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The good things and bad things of Nids
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Old 06 May 2007, 13:34   #1 (permalink)
Kroot Shaper
 
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Default The good things and bad things of Nids

I am thinking of starting a Nids army. Can someone tell me what the good things and the bad things of Nids and how I should play?
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Old 06 May 2007, 14:59   #2 (permalink)
Shas'La
 
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Default Re: the good things and bd things of nids

Well, for starters, I don&#39;t have much time:

Pros:
-Lots of Monsterous Creatures
-Lots of little buggers
-Genestealers, rending, &#39;nuff said

Cons:
-"That&#39;s X wounds to your gaunt brood, make your saves." "Does that weapon have an AP value?" "Yeah, its-" "Just as long as its actually there." *removes X gaunts*
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Old 06 May 2007, 15:12   #3 (permalink)
Shas'Ui
 
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Default Re: the good things and bd things of nids

((I&#39;ve been it that scenerio many times titankiller.))
Some more:

Pros:
- can easily be fit to any scenerio
- can get to hold massive amouts of dice to roll for combats
- every list resembles some of it&#39;s creator( as due to the 1st Pro I have)
- synapse

Cons:
- AP is devesating
- synapse

synpase is under both because: though it ususally makes your army nearly impossible to route and/or slow down, when it is broken your army is in shambles and usually ends up sitting there and getting destroyed.
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Old 06 May 2007, 18:56   #4 (permalink)
Shas'O
 
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Default Re: the good things and bd things of nids

Pros

- Sweet big creatures that scare the heck out of any opponent.

- Pretty tough, specialized units.

- Synapse. It&#39;s practically better than And They Shall No Know Fear!

- Able to conform to any points value easily. ("400 point game? Ok." *plucks 10 gaunts out of army* "Oh, wait, 500?" *Tosses in a few Raveners*)

- Numbers. What&#39;s better than having 3 Spinegaunts per Space Marine?

Cons

- Pretty weak basic units. Tyranids have very powerful elite units, but very weak basic units. Think Mordor from Lord of the Rings.

- Synapse. You lose a Synapse creature guiding your Gaunts, and you&#39;re in for it. Or worst yet, your Carnifex.

- Numbers. You&#39;ll get used to it eventually, but at the start it can be very difficult for a horde army player. Get used to losing lots of units before you even hit the enemy battle lines.
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Old 06 May 2007, 20:04   #5 (permalink)
Shas'Ui
 
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Default Re: The good things and bad things of Nids

Quote:
Originally Posted by Droids_Rule
- Synapse. You lose a Synapse creature guiding your Gaunts, and you&#39;re in for it. Or worst yet, your Carnifex.
Don&#39;t Carnifi ignore the need for synapse, since they&#39;re fearless?
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Old 06 May 2007, 20:48   #6 (permalink)
77
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Default Re: The good things and bad things of Nids

Quote:
Originally Posted by kin7777
Quote:
Originally Posted by Droids_Rule
- Synapse. You lose a Synapse creature guiding your Gaunts, and you&#39;re in for it. Or worst yet, your Carnifex.
Don&#39;t Carnifi ignore the need for synapse, since they&#39;re fearless?
No, they test if outside of Synape at the beginning of your turn, but because they ARE fearless, if you roll an 11 or 12, you MUST lurk.

Same with Lictors.

I chalk that up to the "bad" column...
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Old 06 May 2007, 21:16   #7 (permalink)
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Default Re: The good things and bad things of Nids

Quote:
Originally Posted by 77
No, they test if outside of Synape at the beginning of your turn, but because they ARE fearless, if you roll an 11 or 12, you MUST lurk.

Same with Lictors.

I chalk that up to the "bad" column...
Dumbest mistake GW made. Doesn&#39;t even make sense, Genestealers ignore the need for Synapse, but something completely independent, such as a Lictor, still needs it...
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Old 06 May 2007, 21:55   #8 (permalink)
77
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Default Re: The good things and bad things of Nids

Quote:
Originally Posted by Tyrant Chrysaor
Quote:
Originally Posted by 77
No, they test if outside of Synape at the beginning of your turn, but because they ARE fearless, if you roll an 11 or 12, you MUST lurk.

Same with Lictors.

I chalk that up to the "bad" column...
Dumbest mistake GW made. Doesn&#39;t even make sense, Genestealers ignore the need for Synapse, but something completely independent, such as a Lictor, still needs it...
Yeah, I was gritting my teeth as I typed that.

At least they are high enough leadership that i doesn&#39;t happen that often.
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Old 06 May 2007, 23:32   #9 (permalink)
Shas'Ui
 
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Default Re: The good things and bad things of Nids

Don&#39;t forget the oodles of awesomeness that &#39;nids naturally possess. Biomorphs give you free reign over what an ability will manifest itself as (from a modeling standpoint).
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Old 06 May 2007, 23:46   #10 (permalink)
Shas'Ui
 
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Default Re: The good things and bad things of Nids

The Nids are the most versatile race in the game. There are atleast 4 styles of army to play as Nids. Nidzilla, Swarm, Stealer Cult and Some-of-All. And it is great to see the look on your opponent&#39;s face as you keep pulling out more and more models to put on the table. The synapse thing can get a bit annoying but if you have it you never need to do Ld tests. I still don&#39;t know how to do a Ld test and I&#39;ve been playing for 3 years. On the downside, when you have a lot of models then you start to dread the movement phase.
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