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How would you defeat nids?
Topic Started: 11 Feb 2010, 05:16 AM (857 Views)
Roesor
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Warrant Officer First Class
I was considering taking an Inquisitor with a psycannon for the zoanthropes, far as i'm aware their save is only invunerable, so should be super killy.
I can't take mystics though.
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IronSoul
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Corporal
heres how you kill nids:

Marines: missile launchers, melta guns and powerfists in every squad. devestators with missile launchers will maul carnifexes, trygons, warriors, zoanthropes, and pretty much anything with more than one wound. they will also put down a whithering screen of shrapnel on gaunts and gargoyles. let the roasting begin.

Witch hunters: standard tactics. nothing too imaginitive here.

IG: two words: Leman. Russ. battle cannons will beat warriors like red-headed stepchildren. replace all of those auto cannons with missile launchers in your heavy weapons teams. plasmas don't yield high results with nids, as the things you use them on generally have more than one wound. melta guns. use them. when applicable, use 'bring it down' or 'fire on my target'

And for god sakes; Instant kill the Doom. ten wounds are meaningless in the face of a single missile volley.


And that little tid bit on the Daemon hunters; genius. thats your basic "screw trygons" tactic. but I don't think it'll help against much else, as the real threat of the spores is whats inside of it, not what is deep striking. I don't think the firing squad gets to shoot at whatever is jumping out in that case.
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Tychonaut
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Second Lieutenant
In the case of Mycetic spore entry, as the spore itself is a creature, you will be forced into shooting it, not what was inside it.
had this precedent set on me already, more then once (I tried the exact same thing in a tournament)


I play Sisters of Battle, and my answer is simple...


FLAMERS!!!!

every weapon upgrade in my army is a flamer of one kind or another, from handy's in the Seraphim, to the Twin-Heavy on the Immolators. I also tote an Exorcist to deal with anything larger.



From the other perspective.

My Tyranid list seems to be atypical of the current trend, taking some of the more 'weird and wonderful' units.

Parasite of Mortrex, protected by a unit of 10 Gargoyles.

Tyranid Prime with talons, boneswords and adrenal glands, protected by 10 Termagants.

6 Genestealers, with Broodlord upgrade

Doom of Malantai, hiding behind a pair of Zoanthrope

Tervigon with talons and adrenal glands (passing benefit to the gants)

Harpy (converted from the previous incarnation of the Tyrant)

Trygon prime with adrenal glands

Carnifex with talons, frag spines, adrenal glands and bio plasma.


Half the list is shooty (2 large templates, 3 small and 36 direct shots of various strengths)
This also acts as ablative wounds to carry the more nasty creatures into battle, then the real killing starts.

Only parts of the army I usually have to deploy are the Fex, Tervigon, Genestealers, Zoanthropes and Doom.(depending on scenario)
The rest arrives via Deep Strike (the Gants and Prime arriving through the Trygon's tunnel)
May sound a little risky, but my first few games have been a crushing success. (Trygon has survived all 3 games)
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Roesor
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Warrant Officer First Class
Perhaps simply just endevour to trick them onto a planet infested with the 'Alien' Bugs they are so akin to, let em' duke it out, then we nuke the winner! o.o
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