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| Too many of 'em!; An anti Tyrranid guide | |
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| Tweet Topic Started: 14 Aug 2011, 03:07 PM (866 Views) | |
| Liquid-Joshi | 14 Aug 2011, 03:07 PM Post #1 |
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Warrant Officer Second Class
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Being dissected and devoured by the swarms of living swiss army knives and thier massive counterparts repeatedly is no fun, and the hordes seem scary to those that have not faced them, (and rightfully so). What I'm getting at here is creating a general anti 'Nid guide, designed to help everyone, regardless of what army they play. Feel free to offer advice, army specific or not, just state who it's aimed at. General advice: Synapse Upon encountering Tyrranids, one of the most worrying things I found was the power of synapse. Fearless broods and no instant death by S2XT (strength is double toughness) goodness are worrying prospects. The solution? Kill the synapse creatures. Hive Tyrants immediately spring to mind, but Tervigons, Warriors and Zoanthropes are also synapse creatures. Genrally, the bigger they are, the more likely it is that they are synapse creatures. Monstrous creatures: Tyranids are exceptional in that they do not use Vehicles. Not a single armour value unit. However, they do use many monstrous creatures. The good news is that you can take them down with the same weapons as Tanks and Walkers. However, the moment they reach your vehicles, you're likely going to lose the combat. Generally I would advise not taking Dreadnoughts and the like, except las/missile or Psyfleman Dreads possibly, as you don't want vehicles in combat with MCs. Lascannons, missile launchers and Autocannons are your best friends against MCs, and the latter two can also be useful against hordes of little 'nids. The Little guys: The most effective way of weakening them is first to disable synapse, then focus fire into units. Prioritise a certain unit, and make sure it dies. Even a T6 Hive Tyrant can be brought down by enough Lasgun fire. Against the smaller nids, weapons with Low-Medium strength and multiple shots, such as Assault Cannons, Ion Cannons and Big Shootas, are ideal. When synapse is gone, most 'Nids have low leadership, so forcing moral checks is a good plan. Thats not to say "leave eight Gaunts from a squad of twenty stil alive and hope they fail LD." Unless you can be sure that they're not an immediate threat, or it's a last resort. Where to fight: Generally against our stabby choppy alien friends, most armies will be keeping it at range. Long range weapons are best, preferrably 36" or more. What not to do: Flamers on infantry squads is usually suicide, as they may fire them once, then they will assault or be assaulted, either outcome isn't usually good for most troops, even Combat orientated ones. (read Khorne Berserkers). On an untouchable vehicle should be fine against the little ones without rending, such as a sentinel with a heavy flamer. Close combat: For most armies, not a good plan. Engage them where they are weakest; at range. Finally, some general points for basic Warhammer playing, but especially important against Tyrranids: (thanks #dean) And bring wieghted dice |
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| Merceus | 14 Aug 2011, 04:10 PM Post #2 |
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Lieutenant
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not a bad guide there ![]() i'd also add, for taking out the little guys, template weapons are a must, and dont feel the need to take the hardest hitting ones, a frag missile will do fine against gaunts for instance, you dont need the potentially dangerous plasma cannon killing your own troops. Also, just had a look at the synapse entry, and the current dex no longer makes nids in synapse range immune to instant kill so far as i can see, but either way, yes, still a good idea to take out the synapse as fast as possible. One more thing, don't hide in cover! I've found when using my nids, i do way better against enemies who hide in cover. It may seem counter-intuitive, but stand out in the open, that way they cant sneak up on you
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| ☺Dave38x | 14 Aug 2011, 05:57 PM Post #3 |
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DubDubDubDubDub
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Cracking guide, ive never actually faced tyranids, however i did play them back in 4th edition. I like to think that my armoured company would fare rather well against them (for the simple reason that i can throw out 8 str8 pie plates and 2 str10 ones every turn)... wouldnt want them getting anywhere near in close combat though. |
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| Liquid-Joshi | 4 Sep 2011, 05:18 PM Post #4 |
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Warrant Officer Second Class
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One of the more annoying Gribblies many players like to throw at you is outflanking Genestealers. A menace to Gunlines and Footsloggers everywhere, these 'Nids can really ruin your day. I have the fortune of playing someone with three squads of 10, complete with rending, whether by choice or not. Sadly, I havn't really had much success against them; Almost matching a space marine's statline for less points, they are tougher than they look, and basic guardsmen have a hard time against them. The only real idea towards them is to keep some anti horde (flamers, preferably) nearby, and a sacrificial unit, or simply keep away from the board edge. They are fleet, so keep at least 13" away to deny them a charge. The idea is that they come on and eat the sacrificial unit, then stand around during your turn to be flamed.Engaging them in combat with anything short of I6 or better seems to be suicide, and vehicles often don't fare too wel against a horde of rending attacks. This works similarly to combatting Trygons and Mawlocks, except in thier case, keeping some heavy weapons around (melta, lascannons, etc) seems to be the key. Interestingly, Grey Knight Psycannons work incredibly well in a dedicated unit combat squad. With some average-good rolling, four can bring down a Trygon prime in one turn of shooting. Any other ideas or advice about combatting Genestealers, Trygons, and other outflanking/ deepstriking bugs is greatly appreciated. |
