't need that much meat shielding. You're going to have plenty of WE, RA targets. The opponent will have a hard time concentrating their anti-WE firepower if you keep all the war engines as viable threats.
Then there's the problem of angle- 180degrees of the formation the Dominatrix takes the first shot. True, the Heirophants can put pressure on an opponent to shoot them instead, but if I have my Shadowswords and the choice of an open Dom, it's got to be the Dom. Well worth killing, for activation reduction, Synapse removal, Spawning bonus removal, Supreme Commander removal, BTS wounds gain.
Buy a Harridan with the Hierodule points and move the Gargoyles to it. This gives another fast maneuver element. It also reinforces and benefits from the "WE overload" idea.
I started with a Harridan, was very disappointed in it. Too fragile as a lone Synapse. The Titan Killer weapons you speak of would butcher a Harridan. Even without TK weapons, what is a Harridan and say 4 Gargoyles supposed to achieve? It can't engage, it's too fragile. It can't really expose itself to shoot, as it will be shot down.
I've already dissected a good chunk of your post with quotes, but will take a break. Your comments on changes, and on the strategy employed are very informative food for thought and I've taken them on board.
All that's left is to test my list at least a few times before changing it (most likely to follow advice given).
A number of units I've already built (Carnifex, Heirodules) so am loathe to drop them even if they prove to be inferior.
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