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2nd February 2012 13:48 #1
is there any range nids army?
First of all, I have zero exp for nids, one of my friends, he really likes nids model, and he wondering, is there any pure shooting nids unit, or nids just melee horde
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2nd February 2012 13:56 #2
The biovore is a shooting only nid, firing spore mines at the enemy. Also there are Termagants , link here: http://www.games-workshop.com/gws/ca...Id=prod380003a hope this helps ^^
Space marine/ Guard at an estimated 3000 points <3
ready for battle....almost.
Yorkshire marines, fueled by coal, tea on tuesdays.
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2nd February 2012 20:35 #3
nids are not very good at shooting contests, we've got a few decent shooters but nothing overly fantastic
lists can be made with just shooty units, and more than a few of those will also have some CC abilities standard as well.
some of our better shooters or shooting gimmicks:
Dakka Tyrant (Hive tyrant with 2 sets of Twin-linked Devourers, pumps out 12 S6 shots that re-roll to hit)
Doom of Malantai in mycetic spore, not really a good shooter in the normal sense, but each turn's shooting phase he's a good chance of wounding all nearby non-vehicle enemy units (mycetic spore to drop him right in the middle of them)
Zoanthropes, they've got are strongest/best ranged weapon(s)
termagants, dirt cheap shooter
devil-gaunts (termagants with devourers), expensive for a termagant but it's damage output can't be ignored (most times a mycetic spore is preferable to ensure they can get close enough to do their damage without being killed prematurely)
Hive Guard, one of our newer gun-bugs. decent shooter that doesn't need line of sight to hit a target
Biovores. lost the ammunition diversity from the previous codexes, but overall I think it's received a nice improvement (namely the changes from Heavy to Assault, and getting back to the large blast marker, so you can be somewhat mobile while laying wasting to enemy infantry)
Army (W/L/D)
CSM 0/0/0 (70% painted)
Tyranid 0/0/0 (updating)
Eldar 1/1/5
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2nd February 2012 22:23 #4
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3rd February 2012 04:38 #5
Shooty Nids? Why not!
they can shoot on the move and got better accuracy than Orks.
Just to add to Sybarite's list:
Carnifex with Bioplasma and Stranglethorn Cannon (or 2 pairs of Devourers). They can go in broods of 3.
Gargoyles. They took away their Bioplasmas, so they are like flying Termagants now. A suicide unit.
Raveners with Deathspitters. Deepstrike and shoot. Also a suicide unit.
Warriors with Deathspitters and a Barbed Strangler. Led by a Warrior Prime for BS4.
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3rd February 2012 05:14 #6
Nids have excellent options for shooting...with the ability to slap a ranged weapon on almost anything. Nids are built to get in and beat face...but you can shoot your way right up the board then finish them off. You'll never have the gunline/tank cannons that IG have or the railgun style weapons of tau...but you'll lay down some hurt
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3rd February 2012 07:37 #7
Don't forget the Tyranofex. There's no model for it yet but if GW do release one you can expect it to come up in a few lists. Long range anti-tank. A Nid players wet dream!
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3rd February 2012 18:25 #8
Here's a decent shooty list for 1,500
[HQ]
85 - Tyranid Prime w/Scything Talons, Deathspitter
(hangs back with the biovores to provide a rear guard to slow outflankers or deepstrikes)
[Elites]
160 - x2 Zoanthropes in Mycetic Spore
160 - x2 Zoanthropes in Mycetic Spore
(anti-heavy tank)
[Troops]
140 - x10 Devilguants (termagants with devourers) in Mycetic Spore
140 - x10 Devilguants in Mycetic Spore
(suicidal anti-infantry. Drop in and shoot until you die, they'll cause alot damage plus draw some heat away from your army)
170 - Tervigon with Stinger Salvo and Adrenal Glands
170 - Tervigon with Stinger Salvo and Adrenal Glands
(these are your scoring units for objectives so keep them out of direct fighting, use the spawned termagants to shield from and slow down from assault units)
[Fast Attack]
170 - Harpy with Cluster Spines and TL-Heavy Venom Cannon
170 - Harpy with Cluster Spines and TL-Heavy Venom Cannon
(anti-transport/vehicles, the Twin-linked makes their cannons more accurate so they can be used to break open light transports or attempt stun-locking heavier vehicles in preparation for the Zoanthropes' arrivals. Harpies are not too sturdy as monstrous creatures go so be sure to use the range of the cannon as much as possible to eliminate vehicles before you dash in to use their spore cyst)
[Heavies]
135 - x3 Biovores
(fire suppression, shoot at heavy weapon teams to keep them from shooting at your MCs, not likely going to pin anything but still you'll whittle them down so it's fewer heavy weapons firing back)
I typically run biovores as 3 individual units when there are no other heavy choices in a list, gives more target variety as well as makes them easier to control if synapse is lost. But if concerned about kill points use them as a single brood of 3... though since this is a tervigon list, kill points are pretty much thrown out the window lol
-other list notes. Tervigons have adrenal glands to give nearby termagants a Str boost incase they have to charge light vehicles (S3 can't do anything, but S4 can glance, enough glances can wreck a transport, and if there are enough termagants to surround the wreck you destroy the passengers - best case scenario hopes at aleast). Also they get stinger salvos for shooting, I normally like Cluster spines but a short ranged large blast weapon isn't ideal if your surrounded with lots of your own little bugs; you'll either not be able to shoot or drift onto them, so the Salvo was taken for direct shot purposes.