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| Tychonaut | 5 Sep 2011, 05:13 PM Post #5 |
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Second Lieutenant
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When facing large numbers of Outflank-equipped enemies, a variation of the Refused Flank strategy comes to mind. For sake of arguement lets call it The Bunker. The idea of this is to form a strong centre for the enemy to break itself on. Armor to the centre, heavy firepower to the rear and assault troops forming the tip of the spear. If you park your tanks with rear armour against your baseline, theres no physical way for a Trygon Prime to pop up behind you and offload 12 S5 shots into your fragile underbelly (A commonly seen tactic for owners of a TP, myself included) If a unit appears in your open left/right flank, present it with an army worth of rapid fire weapons, it should swiftly go down. In kill-point based games, leave the Tervigon alone. If your opponent spawns gaunts, just smile and kill them, gaining yourself a free killpoint. If he doesn't, don't panic. A Tervigon is a Second-rate MC thats only redeeming feature is Synapse and 6 Wounds. To be fair you can kill it with a Razorback TL Assault Cannon if you really want it gone/it gets too close. Against Deep Strike spamming lists, play them at their own game where available. SM armies should take a DropClad and a Tac squad in Pod. Use the marines to cut off and destroy a brood of smaller critters, the Dread can show up to finish off Warriors/Lictors/wounded MC's. You can go so far as to lure out the enemy using the Tac Pod, retreating back to your lines and leaving behind the Immobile Template Launcher to harrass them. Imp Guard should take an Officer of the Fleet, as slowing your opponents Deep Strike by -1 to all rolls is essential, especially if they have a way to improve their rolls. Under no circumstances do you ever let a Carnifex charge, ever. Get your charge in first with a squad of Assault Terminators/Ogryns equivalent. (unless they have a Venomthrope nearby, and then you need to shoot it while charging the Fex) Thought i'd offer a few pearls of wisdom, might actually be useful
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| gun drone 3.0 | 5 Sep 2011, 06:18 PM Post #6 |
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Lieutenant
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Ah so this is what prey thinks it can do to save themself from the swarm whahahaha! |
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| Liquid-Joshi | 6 Sep 2011, 05:11 PM Post #7 |
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Warrant Officer Second Class
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Thanks for the replies guys, I'm sure the advice will come in handy. I was thinking of making one of these for every army (Broadly - I don't see a reason to cover Dark Angels if i've already covered Space Marines) - what do you all think? Edited by Liquid-Joshi, 6 Sep 2011, 05:11 PM.
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| nareik123 | 26 Sep 2011, 11:15 AM Post #8 |
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Corporal
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In my (admitedly lackluster) time of fighting Nids with my Grey Knights, I can share a few points. 1. Genestealers will tear anything a new one, shoot them, a lot. (I think the only unit they struggle against is my stupidly expensive 10 man fully kitted out Paladin Squads. And I haven't found a unit that doesn't struggle against it.) Remember that Genestealers are also the slowest non MC nids have, it is fully viable to hop into your transports and drive the heck away quickly. Finally, if you do have to assault a Genestealer unit, remember to avoid the Broodlord above all, especially with unit Sergeants and IC. If you can, sacrifice a generic guy so he doesn't hypnotise your dudes. A balanced army usually has a lot of anti tank (Mechanised infantry is the new in-thing in 5th Edition 40K) so you can make them useful by focus firing Synapse Creature. |
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| Guardsman Fezz | 27 Sep 2011, 05:02 PM Post #9 |
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Corporal
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to quote the Imperial Guardsmans Uplifting Primer (Damocles Gulf ed) "Remember! Shoot the big ones!" |
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| gun drone 3.0 | 28 Sep 2011, 12:01 AM Post #10 |
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Lieutenant
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Yes shoot the big ones and let the little ones flood you hehe
Edited by gun drone 3.0, 28 Sep 2011, 12:02 AM.
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| de Selby | 28 Sep 2011, 02:22 PM Post #11 |
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Second Lieutenant
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Outflanking is one of the most powerful things about the current niddex. One point about genestealers is like the rest of the army they don't have grenades: if you've deployed so they're assaulting through cover then you'll get a chance to kill a few before they attack. I wrote an anti-tactica for tyranids a while back, I'll see if I can find it. In many ways they're actually quite fragile, but people tend to panic. edit: Here: http://s3.zetaboards.com/The_Ammobunker/single/?p=8142842&t=7331933 Since I am a tyranid player I'd also like people to contribute ways to beat armes other than tyranids! We nee all the help we can get... ahem... I mean... the hive mind will consume all (we thank you for your cooperation)... Edited by de Selby, 28 Sep 2011, 02:27 PM.
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| Liquid-Joshi | 29 Sep 2011, 07:20 PM Post #12 |
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Warrant Officer Second Class
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I'll take that as a "yes, please continue your magnificent, wonderful, brilliant guides to destroying armies, oh great and powerful Joshi". And I shall reply with "Why certainly, dear sir, I shall see to it that every army has their flaws exposed for the good of every other army". I'll put links up in my plog too, as and when they are started. |
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