Post by WestRider on Apr 4, 2009 19:08:36 GMT -5
I figured I might as well keep this moving along. Akaiyu or anyone else, feel free to toss in your take as well, the more the merrier!
Genestealers: I don't actually use Stealers in my Nid Army, so this is mostly TheoryHammer and what I've learned from others.
- Acid Maw: Nice effect, but it's expensive and it only works on the first Round of Combat. Also keeps you from taking Feeder Tendrils or Flesh Hooks. Not recommended
- Extended Carapace: One of the more variable upgrades. If you frequently find your Stealers getting hit with AP5 fire while out in the open, +Sv is your friend. That said, Cover Saves are rather more prevalent and generally better in 5th Ed than they have been in the past, and this is pretty expensive. Useful, but think carefully before you take it.
- Feeder Tendrils: With the change in Preferred Enemy in 5th Ed, this has become the single most popular upgrade for Stealers. Ridiculously cheap, and, unlike Acid Maw, it works on every round of Combat. The only reason not to take this is if you want to take...
- Flesh Hooks: Again very cheap, and they let you keep that lovely, lovely I6 when charging into Cover. If you play with a lot of Terrain, they may in fact be substantially better than Feeder Tendrils. Depends on what your local Tables look like, though.
- Implant Attack: Still pretty expensive, and there aren't all that many Units it works on. It has become more useful recently with the increased prevalence of Ork Nobz, Daemons, and (soon) Ogryns. Situationally useful. I wouldn't take it all the time, but if your metagame calls for it, it can literally double your effectiveness.
- Scything Talons: Another upgrade tied for most expensive. Since it substantially increases the hitting power of the Brood, it also increases their perceived threat level. For the cost of adding ScyTals to an 8-strong Brood, you could also simply up them to 10-strong, which doesn't add as much hitting power, but does increase resilience, with a much lower increase in perceived threat level. ScyTals also tend to lead to problems with overkill, where you wipe the target Unit out on the charge, and are then left sitting in the open in front of his Gunline. Not Recommended.
- Scuttlers: Fairly expensive, but it was good before and it got a very nice boost from the introduction of the Outflank Rule. I'm not sure if it's worth taking on every Brood, but having a couple that are capable of with racing forwards or coming on from the sides is definitely very nice. Recommended on at least some of your Stealers.
Toxin Sacs: Fairly expensive, and since it does nothing to increase the number of Rends you get, not terribly useful against most Opponents. Becomes more useful against relatively high Toughness, poor Armour Save Opponents like Orks, but still not Recommended.
Recommended Build: 8 Stealers with Feeder Tendrils, possibly with Scuttlers if the rest of your Army calls for it.
Gaunts: The bulk Troops of the classic, fluffy Nid List. Many of their options seriously suffer from Points Deflation, having gotten to the point where one Point per Model is still too expensive.
Biomorphs
- Adrenal Gland(+I): Frankly, the only Opponents that Gaunts are going to do much to in CC have an Init worse than 4 already anyhow. Not recommended.
- Adrenal Gland(+WS): Mostly useful as a defense against opposing WS4 Enemies, but even there, the increased cost goes a long way to offsetting the benefit.
- Extended Carapace: Going from a 6+ Sv to a 5+ Sv might be worthwhile if there wasn't so much AP5 out there, especially with the changes in No Retreat, but again, it's just not really worth the Point.
- Flesh Hooks: With their mediocre Init and relatively poor individual performance in CC, they just aren't worth it.
- Scuttlers: Funny thing, the more expensive Biomorphs can actually be useful. Although not as good as it is for Stealers, an Outflanking Brood of Gaunts can still be a nasty surprise for an Opponent if it works out right. The basic Scout Move can also sometimes be nice, either to launch up a Tarpit of SpineGaunts or get some DevilGaunts into position to open up first Turn. It does get expensive, though, so think carefully before you take it.
- Toxin Sacs: Usefulness depends on the Weapons you take. I'll discuss it under those. It does make your Gaunts substantially more dangerous in CC, though. General conclusion: Useful, but expensive. Think carefully before taking it.
Bio-Weapons
- Devourers: The most expensive option, and the hardest to get much use from. The increased range and cost on Devourers means that they have to be used much differently from Gaunts armed with the other options. Because of the Strength Reduction, Toxin Sacs are pretty much mandatory here, too, which just exacerbates the problem. They can work well, but you really have to know what you're doing with them. Steep Learning Curve.
- Fleshborers: The classic option. Nice Strength, Re-Rolls failed Wounds, in-between cost. Because of the already relatively high Strength and the Re-rolls, Toxin Sacs are not terribly useful here, although they can be a fun shock if you've got an Opponent who gets careless with AV10 Vehicles ;D If you just want a swarm of Gaunts to overwhelm your foes, I highly recommend FleshBorers.
