First Krieg I want to thank you, and your group, for playtesting the Nid list special rules. For now they are in their infancy because I made such radical changes to them to bring the army more back in line with how other lists work in the GT scenario. The point is changes will, and to some extent already have, been made.
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The first time for merging was with 9.2.1 rules, but we kind of modified them since it was Monty's first game. After that we dropped merging and used fixed formations because that is the direction I saw from Jaldon's post.
You would be correct merging causes too many play balance issues, especially if one goes into a tie breaker.
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The initiative and modifiers have been slightly off in use, but I am now going to have him use what Jaldon has posted now that I understand them. I do have concerns about the lack of rallying mods but that's what playtesting is for.
In the number of playtest games we have recently played, with the local group, it really hasn't come up as a big issue. Notice I did not say a dead issue. I am considering a 'Rally Modifier' for the Nids to get the bugs back in the fight with more consistancy then we get using straight line Rally. If you want to playtest it my idea right now is to give swarms under the control of synapse creatures a +1 modifier in the end phase for rallies.
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Activations – The activation count appears to be about 8 at 3k. Not sure if this is universal or even a hindrance.
In most of the games I have played, or observed recently, the Nids in 3,000pt battles have an activation count of 8 to 9. Have you ever read 'Building and Using Epic-A Armies'?
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Engagements – I have noticed that the first couple of assaults tend to go against the Tyranids (with the exception of Lictor assaults).
This depends a lot on how your swarms are orgainized. I prefer to 'specialize' all my swarms for certain types of missons on the table. Most of the Swarms are CC monsters with just Raveners and Hormies containing 16-18 units each OR a Carnifex Swarm of Hormies and Carnifexes 10 to 12 units strong. Both types have had little trouble vaporizing enemy formations when they first plow into them, and this includes Orks, IG, and LatD. The next type is made up of Hormies and Termies and is smaller then the CC Monster Swarm containing mostly Termies with a sprinkling of Hormies and is between 8-10 units in strength. Its job is to cover flanks and provide FF assault support, hey every little bit helps.
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I do see Eldar, and especially Necrons to be a huge issue for ‘Nids with the amount skimming and portal based movement. Brian and I are both of the same mind that a webway Eldar force backed up by Storm Serpents, Voidspinners and Eldar Titans are going to be an uphill battle at best. The ability of Eldar to dance away after winning assaults is huge, especially since there is a good chance that they won’t take a lot of casualties (eg Wraithguard guardian formations). Not sure if you all have any advice for that matchup.
Ahh the Eldar, seem to be the bane of all Horde Players. Ok the Eldar DO have some very exploitable weaknesses, problem most players have is getting into a position to exploit those weaknesses.
(1) Use the Humble Genestealers, in small groups, to set up speed bumps in front of Nid Swarms to prevent the Eldar from just being able to pick their point of attack. Nothing aggrevates an Eldar player more then having to use the activation of one of their formations to clear off a scout screen. Also use the Genestealers to cover the flanks of formations to prevent effective clipping assaults. Last put them on open flanks to help the swarms contain the Eldar.
(2) Do NOT leave any gaps in your line that the Eldar can move through and get behind you early in the battle. The havoc even one of their formations can create behind the lines will often cost a Horde player the battle.
(3) Use the Nid disregard for shooting to march and double right into them while maintaining a containment line they cannot pass through without trying to blow a big hole in it. Soon they will be boxed in and will have no place to run too after they hit you.
(4) Use Lictors and Genestealers to create dead areas in your rear areas if the Eldar have Deep Strike forces available to them.
Thanks For your input Krieg and Cheers,
Jaldon