Post by Nick P on May 27, 2014 8:36:02 GMT -6
With the advent of 7th edition, and after having digested the book with extreme ease thanks to the (surprisingly FEW) changes made, I've come up with my first list of the new edition for my beloved (and internet bedraggled) Nids.
Basically the only 4 things that changed how they're going to play are the following:
With that, here's what we're working with:
PRIMARY DETACHMENT:
HQ:
Flying Hive Tyrant - lashwhip bonesword, toxin sacs, wings, electroshock grubs
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
TROOP:
10 Termagants
10 Termagants
HEAVY:
2 Carnifexes, adrenal glands
SECONDARY DETACHMENT:
HQ:
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
TROOPS:
10 Termagants
10 Termagants
HEAVY:
Exocrine
ALLIED DETACHMENT:
HQ:
Tervigon, electroshock grubs
TROOPS:
10 Termagants
10 Termagants
TOTAL POINTS: 1845
The general idea here is that the flying tyrants are going to do a lot of the heavy lifting. Since they're harder to knock down, they might spend whole games swooping, and can work double duty taking out both flyers and AV 10-12 vehicles, as well as infantry squads. Since they have a 12"-24" move, they're much more maneuverable than other flyers, and should be able to rule the skies.
The tervigon can squat on a backfield objective and spawn gants. Just as tough to remove as in this last edition, but since its scoring even as an HQ, it doesn't require as heavy a termagant tax, which allows me to use minimum gant squads to save points in the troops section. 60 gants will be on the board, but have more freedom than in 2 units of 30.
The exocrine is a solid unit, giving me some much needed S7 to help take out AV 10-13, and also to kill MEQ and TEQ units outside of combat. The carnifexes are there for only one real purpose - to get into combat with AV 13 and 14 vehicles. They can slice through other units just as easily (though they have to pick their fights - 4 wounds is good, but there's a lot of AP 3+ out there), so if there aren't any real target for them they can find usefulness elsewhere.
The gants will work as a screen, giving 5+ cover to the carnifexes and exocrine as needed, and also acting as early game objective holders in Maelstrom missions.
Finally, anything that can take a thorax swarm has taken electroshock grubs - since armor is going to be the main issue I run into with this list, thanks to the nerf to Smash, I figure any help I can get pinging hull points is welcome. So 5 haywire templates might just make the difference, especially on the tyrants with their greater maneuverability and 360 degree firing arc even while swooping.
Thoughts? I might drop the exocrine in favor of 3 carnifexes with TL devourers - they would only get 4 attacks on the charge instead of 5, but they'll be able to throw out a whopping 36 re-rolling S6 shots per turn. And since everything can score, they can sit on a skyfire objective and wreck havoc should my tyrants get pulled down or get stuck into fights too early.
Basically the only 4 things that changed how they're going to play are the following:
- *potentially* can't charge if switching between flight modes each turn - so more flying creatures is key, in order to make sure that several flyers can charge while others remain swooping.
- Smash is only 1 attack now, so hurting AV 14 is tougher - walking carnifexes are key to act as can openers with their 5 S9 attacks on the charge.
- Can have multiple force orgs at any points level and ally with myself, so more of our best units can be fielded.
- Everything is scoring, so there's no need to have troop-type tervigons. HQ tervigons in a allied detachment work as well, and you don't have to have the 30 termagant tax on them.
With that, here's what we're working with:
PRIMARY DETACHMENT:
HQ:
Flying Hive Tyrant - lashwhip bonesword, toxin sacs, wings, electroshock grubs
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
TROOP:
10 Termagants
10 Termagants
HEAVY:
2 Carnifexes, adrenal glands
SECONDARY DETACHMENT:
HQ:
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
Flying Hive Tyrant - 2x TL devourers, wings, electroshock grubs
TROOPS:
10 Termagants
10 Termagants
HEAVY:
Exocrine
ALLIED DETACHMENT:
HQ:
Tervigon, electroshock grubs
TROOPS:
10 Termagants
10 Termagants
TOTAL POINTS: 1845
The general idea here is that the flying tyrants are going to do a lot of the heavy lifting. Since they're harder to knock down, they might spend whole games swooping, and can work double duty taking out both flyers and AV 10-12 vehicles, as well as infantry squads. Since they have a 12"-24" move, they're much more maneuverable than other flyers, and should be able to rule the skies.
The tervigon can squat on a backfield objective and spawn gants. Just as tough to remove as in this last edition, but since its scoring even as an HQ, it doesn't require as heavy a termagant tax, which allows me to use minimum gant squads to save points in the troops section. 60 gants will be on the board, but have more freedom than in 2 units of 30.
The exocrine is a solid unit, giving me some much needed S7 to help take out AV 10-13, and also to kill MEQ and TEQ units outside of combat. The carnifexes are there for only one real purpose - to get into combat with AV 13 and 14 vehicles. They can slice through other units just as easily (though they have to pick their fights - 4 wounds is good, but there's a lot of AP 3+ out there), so if there aren't any real target for them they can find usefulness elsewhere.
The gants will work as a screen, giving 5+ cover to the carnifexes and exocrine as needed, and also acting as early game objective holders in Maelstrom missions.
Finally, anything that can take a thorax swarm has taken electroshock grubs - since armor is going to be the main issue I run into with this list, thanks to the nerf to Smash, I figure any help I can get pinging hull points is welcome. So 5 haywire templates might just make the difference, especially on the tyrants with their greater maneuverability and 360 degree firing arc even while swooping.
Thoughts? I might drop the exocrine in favor of 3 carnifexes with TL devourers - they would only get 4 attacks on the charge instead of 5, but they'll be able to throw out a whopping 36 re-rolling S6 shots per turn. And since everything can score, they can sit on a skyfire objective and wreck havoc should my tyrants get pulled down or get stuck into fights too early.