- SpineFists: The bargain basement option. If all you care about is numbers, and particularly if you don't plan on shooting with them, these are your boys. Toxin Sacs can help to offset the mediocre Strength, but then you've lost the main advantage: The low cost. Fleshborers are honestly a better choice, even factoring in the greater cost.
- Without Number: Mostly useful on very small Broods that can be relied upon to get killed off quickly and then respawn to claim Objectives close to your own Board Edge. For larger Broods it gets very expensive, and they tend to take so long to die that you don't have much time to do anything with them once they come back. Remember that you may bring them back after they die, so you don't have to just let your Opponent keep harvesting Kill Points from them in Annihilation Games.
Recommended Builds, from most to least recommended
- 16-20 Gaunts, FleshBorers: The basic Termagant, in sufficient quantities to do some damage, but not so many that they're getting in each others' way. Learn how to use these guys and you can master any Horde-type army.
- 16-20 Gaunts, SpineFists: The basic SpineGaunt. Pretty much the same as above, just slightly less effective, Point-for-Point.
- 8 Gaunts, Spinefists, Without Number. Go with the cheapest Weapon possible, since these guys really are just put out there to die and then hide. Use 'em for Cover Saves, as a Charge Screen, or as a Tarpit in the first couple of Turns and then bring 'em back onto an Objective and try not to get killed the second time 'round.
- 16-20 Gaunts, Devourers, Toxin Sacs: Despite the fact that this is the main build that I use for my own Nids, I can't recommend them too highly to others. They are very difficult to use correctly, and when you screw it up, their high cost means that it hurts. They rely very heavily on their extended range and synergy with the Assault Elements of your Army. That said, if you're looking for a challenge, they can throw out a very fun number of Dice, and once you do get the hang of them, they can be brutal.
Hormagaunts: The basic Gaunt's faster, choppier cousin. They pay a lot of Points for their speed, so unless you're going to be taking advantage of that, you're probably better off with Stealers or regular Gaunts.
- Adrenal Glands (+I): Since they bump Hormies up to I5 instead of 4, and they've got more Attacks to take advantage of this, these are much better here than for Gaunts. Recommended, but not too highly.
- Adrenal Glands (+WS): Again, since you're starting out from a higher baseline than a regular Gaunt and have more Attacks to take advantage of it, these are much better than on Gaunts. Recommended.
- Extended Carapace: This one, on the other hand, still suffers from pretty much all the downsides mentioned for Gaunts. Not Recommmended.
- Flesh Hooks: With the changes in 5th Ed, these just got better and more often useful! Recommended, particularly if you're also taking +I.
- Toxin Sacs: Yes, they're the most expensive upgrade, but they also provide the most benefit. You can do all right without them, especially against weaker foes, but this is pretty much my Don't Leave Home Without It Biomorph for Hormies. Highly Recommended.
Recommended Builds, in no particular order. All Broods are 16-20 Strong.
- Toxin Sacs, Flesh Hooks: These are your basic All-rounders, capable of taking on pretty much any basic Troops on any Terrain when used right.
Just Flesh Hooks: The stripped down Version. Best against Imperial Guard and footslogging Eldar lists.
- +I, +WS, Flesh Hooks: The so-called HyperGaunt. Even without Toxin Sacs, WS and I5 means that these guys do a pretty good job against Marines. I believe this is Point-for-Point, the most efficient Build, but they need a few more numbers to make it up. Go for 20 or so.
- +WS, +S, Flesh Hooks: The Ork Hunter Build. They've got the Range to deny the Boyz their Furious Charge and the hitting power to do some damage once they get there. Still not capable of taking on a full Mob by themselves, though, they'll need some support from a Flyrant, Raveners, Stealers, or Assault Warriors.
- SuperGaunts: +I, +WS, Flesh Hooks, Toxin Sacs: Just for fun. These guys are mostly useful if your Opponents have gotten used to your Hormies bouncing off their Units and now pretty much ignore them. Used once every 5-6 Games or so to keep your Opponents on their toes, they can be a valuable Psychological Weapon.
Ripper Swarms: Rippers got hurt badly by the changeover to 5th Ed. In particular, the changes to No Retreat mean that they tend to melt away too fast to be an effective Tarpit any more, especially if there's a PowerFist or other S6+ Attack in the Unit you're trying to hold up.
Biomorphs
- Adrenal Glands (+I): Useful against Orks and Necrons, but that's about it. Everybody else is either still faster than you afterward, or won't do enough damage on their Attack to make the speed boost worthwhile. Not Recommended.
