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Discussion Starter · #1 · (Edited)
So, on my ever-continuous quest to find a new army; I'm down to my last two.

After buying 2 codex's, Hanging around different army forums; Looking at lists-

I'd decided on a CC army; Because I just like them more; So I've finally eliminated Blood Angels/Space Wolves/Orks I'm left with Daemons and 'Nids.

So at your own pleasure, Discuss and/or compare the two; Pros and Cons of collecting.

So far i've heard:

Daemon Pros
Excellent in CC, Good at getting there (with Deep Strike), Would compliment my Chaos Army and look good combined in Apocalypse.
Really nice fluff

Daemon Cons
Too Random, Difficult to play, crap codex, entire game plan down to luck (Opposed to just the variables based on dice)

Tyranid Pros
Epic Models, Swarms, Huge MC's- No Vehicals, More competitive than Daemons.

Tyranid cons
Foot slogging; Lots of conversion work

This is just what I've heard, and a start to the debate; What do you think?

Good and/or Helpful posts are RepRewarded (Sorry if i can't rep you; I give out rep alot- So I've probably gotta share the love around before some of you can receive!)
 

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I would say Nid's basically for all the reasons you mentioned, also, im a litte curious as to why you have Nids being competetive as a con? Not saying it is or isnt, but curious.

I have tryed playing Daemons, they are to random to really be enjoyed, and they just suck.


EDIT: Ninja'd b Whiz! Damnit!
 

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Discussion Starter · #4 ·
Erm, I don't actually remember typing that there; Ohwell, lol Let me edit that.

The conversion work is a con (For me) Because i'm lazy and not very good at converting .
And trying to get like tyranofexs/Tervigons/Alpha Warriors
 

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Just so you know, 'nids can be turned into Chaos Nids with a clever paint scheme and minimal conversion (just put some random tentacles from a Chaos Spawn sprue somewhere every now and then). They're incomparably more competitive and fun than Daemons, since you actually have to use your brain A LOT to find out whats good in your Codex and what synergies work the best. Another good thing about them is that if you want to go for a shooty list on a whim, your Codex can come up with nice units and combos. Oh and they can mimic the Daemons' tactics with Mawlocs to some extent. Its also much better written (no silly +1A for a Khornate DP :p).
 

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Doing a CC focused Daemons army can go wrong very quickly. Since you can't assault the turn you deepstrike your opponent gets a free turn of shooting at EVERYTHING.
Combine that with the fact that almost nothing in Daemons has assault grenades and you get an army that is pathetic at dedicated CC.

The only exceptions to this are the Slaanesh choices, which can be hilariously effective. The big example is Fiends, who are Beasts, have S5, W2, I5, A5, Hit and Run, and Rending. Aside from them though, you CC choices are underwhelming.
 

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This is bizarre I too am toying with the nids after discounting the BA's (purely due to colour scheme and well the need to avoid astartes)
So I would be interested in also finding out what are the more effective units for the nids!?
(sorry ROT for latching upon your thread)
 

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Discussion Starter · #9 ·
Don't be sorry :D It woulda been my next question.. So you saved me asking :3

So yeah; What's effective for 'Nids;

I've heard Mawlocs are avoidable... And that MC Spamming is effective.

I was basically thinking of running like... 60 Genestealers and 2 trygons with 2 Zoans aswell (They're my 3 favourite unit's :p)
 

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This is bizarre I too am toying with the nids after discounting the BA's (purely due to colour scheme and well the need to avoid astartes)
So I would be interested in also finding out what are the more effective units for the nids!?
(sorry ROT for latching upon your thread)
There are some very nice and educational articles over at the Tactics and Tactica Articles sections, its worth reading all the ones for the 5th ed Codex because it will give you several perspectives and enough information to digest for a few days at the very least.
 

