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 1850 tourney bug list

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HAND OF DUME
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PostSubject: 1850 tourney bug list   Sat Jan 30, 2010 5:58 pm

After being out of town for a few weeks, I finally got to see my codex that Warmonger greatfully retreived for me from the Krystal Keep. I've come up with 2 tourney lists that I'm torn between. Let me know what you think.

2 Hive tyrants- 2x scything talons, adrenal glands, toxin sacs,
hive commander

Deathleaper

3 zoanthropes- mycetic spore

2x 10 gaunts- fleshborers

2x8 genestealers- scything talons, rending claws

2 trygons- 2x scything talons, adrenal glands, toxin sacs

trygon prime- 2x scything talons, adrenal glqands, toxin sacs

1846 pts

I gave the trygons and Hive tyrants toxin sacs and adrenal glands to get a reroll to hit (scything talons) and a reroll to wound (toxin sacs), plus the added benefit of furious charge on the charge. Also making them alpha strike with the +2 to reserve rolls with 2 hive commanders. The zoans, 3 trygons, deathleaper and the genestealers come in turn 2.



2 Hive tyrants- 2x scything talons, adrenal glands, toxin sacs,
hive commander

Deathleaper

2x 10 gaunts- fleshborers

2 tervigons- adrenal glands, toxin sacs

2 trygons- 2x scything talons, adrenal glands, toxin sacs

trygon prime- 2x scything talons, adrenal glqands, toxin sacs

1850 pts
Alpha strike as above except it will only be the deathleaper and trygons. The tervigons will keep producing scoring termagaunts until the power runs out.
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Chethrok_Bloodfist
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PostSubject: Re: 1850 tourney bug list   Sat Jan 30, 2010 8:15 pm

Overall, I think the second list looks more solid, the Tervigons give your Troops choices some staying power. Toxin sacs don't give a re-roll to wound, though, they give Poisoned Attacks (4+), so they're not really worth it for the big guys. I'd even say Adrenal Glands aren't worth it either for the Tyrants - they bump you up to S7, which still isn't enough to insta-kill T4 creatures, and the Tyrants are already I5, which is plenty to go first against most units.

So if you got rid of all the toxin sacs and adrenal glands except for those on the Tervigons (because they can give those upgrades to the Gaunts), that would be 80 to 100 extra points to play around with - nothing to sneeze at.
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PostSubject: Re: 1850 tourney bug list   Sat Jan 30, 2010 9:20 pm

Check your 40k rule book. Toxin sacs give a poisoned attack, which gives a reroll to wound if your strength is equal or higher than your opponents toughness. It's a new addition to the rule most players overlook. With most opponents having a lesser toughness than my strength of 6/7, I think this is a great upgrade.

The adrenal glands for the extra strength are for mech, which is pretty donimant these days. Gives me more of a chance against land raiders and monoliths, av14 all around.
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PostSubject: Re: 1850 tourney bug list   Sat Jan 30, 2010 9:38 pm

I'd have to go with list 2 also. It's probably about as close as you can get to 'nidzilla with this new codex.

I'd agree with Dume, most players don't realize the added extra to poisoned attacks.
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PostSubject: Re: 1850 tourney bug list   Sat Jan 30, 2010 9:41 pm

Whoa! Shocked You're right ... I never noticed that addition. That does make toxin sacs totally worthwhile. In fact, that upgrade is a steal at only 10 points.

I still feel kinda meh about the adrenal glands, but they aren't a significant amount of points by themselves, so it's not a big deal.

Definitely a good list though. I like the alpha strike capability of the new Nids.
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PostSubject: Re: 1850 tourney bug list   Sun Jan 31, 2010 8:47 am

jimmy jam wrote:
I'd have to go with list 2 also. It's probably about as close as you can get to 'nidzilla with this new codex.

You could actually go more big bugs by using units of 'fexes, but I wanted to use the new trygons/mawlocs. I think 7 is enough. I need those little bugs too.

Chethrok_Bloodfist wrote:
Definitely a good list though. I like the alpha strike capability of the new Nids.

