[40k] 'nid busters third revision

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This is actually what I think I am going to go with, I figured it didn't
make a lot of sense to slow down infantry with heavies so...

6x 10 man marine squads with bolters = 900

3x 3 bike attack bike squads (12" move & fire, 9 heavy bolters & 9 twin
linked bolters, 2 wounds, t5, turbo boost to put them wherever I want
to) = 450

1x leader w/ storm bolter = 35

1x predator w/ Turret autocannon, 2 spon. h. bolters & extra armor = 115

Thanks so much for all the input, I took the plasma guns out b/c it made
it possible to put in a predator instead of a whirlwind which can't move
& fire but the predator can.
 
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In article <NIudncTx3uVgZ0fcRVn-qg@rogers.com>, Lattes,
bumpin_removetoemail_@rogers.com Varfed out the following in Timo
speak...
> This is actually what I think I am going to go with, I figured it didn't
> make a lot of sense to slow down infantry with heavies so...
>
> 6x 10 man marine squads with bolters = 900
>
> 3x 3 bike attack bike squads (12" move & fire, 9 heavy bolters & 9 twin
> linked bolters, 2 wounds, t5, turbo boost to put them wherever I want
> to) = 450
>
> 1x leader w/ storm bolter = 35
>
> 1x predator w/ Turret autocannon, 2 spon. h. bolters & extra armor = 115
>
> Thanks so much for all the input, I took the plasma guns out b/c it made
> it possible to put in a predator instead of a whirlwind which can't move
> & fire but the predator can.
>

Okay, Now I think you've gone 'to much' the other direction with
the troops. While 60 marines would be a bitch to kill for even a huge
swarm of low level nid critters - a Hive Tyrant with 3 HT Guard are
going to give your troopers a serious pasting in HTH, a squad of
stealers will mulch them in nothing flat. Consider dropping one squad
of troops for a Whirlwind. Also think about adding rocket launchers to
your Tac Squads - they're versatile and still pack enough punch to harm
the big ones. I do think your bike squads are a much better choice than
the high priced speeder squad. I do wonder how well they'll preform if
they're cornered or otherwise drawn into HTH. The other problem with
your 'all tac squad' army is their complete lack of transports. If you
play any sort of scenario where you have to take quarters - your ability
to move troops to where they're most effective will be seriously
hampered. Even if you just remove one Tac squad - you could give two of
the remaining squads their own Rhino which would give you a good bit
more flexability to deal with unexpected problems or opportunities.

Balance is the key to being a pain in the ass to Nid players. (Speaking
as a Nid player...)

Myrmidon

--
Ah, he's a physicist - he's unlikely to injure himself with
stuff he deals with every day and if he does *shrug*, its
only a physicist...

- Tim Fitzmaurice

RGMW FAQ: http://www.rgmw.org

Or...

http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
 

Erik

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Dec 7, 2003
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<snip>
> 1x leader w/ storm bolter = 35
<snip>

Is this v3 or v4? I cant find any reference to leaders in my new SM codex.

Erik C