- Adrenal Glands (+WS): Definitely helpful if you still want to use them as a Tarpit. Cuts down noticeably on the number of Incoming hits, particularly from the PowerFists and such that do a lot of damage. Recommended for Combat Rippers.
Enhanced Senses: Mandatory if you're using Spinefists, useless otherwise. 'Nuff said.
- Extended Carapace: Might actually be worthwhile here, since it's much cheaper on a per-Wound basis, and Rippers tend to take a lot of No Retreat Wounds, which this helps against. Possible.
- Flesh Hooks: Only if you've also taken +I, to preserve your investment there. Otherwise not recommended.
- Leaping: Gets you into CC a Turn earlier, and lets you avoid the deadly Rapid Fire zone. Highly Recommended for CC Rippers.
- Toxin Sacs: Maybe. They're kind of expensive, but they do substantially increase the amount of damage you're going to do, which will, in turn, cut down on how many No Retreat Saves you have to make.
- Winged: Only if you've got a specific plan for them. Ridiculously expensive, but it does make them very fast. And since they don't rely on their Armour Save as much as some of the other Units that have Wings as an option, fragility is less of a concern. Still, though, you're doubling the base cost of the Unit here. Make sure you know exactly what you're doing first.
Possible Builds. I can't honestly say that I recommend any of these, but they seem like they might be a few ways to make the best out of a bad thing. I'm not sure what's best for Brood sizes, but I'd guess 6-7. Somewhere in the middle of the possible range works well for most Nids.
- Tarpit: +WS, +Sv, Leaping. Maybe Toxin Sacs if you've got Points to spare.
- Ork Eaters: +WS, +Sv, +S, +I, Leaping, Flesh Hooks. Expensive, but they can dish it out reasonably well. If you can throw something else in there to draw off a few Attacks, particularly if you can tie up the PowerKlaw with Gaunts or something, they might work pretty well, especially against Shoota Boyz or StormBoyz.
- Flying SpineRippers: +BS, +S, Wings. Might actually be the best option. Fearless is a lot better for Shooting Units than it is for Combat Units, and even at BS2, 18-21 Twin-Linked S4 shots will do some damage. Plus, they can operate outside of Synapse, so they can more easily pick around the edges of the enemy Army, away from the main body of your own.
Well, go ahead and rip it all apart, let's see what y'all think of this!
Genestealers: I don't actually use Stealers in my Nid Army, so this is mostly TheoryHammer and what I've learned from others.
- Acid Maw: Nice effect, but it's expensive and it only works on the first Round of Combat. Also keeps you from taking Feeder Tendrils or Flesh Hooks. Not recommended
- Extended Carapace: One of the more variable upgrades. If you frequently find your Stealers getting hit with AP5 fire while out in the open, +Sv is your friend. That said, Cover Saves are rather more prevalent and generally better in 5th Ed than they have been in the past, and this is pretty expensive. Useful, but think carefully before you take it.
- Feeder Tendrils: With the change in Preferred Enemy in 5th Ed, this has become the single most popular upgrade for Stealers. Ridiculously cheap, and, unlike Acid Maw, it works on every round of Combat. The only reason not to take this is if you want to take...
- Flesh Hooks: Again very cheap, and they let you keep that lovely, lovely I6 when charging into Cover. If you play with a lot of Terrain, they may in fact be substantially better than Feeder Tendrils. Depends on what your local Tables look like, though.
- Implant Attack: Still pretty expensive, and there aren't all that many Units it works on. It has become more useful recently with the increased prevalence of Ork Nobz, Daemons, and (soon) Ogryns. Situationally useful. I wouldn't take it all the time, but if your metagame calls for it, it can literally double your effectiveness.
- Scything Talons: Another upgrade tied for most expensive. Since it substantially increases the hitting power of the Brood, it also increases their perceived threat level. For the cost of adding ScyTals to an 8-strong Brood, you could also simply up them to 10-strong, which doesn't add as much hitting power, but does increase resilience, with a much lower increase in perceived threat level. ScyTals also tend to lead to problems with overkill, where you wipe the target Unit out on the charge, and are then left sitting in the open in front of his Gunline. Not Recommended.
- Scuttlers: Fairly expensive, but it was good before and it got a very nice boost from the introduction of the Outflank Rule. I'm not sure if it's worth taking on every Brood, but having a couple that are capable of with racing forwards or coming on from the sides is definitely very nice. Recommended on at least some of your Stealers.
