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++Hive Guard and Tyrant Guard++
nids background.PNG

 

 

one kit 2 very different units. how do they fair? dakka and sheild. 

 

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)? And at what points restrictions?
  • What size unit? Will you be running multiple units?
  • What Enhancements, Hyper Adaptations and Stratagems do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit? If so, how

tyrant guard are a very popular unit and are amongst the few units worth attaching nid characters attached to. boots teh survivability directly and with the fnp. shame they dont benifit much form the characters and have no shooting to benifit from the neurotyrants abilitys. having had al their attacks bounce off a single wound ctan shard you deff need a mix of weapons and atleast one set of crushers but probably all with is better. 

 

hiveguard.... sigh, still paying for the sins of the past. however i dont think are terrible, just not highly points efficient compared to other better shooters(exocrine out shines by a lot) if their points go down they could see play yet. i actuallly like the thought of a full unit with mixed weapons... 

I think these could actually do with being separated out, as they have such massively different roles within the army.

 

Hive guard I haven't used in 10th, they seem to be paying the price for their transgressions in 8/9th still, however with all the cultists hiding behind walls I feel they have a place. 4 shots each on a unit of 3 is 6 hits (8 with sustained) 4 wounds (5 with sustained), 3 dead cultists (4 with sustained) behind a wall. So actually not worth it. 

 

Interestingly, John Lennon, a major US nid player had a unit of 6 with shockcannons of all things in their tourney winning army, running alongside a Hive Tyrant to make them assault. I think the sheer number of wounds that go through with A-V2+means they do some damage. I need to dig into how they worked for him though.

 

At T7 W4 2+ in cover they are a tough unit that will be hard to shift though. The shockcannon could really do with being heavy to make use of the overwatch bonus. 

2 x 3s to hit and 2 wound, 3 damage all great but 1ap... i cant imagine doing a huge ammount to too many tanks...

say 6 of them. 8 hits. 7 wounds. if a 3+tank half fail. say 3. 9 wounds., not shabby but nat killing many tanks in 1. but then what does....probably more reliable damage than tyrannofex rupture cannon... sad. 

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