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View Full Version : evolution of 1500 nids for local play



The other guy
03-24-2010, 04:01 AM
My new list goes as follows -

Tyrant - bone sword + lash whip, Stranglethorn Cannon, Wings
(Leech essence + Paroxysm) Hive Commander - 275

Ymargl Stealers x 6 - 138

Zoans x 2, spore - 160

Hormagaunts x 15, adrenal glands + Toxin Sacs - 150

Stealers x 8, Toxin Sacs - 136

Warriors x 4, talons x2, toxin sacs, adrenal glands, spore - 200

Carnifex (2 talons), spore - 200

Trygon Prime - 240

The current tactic is for the Tyrant to begin on board, out of firing range as much as possible.
Everything else deep strikes (Warriors, Zoans, Fex, Trygon), or outflanks (Horms, stealers) or attacks from terrain (ymargl).

I used this same tactic before with slight differences, 3zoans not 2, 20 not 15 hormagaunts, No Warriors but 10 termagaunts in spore instead. This worked well, exept for 2 things.
1= when i played another nid player who also put his army in reserve. mine turned up first (all in turn2), giving him the advantage.
2= the termagaunts. All the time. They were too weak to hold an objective, too few to make a good distraction. And my army is a bit low on synapse, so if i didnt babysit them they did nothing.

Hence why the warriors.
Please tell me your thought, i would enjoy hearing them.