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Marina_j2

PostPosted: Fri Aug 12, 2005 2:04 pm


KyotoYakimino
True, provided you have the points, a lictor or two are good to have just to give a psycological effect. In addition they are quite capable in supporting one of the gaunt broods or attacking heavy weapon units.
Plus, the new model looks awesome.
3nodding

It's funny, but I use spore mines for the psychological effect too. I've had several games where I used spore mines as a diversionary tactic to throw the enemy off. I think I've only ever had a spore mine destroy a model once, but it's served me well by keeping the enemy's eye off my true tactics.
PostPosted: Fri Aug 12, 2005 10:33 pm


Marina_j2
KyotoYakimino
True, provided you have the points, a lictor or two are good to have just to give a psycological effect. In addition they are quite capable in supporting one of the gaunt broods or attacking heavy weapon units.
Plus, the new model looks awesome.
3nodding

It's funny, but I use spore mines for the psychological effect too. I've had several games where I used spore mines as a diversionary tactic to throw the enemy off. I think I've only ever had a spore mine destroy a model once, but it's served me well by keeping the enemy's eye off my true tactics.
I cant stand the things, always shoot them down first...

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

KyotoYakimino

PostPosted: Sat Aug 13, 2005 7:10 am


I loved using them back when I played nids.
The enemy doesn't know what to do when a bunch of exploding cysts are floating around. twisted
PostPosted: Tue Aug 16, 2005 12:52 am


DarkElf27
Marina_j2
KyotoYakimino
True, provided you have the points, a lictor or two are good to have just to give a psycological effect. In addition they are quite capable in supporting one of the gaunt broods or attacking heavy weapon units.
Plus, the new model looks awesome.
3nodding

It's funny, but I use spore mines for the psychological effect too. I've had several games where I used spore mines as a diversionary tactic to throw the enemy off. I think I've only ever had a spore mine destroy a model once, but it's served me well by keeping the enemy's eye off my true tactics.
I cant stand the things, always shoot them down first...


heh, ya thats what I think her whole point summed up to. : p ^^

Vinnicius


KyotoYakimino

PostPosted: Thu Aug 18, 2005 8:29 am


Anyone have the chance to fight against a totally new Tyranid army yet?
PostPosted: Thu Aug 18, 2005 12:12 pm


KyotoYakimino
Anyone have the chance to fight against a totally new Tyranid army yet?


I'm not sure what you mean by totally new. Totally new, as in using the new codex? I've been doing it for a month or two now. The speed the 'nids can get is damnedably unbelieveable. In fact, I can't play against them using long table table edges at my house anymore because I have a 5' x 3' table, and even with reduced deployment zones they've come within an inch of assaulting my Tau on the first turn. Hence why I'm of the "Shoot the fast ones" school of thought when fighting 'nids. The problem is that with the new codex, it's possible to make up an army that can all move 6", fleet 6" and then assault 6" or 12" It's VERY nasty for Tau, but not quite as lethal against MEq's.

Oryn


DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Thu Aug 18, 2005 12:17 pm


Oryn
KyotoYakimino
Anyone have the chance to fight against a totally new Tyranid army yet?


I'm not sure what you mean by totally new. Totally new, as in using the new codex? I've been doing it for a month or two now. The speed the 'nids can get is damnedably unbelieveable. In fact, I can't play against them using long table table edges at my house anymore because I have a 5' x 3' table, and even with reduced deployment zones they've come within an inch of assaulting my Tau on the first turn. Hence why I'm of the "Shoot the fast ones" school of thought when fighting 'nids. The problem is that with the new codex, it's possible to make up an army that can all move 6", fleet 6" and then assault 6" or 12" It's VERY nasty for Tau, but not quite as lethal against MEq's.
My SM's have prefered enemy Tyranids, so they do pretty good when assualting them.
PostPosted: Thu Aug 18, 2005 6:25 pm


out of all my friend i have the most figures and points so i play 3 agains 1 im able to take out the chaos and its rino with a brood of gaunts and genestealers and the space marines with 2 broods of termegaunts to thin them out and one brood of hormegaunts and a brood of warriers but whene i grt to the space wolfs i iether get sloughterd or iget close and the kill my homegaunts and i end up shooting them i win ocassionally but those damn wolfs it takes whats lef of the other squads 9 packs of rippers a guard 1brood of termigaunts and 1 of hromigaunts and 1 of genestealers and 3 raveners but he has like 4 squad and a rino so the tyranids rock if they can take on 3 ppl at the same time and win ocasionally it goes to show there is a power in numbers, many many numbers.