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ironic i was on a rant about nids last night. go nids just do it piss every one off with ya awesomeness.

avantage one no tanks witch means str 9 weapons lol cant kill a mc in 1 shot but mc's can kill a tank in one shot 2d6 pen+average str 6 .

avantage 2. take ld and phycic tests on(3)d6 that means phycers fail lots

avantage 3. did u say chaos is good at cc lol i use procsyum your ws1 combine with lash whips oooooo your initiative 1 as well(iv seen A RIPPER kill a bloodthirster)

avantge 4. there is only one independent character in there army so all those specile rules that affect independent characters don't apply.

5. your average ws 5 with preferred enemy

6. did i mention brood lords and the fact most of your assult units have insensitive 5+

seriously you want a rape army go nids they are just wow. god i hate em lol
marines aint the top dog no more since the new nid codex *sigh*
 

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Zoanthropes add some long range Anti-Armor to a 'Nid army. A Brood of 3 usually thins them out somewhat.
Also adding Adrenal Glands to Hormagaunts can work wonders, as can giving them Toxin Sacks; A few poisoned attacks will decimate infantry squads and leave your opponent running away like little girls :p
Daemons, as you have said, are rather random and prone to losing all semblance of a battle plan once they DS AND leaves you open to a free round of shooting.
'Nidzilla armies are fun to play but stay away from Mawloc's, One trick ponies IMHO, as they pop up, take a few out then get reduced to squishy 'Nid goo by any survivors and are their subsequent shooting phase.

SGMAlice
 

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Nids are vastly better than daemons in cc imho because of their upgrades (lash whips, psychic powers, Toxin Sacs.)

However I will tell you another pro for daemons is their Invul save so armies that are set up for Mech'd armies with all their high ap high strength one shot a time guns and you get saves on everything
 

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have you tried building lists yet?

do a comparison on what you get. at 500 pts. a Nid army could bring 30+ models with at least a couple of MCs, which i would consider an advantage.

T6, lots of it. Hive Tyrants, Hive Guard, Tervigons, and Trygons are all T6 multiple wound models, and with a unit or two of Termagants, you could actually a tough list based just on what i listed.

Mycetic Spores are MCs so you can spam MCs or go scuttling swarms. lots of poison, and the nasty rule that if a Tervigon has Adrenal Glands (gives Furious Charge) and/or Toxin Sacs (Poison attacks wounds on 4+) Termagant units withing 6" get the benefits of BOTH.

game wise Chaos Daemons are predictable on the board; with 'Nids the several units can Outflank, Infiltrate or Spore in via deep strike (Genestealers can do any one of these) and you have stackable pluses to Reserve rolls.

conversion work wise, hunt the internet or eBay for ideas. there are a lot of conversions out there. painting wise you could paint up an army at an OK level by using the dip method if you so chose to.

this could be the opportunity to improve your model talents.

and as a resource: thetyranidhive.proboards.com/index.cgi

AND, if you bounce around on the above website, you can actually find an uber bad ass, in character (you'll understand when you go to the page) Tyranid Army painter:

http://www.fallensunasylum.org/nids/online_painter.html

HIVE MIND, FTW.
 

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Having a girlfriend that plays daemons and a friend that plays 'nids I have seen plenty of pros and cons now for each.

Daemon's pros:

1. Invulnerable saves are awesome (and annoying to go against)

2. Throw a nurgle unit on an objective and you don't need to do much after that, they have 5+ invul and FnP with a T5

3. If you go second in a 1 vs 1 match you make your opponent waste a turn

4. Most your CC attacks either ignore or rend armor saves or wound on a 4+

5. You can field two of the special units like Skulltaker and Masque for one HQ slot

6. Most units have a high base attack (compared to IG, Tau and the likes)

There are a lot more pros but those are the ones that come to mind first. Now the cons for daemons have pretty much been said before but I'll reiterate.

1. You have to split your army in two and there is a chance the half you want won't come in first turn

2. No assualting after DS so you need to plan ahead for that

3. 5+ invuln save is your most common save against wounds (unless you run Tzeentch)

4. Shooting armies are your bane until you can assualt, then they become smears on the ground (like Tau)

5. Cost a bit point wise to have a large number of units on the field.

I'd put some pros and cons for 'Nids but they have pretty much been coverd.
 
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