Quote: (mkcontra @ 08 Jun. 2009, 01:55 )
Well, that didn't go very well.  We weren't able to get the titan game in but we did play a game w/ Steel Legion.  After 3 turns, I had managed to kill 1 russ (Trygon!) and 4 stands of rough riders (Exocrines!) vs. most of my army.  Basically, my army was way too slow/short-ranged and I failed a couple of really critical initiative/retain rolls.  I'll try to get some photos and a more detailed list up. ÂÂ
I did learn some valuable lessons:
- Keep bio-artillery mobile.  Attaching them to the Synapse Node was not helpful
- Nids need SOMETHING that can project power.  Whether it's flying creatures, lictors or whatever, they need to be able to harass while everyone gets into position. ÂÂ
- Although huge swarms of more basic creatures are fun, there's only so much they can do.  I'll need to diversify my army selection in the future.
I am finding that the 9.2.1 list is very much more focused to having your Nidzillas in the army rather than the tooth & claw aspect.
You definately could have used some flyers. I find the Vituperator is a good source for protecting gaunts as (although a critical is a disaster)her save is quite good, and offers only one target to the opponent which do not include AP weapons. The fact that she is a skimmer also assist with impassable terrain, CC, and her Barrage at 15cm, while limited, is nice to have if you are doubling and are able to pop up for a 4BP barrage. Her and 9 bases of either hormagaunts/termagaunts/ravenors, is not an easy beat in any CC scenario.
I am also finding that the Harridan is quite a useful tool as a mobile harrassment unit who can shoot and CC. She will also increase your activation count and for a good price too.
I have yet to really get the Carnifex and other such creatures into CC. The 15cm move without a transport is a killer. It was alright in 3rd ed when they could come down in drop pods, but the hard slog across the table is a little wearisome for this unit.