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 Hive Fleet Render *post 13th update*

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Marc
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PostSubject: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 10:56 am

More or less what I've planned months ago. Just 4 TMCs

We will see how they do Wednesday vs the 13th

EDIT

scroll below for update
Very Happy

Hive Tyrant
Wings, TLDevourer x2, +1BS, +1WS, +1S, Scream

Broodlord
+1SV, +1Str, +1Init

6 Genestealers [x5]

2 Ravenors [x2]
Rending

3 Tyranid Warriors [x3]
Leaping, Rend, Scyth, +1WS, +1Str, +1SV, +1Init

Carnifex
TLDevourer x2, +1BS, +1W

Carnifex [x2]
Venom Cannon, Barbed Strangler, +1BS, +1W


Last edited by on Thu Aug 23, 2007 1:01 pm; edited 3 times in total
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JMarv
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PostSubject: Hive Fleet Render   Mon Aug 20, 2007 11:13 am

Ugh. That is a lot of genestealers. And other big nasties. See Chad this is a situation where all the wolves can do is be turned into sacrificial genestealer food to slow them down for a turn or so. This might get ugly, although it is small for a Tyranid army. I'm going to have to read through the Tyranid codex tonight and figure out what all these things do.
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Marc
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 11:20 am

Laughing

...I was planning on the Genestealers being sacrificial puppy food to slow them down for a turn or so.
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Matt
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 1:10 pm

that list looks like it would be a lot of fun to play with and against. Props, very cool nid list.
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Marc
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 1:15 pm

Thanks

BTW

These are point for point exchangable..

6 Genestealer

or

12 Gaunt
Fleshborer, Scuttler

..so just testing the all-Genestealer approach first.
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Matt
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 2:25 pm

I love genestealers. I've played against nids more than any other list and Genestealers always pay for themselves. At very least they are bullet magnets. The gist is just making them worth being a target.

For example, if my heavy bolter autocannon pred is gonna shot at something its gonna go for them. The nid player needs to make sure they arent the only thing I need that tank for. This principle works for nids in general, like... make sure lascannons arent only going for your hive tyrants. Give me other targets, like Zoans and Carnies.

Therefore I think that Stealers and warriors are the ultimate compliment to one another, in a nid list its all about what can make it across the board. Stealers wont make it if they are the only 4+ save running around, but nex to warriors you guarantee one units survival.

Just some random ramblings from someone who has been shooting nids for a long time. Barely lost a game to a non zilla list since 2nd Ed. But this list looks nasty imo.
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Affliction
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 7:46 pm

I think you will have trouble taking out his big guys, I know when I played Dan he had 3 carnies, and it was tough, I managed to eat through 2 and the other was short ranged, so kind of ignored him a bit. We didnt get a chance to finish the game, so not sure how it would of went for the final rounds.
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Matt
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 7:51 pm

You can ignore the big guys, just make sure to kill the flyrant. The rest are slow.
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JMarv
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 9:52 pm

Yeah, the Flyrant is definitely the fastest thing out there, although his carnifexs are mostly shooty, so if I ignore them I'm playing into his game. The stealers always do a good job of moving across the board with fleet and he has raveners to pop up behind enemy lines. I figure his plan is to lay down suppressing fire with carnifex S8 ordinance templates and S10 venom cannon blasts while the rest of the army approaches to coordiate a massive attack on turn 3.
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Matt
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PostSubject: Re: Hive Fleet Render *post 13th update*   Mon Aug 20, 2007 10:43 pm

True, but their shooting isn't too scary in my my experience as a marine player. Plus if you even start to commit you have to make sure you are going to knock them below half... Very hard to do considering your AT firepower will be pre occupied with the Flyrant.

I'd be most worried about the stealers. It's going to be hard to bring enough guns to bear on them before they hit turn 3/4. It's gonna be a bloodbath.
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Marc
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PostSubject: Re: Hive Fleet Render *post 13th update*   Thu Aug 23, 2007 9:22 am

Removed redundant Bios from HQs for Warrior Hooks.
Still spot on 1750

Hive Tyrant
Wings, TLDevourer x2, +1BS, +1S, Scream

Broodlord
+1SV

6 Genestealers [x5]

2 Ravenors [x2]
Rending

3 Tyranid Warriors [x3]
Leaping, Rend, Scyth, +1WS, +1S, +1SV, +1Init, Hooks

Carnifex
TLDevourer x2, +1BS, +1W

Carnifex [x2]
Venom Cannon, Barbed Strangler, +1BS, +1W
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Matt
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PostSubject: Re: Hive Fleet Render *post 13th update*   Thu Aug 23, 2007 12:56 pm

Looks better, but I wouldn't snip the whole thing out of the top post. It's nice to see the list before. A note in bold red saying a new list is below would work in my opinion.

Looks good though, can't wait to try it out!
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PostSubject: Re: Hive Fleet Render *post 13th update*   Today at 9:34 am

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