Toxin Sacs: Fairly expensive, and since it does nothing to increase the number of Rends you get, not terribly useful against most Opponents. Becomes more useful against relatively high Toughness, poor Armour Save Opponents like Orks, but still not Recommended.
Recommended Build: 8 Stealers with Feeder Tendrils, possibly with Scuttlers if the rest of your Army calls for it.
Gaunts: The bulk Troops of the classic, fluffy Nid List. Many of their options seriously suffer from Points Deflation, having gotten to the point where one Point per Model is still too expensive.
Biomorphs
- Adrenal Gland(+I): Frankly, the only Opponents that Gaunts are going to do much to in CC have an Init worse than 4 already anyhow. Not recommended.
- Adrenal Gland(+WS): Mostly useful as a defense against opposing WS4 Enemies, but even there, the increased cost goes a long way to offsetting the benefit.
- Extended Carapace: Going from a 6+ Sv to a 5+ Sv might be worthwhile if there wasn't so much AP5 out there, especially with the changes in No Retreat, but again, it's just not really worth the Point.
- Flesh Hooks: With their mediocre Init and relatively poor individual performance in CC, they just aren't worth it.
- Scuttlers: Funny thing, the more expensive Biomorphs can actually be useful. Although not as good as it is for Stealers, an Outflanking Brood of Gaunts can still be a nasty surprise for an Opponent if it works out right. The basic Scout Move can also sometimes be nice, either to launch up a Tarpit of SpineGaunts or get some DevilGaunts into position to open up first Turn. It does get expensive, though, so think carefully before you take it.
- Toxin Sacs: Usefulness depends on the Weapons you take. I'll discuss it under those. It does make your Gaunts substantially more dangerous in CC, though. General conclusion: Useful, but expensive. Think carefully before taking it.
Bio-Weapons
- Devourers: The most expensive option, and the hardest to get much use from. The increased range and cost on Devourers means that they have to be used much differently from Gaunts armed with the other options. Because of the Strength Reduction, Toxin Sacs are pretty much mandatory here, too, which just exacerbates the problem. They can work well, but you really have to know what you're doing with them. Steep Learning Curve.
- Fleshborers: The classic option. Nice Strength, Re-Rolls failed Wounds, in-between cost. Because of the already relatively high Strength and the Re-rolls, Toxin Sacs are not terribly useful here, although they can be a fun shock if you've got an Opponent who gets careless with AV10 Vehicles ;D If you just want a swarm of Gaunts to overwhelm your foes, I highly recommend FleshBorers.
- SpineFists: The bargain basement option. If all you care about is numbers, and particularly if you don't plan on shooting with them, these are your boys. Toxin Sacs can help to offset the mediocre Strength, but then you've lost the main advantage: The low cost. Fleshborers are honestly a better choice, even factoring in the greater cost.
- Without Number: Mostly useful on very small Broods that can be relied upon to get killed off quickly and then respawn to claim Objectives close to your own Board Edge. For larger Broods it gets very expensive, and they tend to take so long to die that you don't have much time to do anything with them once they come back. Remember that you may bring them back after they die, so you don't have to just let your Opponent keep harvesting Kill Points from them in Annihilation Games.
Recommended Builds, from most to least recommended
- 16-20 Gaunts, FleshBorers: The basic Termagant, in sufficient quantities to do some damage, but not so many that they're getting in each others' way. Learn how to use these guys and you can master any Horde-type army.
- 16-20 Gaunts, SpineFists: The basic SpineGaunt. Pretty much the same as above, just slightly less effective, Point-for-Point.
- 8 Gaunts, Spinefists, Without Number. Go with the cheapest Weapon possible, since these guys really are just put out there to die and then hide. Use 'em for Cover Saves, as a Charge Screen, or as a Tarpit in the first couple of Turns and then bring 'em back onto an Objective and try not to get killed the second time 'round.
- 16-20 Gaunts, Devourers, Toxin Sacs: Despite the fact that this is the main build that I use for my own Nids, I can't recommend them too highly to others. They are very difficult to use correctly, and when you screw it up, their high cost means that it hurts. They rely very heavily on their extended range and synergy with the Assault Elements of your Army. That said, if you're looking for a challenge, they can throw out a very fun number of Dice, and once you do get the hang of them, they can be brutal.
Hormagaunts: The basic Gaunt's faster, choppier cousin. They pay a lot of Points for their speed, so unless you're going to be taking advantage of that, you're probably better off with Stealers or regular Gaunts.
- Adrenal Glands (+I): Since they bump Hormies up to I5 instead of 4, and they've got more Attacks to take advantage of this, these are much better here than for Gaunts. Recommended, but not too highly.
