3s, team of Nids, Orks, Chaos
Posted: Thu 01 Oct, 2015 4:21 pm
Hello!
This will be a rather large bunch of questions:
*What strenghts and weaknesses does Nids (HT or RA) have in a team game (premade)?
*What strenghts and weaknesses does Orks (WB probably) have in a team game (premade)?
*What strenghts and weaknesses does Chaos (Sorc probably) have in a team game (premade)?
*In general, what strenghts and weaknesses does, nids, orks and chaos have?
*What combinations/ how could nids orks and chaos use eachother, in a team game?
*Strenghts/ weknesses in those combinations?
*What abilities and auras works on your allies? (Infestation tower?).
*Does RAs Hive node work on vehicals aswell?
*Does Chaos Shrine of Tzeentch (worshipped, -ranged dmg)/ Worship (Tzeentch) (infiltration) work for allies?
Thanks for any input!
---------------------------------------------------------------------
T1
Nids
+HT basic synapse.
+RA moveability/ tunnels, possibility to switch lanes (imo more effective in 1on1 probably).
-Less possibility to flank.
-Ravs will get focused fired.
Orks
+Strong melee sluggas + eventuall painboy combo.
+WB natural stomb ability, good vs melee.
Chaos
+Tics good vs infantry/ high models.
+Sorc t1 wargear: Sigil of the Rift, good ai/ high model.
-------------------------------------------
T2
Nids
+Strong TG + zoan combo for fast heals on TG.
+Rippers and eventual Spore mines from Infestation towers.
Orks
Chaos
+Strong khorne dread + eventual save from Sorc Global Warp.
+Wierdboy, Warpath upgrade t2, Warpath ability (speed,-dmg).
---------------------------------------
T3
Nids
+SL+TG/Fex, fast, strong pushing power.
+Global Tyrannoformation, good pushing power.
+Lictor, ghost capping sides.
Orks
+Global Roks, strong spot dmg.
Chaos
+Global Empyreal Abyss, strong spot dmg.
+Bloodletters, great interrupt units with their warp and warp shift abilitys.
-------------------------------------------------
Abilities/ auras that works for allies:
Nids
+HT brood nest, reinforcement.
+RA Hive node.
+RA tunnels.
Orks
+WB t1 wargear Boss Pole T1, ai r25 -50%s, +20%hp.
+WB t2 wargear, e r25, e-25dmg.
+WB G t1 UYC use yer choppas, m+25%dmg, ms+60 25s.
+WB G t2 AB/HB 'Ard Boyz, -25%dmg 20s.
+Wierdboy t2, warpath upgrade t2, warpath ability, all allied infantry r20, -20 recieved dmg, +2 speed.
dmg for 20s, 50s cd.
Chaos
+Sorc wargear t1 Sigil of the Rift t1, range90, 75s cd.
+Sorc global warp t1 100red, 120s cd.
-------------------------------------------
Thanks again for any input! Ill update the OP along the way.
This will be a rather large bunch of questions:
*What strenghts and weaknesses does Nids (HT or RA) have in a team game (premade)?
*What strenghts and weaknesses does Orks (WB probably) have in a team game (premade)?
*What strenghts and weaknesses does Chaos (Sorc probably) have in a team game (premade)?
*In general, what strenghts and weaknesses does, nids, orks and chaos have?
*What combinations/ how could nids orks and chaos use eachother, in a team game?
*Strenghts/ weknesses in those combinations?
*What abilities and auras works on your allies? (Infestation tower?).
*Does RAs Hive node work on vehicals aswell?
*Does Chaos Shrine of Tzeentch (worshipped, -ranged dmg)/ Worship (Tzeentch) (infiltration) work for allies?
Thanks for any input!
---------------------------------------------------------------------
T1
Nids
+HT basic synapse.
+RA moveability/ tunnels, possibility to switch lanes (imo more effective in 1on1 probably).
-Less possibility to flank.
-Ravs will get focused fired.
Orks
+Strong melee sluggas + eventuall painboy combo.
+WB natural stomb ability, good vs melee.
Chaos
+Tics good vs infantry/ high models.
+Sorc t1 wargear: Sigil of the Rift, good ai/ high model.
-------------------------------------------
T2
Nids
+Strong TG + zoan combo for fast heals on TG.
+Rippers and eventual Spore mines from Infestation towers.
Orks
Chaos
+Strong khorne dread + eventual save from Sorc Global Warp.
+Wierdboy, Warpath upgrade t2, Warpath ability (speed,-dmg).
---------------------------------------
T3
Nids
+SL+TG/Fex, fast, strong pushing power.
+Global Tyrannoformation, good pushing power.
+Lictor, ghost capping sides.
Orks
+Global Roks, strong spot dmg.
Chaos
+Global Empyreal Abyss, strong spot dmg.
+Bloodletters, great interrupt units with their warp and warp shift abilitys.
-------------------------------------------------
Abilities/ auras that works for allies:
Nids
+HT brood nest, reinforcement.
+RA Hive node.
+RA tunnels.
Orks
+WB t1 wargear Boss Pole T1, ai r25 -50%s, +20%hp.
+WB t2 wargear, e r25, e-25dmg.
+WB G t1 UYC use yer choppas, m+25%dmg, ms+60 25s.
+WB G t2 AB/HB 'Ard Boyz, -25%dmg 20s.
+Wierdboy t2, warpath upgrade t2, warpath ability, all allied infantry r20, -20 recieved dmg, +2 speed.
dmg for 20s, 50s cd.
Chaos
+Sorc wargear t1 Sigil of the Rift t1, range90, 75s cd.
+Sorc global warp t1 100red, 120s cd.
-------------------------------------------
Thanks again for any input! Ill update the OP along the way.