-Harpies as mentioned are you intial anti-vehicle. Priorty targets should be light transports (like rhinos) even if there are heavier tanks out (like predators/landraiders). this is because the HVC is S9 and has a damage table penalty, so leave the bigger tanks for the zoanthropes to warplance when they arrive. You want the transports wrecked to A) slow down your opponent's approach & B)give the devilguants some infantry targets to murder. Harpies do well against walkers/dreadnoughts, the HVC should take off a weapon and then the harpies high Initiative lets it hit first which should wreck the dreadnought (but only pursue a dread if it's closing in on your other units), plus the very limited number of attacks the harpy has does not favor in it extended combat or against multiple opponents so pick your fights wisely... rather only pick one-sided fights which is the standard 40K close combat strategy lol
-remember the mycetic spores, they're not just transports, they can shoot albiet at very shot range and with crappy balistic skill. Ripper tentacles are 6 S6 shots! so even at BS2 you should be getting a least one or two hits which definately help whittle your opponent. once you're used to using mycetic spores you can coordinate your landing patterns to corral your opponent or fence off your own units from assualts.
Army (W/L/D)
CSM 0/0/0 (70% painted)
Tyranid 0/0/0 (updating)
Eldar 1/1/5
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3rd February 2012 19:34 #9
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25th February 2012 19:43 #10
Tyrannofexes can be advanced ordered now, and they are the shooty Tyranid unit. IMO, they'll need one of the upgrades to pull their weight, but with either 20 fleshborer shots for infantry or 2 strength 10 shots for vehicles, they'll really do some damage.
Playing:
Plasma Talons Space Marines-500/750/1000 points
Tyranids-500 points
Building:
Screaming Fists Fallen Angels- Armies on Parade.
Done most of the army now. Got to buy Cypher still...
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27th February 2012 07:04 #11
For a long ranged shooter for tyranids, 250 pts, not really my style. 48 inches, 6 wounds, 2+ armour save good bad side 250pts+15 for rupture canon uses up too many points for my army. 4 zoanthropes + 2 termagants for that much. Zoanthropes 18 inches, AP:1, Strength:10, LANCE!!, save 5+ invulnerable 3+. Zoanthropes BS4 and in pods aren't actually to bad. Longer range for 265 points at least for str:10 AP:4. Is it really worth all those points?
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27th February 2012 07:12 #12
In a word...yes
depending of course on what you need. It's a significant MC with a pretty decent gun
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27th February 2012 15:07 #13
Yes. Compared to a vehicle of roughly equal points (Land Raider or pimped out Leman Russ), the T.Fex stands a much better chance of destroying the vehicle than the vehicle does of destroying the big gribbly.
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Sex, drugs and pointy ears.
Cheaphammer 40p: 2000 points of Marines as cheap as possible.
It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
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27th February 2012 16:52 #14
Downside to zoans imo is in most armies you'll face some sort of anti psych power and for the str10 lance you need to pass ld and then your balistic roll, tyrannofex can just negate his bs3 by being able to fire multiple weapons as well as being bastard hard
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I WAS IN THE RECORD OF 20 PEOPLE ON CHAT ON 05/01/09
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27th February 2012 18:49 #15
but would you really use up 250pts on a monstrous creature even though tyranid monstrous creatures are a little over priced?(my opinion).
Yet a rupture canon needs to see and cover will definitely be in the way and yet terminators can deepstrike and then assault on the next turn and no more tyranno-shooting as it is locked/lossed in combat 265 pts of one model gone.
But this is my opinion not to have trying not to change your minds.
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27th February 2012 19:25 #16
They deepstrike, you shoot the crap out of them, countercharge them with something else. The tyranofex doesn't exist in a void. You give it the necessary protection and positioning to make the points worth it. If you're worried about DS terminators, which have to wait a turn to charge...you're worrying about the wrong thing imo.
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Gifts of Mork Charity Movement
LastChancer: "Arch, you are my hero"
Lemartes: "Arch is truth"
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28th February 2012 05:14 #17
I'll definitely be getting the Tyrannofex for 1500pts games. With Rupture Cannon and Regeneration it's going to be 295 points!! But that's ok. I imagine it's going to be very handy against Landraider assaults and Necron vehicles. Zoanthrope's 18" warp lance is just way too close for comfort.
Its T6, W6, 2+Sv also makes it worth getting the Regeneration (other creatures tend to die before they get to roll for regeneration)
It also comes with secondary weapons for when you run out of tanks to shoot at.
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1st March 2012 10:35 #18
Only thing I would worry about killing the tyrannofex is sternguard podding in and hellfire me to death, for combat just have a ring of termagants around the base as a barrier
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I WAS IN THE RECORD OF 20 PEOPLE ON CHAT ON 05/01/09
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1st March 2012 22:07 #19
2+ armour save and 6 wounds tells the sternguard where to go, then you kill em with pretty much anything in your army. easy as nid pie.
As EB mentioned point for point Tervigon is a winner for the nid side in terms of resilience, and a STR10 gun for popping tanks is pretty damned good in an army that suffers lack of ranged anti-tank.
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Baragash: "You read my mind Pox, now I don't need to write a long post
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2nd March 2012 00:02 #20
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