Thanks. I'm totally into the new alpha strike capability.... gives them a whole new aspect to make up for the crappy ranged weapons (excluding the zoanthropes... strength 10 ap1 lance... awesome!).
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PostSubject: Re: 1850 tourney bug list   Tue Feb 02, 2010 11:20 am

One thing about the second list i would change is there needs to be some zoans in my opinion i love those guys played a game with them the other day with them and there worth every point you have a ap 3 marine killer and a str 10 lance armour killer what else do you need lol.
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PostSubject: Re: 1850 tourney bug list   Tue Feb 02, 2010 4:12 pm

A note on the poison ability from the Toxin Sacs:

Be careful taking this across the board. The poison is a fixed number that you will always wound on, with your strength only being looked at to determine if you have a re-roll or not.

Therefore, a strength six creature with poison 4+ will wound everything from a Grot to a Wraithlord on a 4+ and the poison will allow a re-roll on anything of Toughness 6 or less.

Just something to consider...
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PostSubject: Re: 1850 tourney bug list   Tue Feb 02, 2010 7:42 pm

Korrova wrote:
A note on the poison ability from the Toxin Sacs:

Be careful taking this across the board. The poison is a fixed number that you will always wound on, with your strength only being looked at to determine if you have a re-roll or not.

Therefore, a strength six creature with poison 4+ will wound everything from a Grot to a Wraithlord on a 4+ and the poison will allow a re-roll on anything of Toughness 6 or less.

Just something to consider...

Thanks... that's definately something to consider.
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PostSubject: Re: 1850 tourney bug list   Sun Feb 14, 2010 10:29 pm

With the INAT faq out, I fine tuned my list:

Swarmlord
Hive Tyrant- 2x scything talons, hive commander
3 zoanthropes- mycetic spore
The Doom of Malan'tai- mycetic spore
Deathleaper
2x 10 termgaunts- fleshborers
tervigon- scything talons, adrenal glands, toxin sacs
3 trygons

total- 1850

The object is still a turn 2 alpha strike, with the termagaunts in reserve and the tervigon outflanking. The tervigon is a troop choice and hive commander allows a troop to outflank. The "doom" is a must now that his spirit leech affects all units even in transports!
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 3:40 pm

I thought Sean said he banned DOOM?
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 4:36 pm

How can you learn to adapt and overcome if you ban legal units from the game? tsk tsk thats just wrong, Oh No I might have to adjust my list and tactics...well thats not fair, boo hoo it's to hard... Suck It Up and think of something to counter it.

Here are a few things to get you started. Callidus assassin, Lash of submission, Psy-cannon, Warscythes, Mystics, Strenght 8 or better weapons, C-tan, torrent of fire. C'mon people you can do it! Smile

Besides it will probably get nerfed when the GW Faq comes out. Suspect


Last edited by Warmonger on Mon Feb 15, 2010 6:50 pm; edited 2 times in total
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 4:52 pm

I hooked me big'un Laughing Wink
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 5:04 pm

Come test your list at scifi sat and acme the following sat!!! Doom included I want to have my own doom!!! Twisted Evil

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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 8:50 pm

Marc wrote:
I thought Sean said he banned DOOM?

You've got to be kidding!

Warmonger wrote:


How can you learn to adapt and overcome if you ban legal units from the game? tsk tsk thats just wrong, Oh No I might have to adjust my list and tactics...well thats not fair, boo hoo it's to hard... Suck It Up and think of something to counter it.

Here are a few things to get you started. Callidus assassin, Lash of submission, Psy-cannon, Warscythes, Mystics, Strenght 8 or better weapons, C-tan, torrent of fire. C'mon people you can do it!

Besides it will probably get nerfed when the GW Faq comes out.

QFT Exclamation
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 11:43 pm

The trygon and trygon primes will probably get shot up pretty quick. I'd add warriors and rippers to soak up fire and hold the line until your big bugs can get to them. Remember when you deep strike you sit around with your ***carrot*** in your hand for a turn before you can even do anything. I like the new big bugs but from my play testing they get killed more often than not. it seems to be better to take the fex broods or two to three with devourers they have more woulds collectively and if you put warriors in front they give them cover. Just my thoughts from playtesting.


Last edited by makari on Tue Feb 16, 2010 7:14 am; edited 1 time in total (Reason for editing : profanity used. Please refrain from using profanity- Makari)
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PostSubject: Re: 1850 tourney bug list   Mon Feb 15, 2010 11:49 pm

HAND OF DUME wrote:
Marc wrote:
I thought Sean said he banned DOOM?

You've got to be kidding!

Very much so Wink
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