- Adrenal Glands (+WS): Again, since you're starting out from a higher baseline than a regular Gaunt and have more Attacks to take advantage of it, these are much better than on Gaunts. Recommended.
- Extended Carapace: This one, on the other hand, still suffers from pretty much all the downsides mentioned for Gaunts. Not Recommmended.
- Flesh Hooks: With the changes in 5th Ed, these just got better and more often useful! Recommended, particularly if you're also taking +I.
- Toxin Sacs: Yes, they're the most expensive upgrade, but they also provide the most benefit. You can do all right without them, especially against weaker foes, but this is pretty much my Don't Leave Home Without It Biomorph for Hormies. Highly Recommended.
Recommended Builds, in no particular order. All Broods are 16-20 Strong.
- Toxin Sacs, Flesh Hooks: These are your basic All-rounders, capable of taking on pretty much any basic Troops on any Terrain when used right.
Just Flesh Hooks: The stripped down Version. Best against Imperial Guard and footslogging Eldar lists.
- +I, +WS, Flesh Hooks: The so-called HyperGaunt. Even without Toxin Sacs, WS and I5 means that these guys do a pretty good job against Marines. I believe this is Point-for-Point, the most efficient Build, but they need a few more numbers to make it up. Go for 20 or so.
- +WS, +S, Flesh Hooks: The Ork Hunter Build. They've got the Range to deny the Boyz their Furious Charge and the hitting power to do some damage once they get there. Still not capable of taking on a full Mob by themselves, though, they'll need some support from a Flyrant, Raveners, Stealers, or Assault Warriors.
- SuperGaunts: +I, +WS, Flesh Hooks, Toxin Sacs: Just for fun. These guys are mostly useful if your Opponents have gotten used to your Hormies bouncing off their Units and now pretty much ignore them. Used once every 5-6 Games or so to keep your Opponents on their toes, they can be a valuable Psychological Weapon.
Ripper Swarms: Rippers got hurt badly by the changeover to 5th Ed. In particular, the changes to No Retreat mean that they tend to melt away too fast to be an effective Tarpit any more, especially if there's a PowerFist or other S6+ Attack in the Unit you're trying to hold up.
Biomorphs
- Adrenal Glands (+I): Useful against Orks and Necrons, but that's about it. Everybody else is either still faster than you afterward, or won't do enough damage on their Attack to make the speed boost worthwhile. Not Recommended.
- Adrenal Glands (+WS): Definitely helpful if you still want to use them as a Tarpit. Cuts down noticeably on the number of Incoming hits, particularly from the PowerFists and such that do a lot of damage. Recommended for Combat Rippers.
Enhanced Senses: Mandatory if you're using Spinefists, useless otherwise. 'Nuff said.
- Extended Carapace: Might actually be worthwhile here, since it's much cheaper on a per-Wound basis, and Rippers tend to take a lot of No Retreat Wounds, which this helps against. Possible.
- Flesh Hooks: Only if you've also taken +I, to preserve your investment there. Otherwise not recommended.
- Leaping: Gets you into CC a Turn earlier, and lets you avoid the deadly Rapid Fire zone. Highly Recommended for CC Rippers.
- Toxin Sacs: Maybe. They're kind of expensive, but they do substantially increase the amount of damage you're going to do, which will, in turn, cut down on how many No Retreat Saves you have to make.
- Winged: Only if you've got a specific plan for them. Ridiculously expensive, but it does make them very fast. And since they don't rely on their Armour Save as much as some of the other Units that have Wings as an option, fragility is less of a concern. Still, though, you're doubling the base cost of the Unit here. Make sure you know exactly what you're doing first.
Possible Builds. I can't honestly say that I recommend any of these, but they seem like they might be a few ways to make the best out of a bad thing. I'm not sure what's best for Brood sizes, but I'd guess 6-7. Somewhere in the middle of the possible range works well for most Nids.
- Tarpit: +WS, +Sv, Leaping. Maybe Toxin Sacs if you've got Points to spare.
- Ork Eaters: +WS, +Sv, +S, +I, Leaping, Flesh Hooks. Expensive, but they can dish it out reasonably well. If you can throw something else in there to draw off a few Attacks, particularly if you can tie up the PowerKlaw with Gaunts or something, they might work pretty well, especially against Shoota Boyz or StormBoyz.
- Flying SpineRippers: +BS, +S, Wings. Might actually be the best option. Fearless is a lot better for Shooting Units than it is for Combat Units, and even at BS2, 18-21 Twin-Linked S4 shots will do some damage. Plus, they can operate outside of Synapse, so they can more easily pick around the edges of the enemy Army, away from the main body of your own.
Well, go ahead and rip it all apart, let's see what y'all think of this!