spazzman1034


Cagalli Yura Attha

PostPosted: Thu Aug 18, 2005 6:34 pm


spazzman1034
out of all my friend i have the most figures and points so i play 3 agains 1 im able to take out the chaos and its rino with a brood of gaunts and genestealers and the space marines with 2 broods of termegaunts to thin them out and one brood of hormegaunts and a brood of warriers but whene i grt to the space wolfs i iether get sloughterd or iget close and the kill my homegaunts and i end up shooting them i win ocassionally but those damn wolfs it takes whats lef of the other squads 9 packs of rippers a guard 1brood of termigaunts and 1 of hromigaunts and 1 of genestealers and 3 raveners but he has like 4 squad and a rino so the tyranids rock if they can take on 3 ppl at the same time and win ocasionally it goes to show there is a power in numbers, many many numbers.
and yet.. no. You play 2,000 points against me, and there'll be THREE ordanance templates, and a ton of bolt weapons. You'll see your army vanish in two turns.
PostPosted: Thu Aug 18, 2005 6:50 pm


DarkElf27
Oryn
KyotoYakimino
Anyone have the chance to fight against a totally new Tyranid army yet?


I'm not sure what you mean by totally new. Totally new, as in using the new codex? I've been doing it for a month or two now. The speed the 'nids can get is damnedably unbelieveable. In fact, I can't play against them using long table table edges at my house anymore because I have a 5' x 3' table, and even with reduced deployment zones they've come within an inch of assaulting my Tau on the first turn. Hence why I'm of the "Shoot the fast ones" school of thought when fighting 'nids. The problem is that with the new codex, it's possible to make up an army that can all move 6", fleet 6" and then assault 6" or 12" It's VERY nasty for Tau, but not quite as lethal against MEq's.
My SM's have prefered enemy Tyranids, so they do pretty good when assualting them.


I love the sound of that second gun option those tyranid hunters get. You must have ultramarines then?

Vinnicius


Vinnicius

PostPosted: Thu Aug 18, 2005 6:51 pm


DarkElf27
Oryn
KyotoYakimino
Anyone have the chance to fight against a totally new Tyranid army yet?


I'm not sure what you mean by totally new. Totally new, as in using the new codex? I've been doing it for a month or two now. The speed the 'nids can get is damnedably unbelieveable. In fact, I can't play against them using long table table edges at my house anymore because I have a 5' x 3' table, and even with reduced deployment zones they've come within an inch of assaulting my Tau on the first turn. Hence why I'm of the "Shoot the fast ones" school of thought when fighting 'nids. The problem is that with the new codex, it's possible to make up an army that can all move 6", fleet 6" and then assault 6" or 12" It's VERY nasty for Tau, but not quite as lethal against MEq's.
My SM's have prefered enemy Tyranids, so they do pretty good when assualting them.


I love the sound of that second gun option those tyranid hunters get. You must have ultramarines then?
PostPosted: Thu Aug 18, 2005 11:40 pm


spazzman1034
out of all my friend i have the most figures and points so i play 3 agains 1 im able to take out the chaos and its rino with a brood of gaunts and genestealers and the space marines with 2 broods of termegaunts to thin them out and one brood of hormegaunts and a brood of warriers but whene i grt to the space wolfs i iether get sloughterd or iget close and the kill my homegaunts and i end up shooting them i win ocassionally but those damn wolfs it takes whats lef of the other squads 9 packs of rippers a guard 1brood of termigaunts and 1 of hromigaunts and 1 of genestealers and 3 raveners but he has like 4 squad and a rino so the tyranids rock if they can take on 3 ppl at the same time and win ocasionally it goes to show there is a power in numbers, many many numbers.


You are just damned lucky you don't have to deal with the Tau, or some pie-plate heavy Imp Guard. The one upshot the Tau have on dealing with the fast ones is that Tau weaponry can punch just about everything the Nid's have short of the Tyrant or the Carnifex with ease. And Ordinance weapons and blasts will take out entire squads of 'Nids with ease.

Oryn


KyotoYakimino

PostPosted: Fri Aug 19, 2005 5:38 am


Remember, the rules were designed with 72x48 tables in mind.
Along those lines, there would be 24 inches in between deployment zones.
As far as the new 'nids worst enemies are concerned, I think that Marines and Tau have the best shot (literally) due to their massive arsenal of high-AP weapons.
The marines are good in close combat, and the Tau have Kroot (which are very effective nid killers).
Especially considering that marines can get preferred enemy, no matter what chapter they play (it is a chapter trait).
Eldar have a chance, but it will take a skillful player to beat the nid's considering suriken catapult's range of 12 inches.

I'm curious if anyone has ever played 'nids on 'nids with the new rules.
PostPosted: Fri Aug 19, 2005 11:08 am


KyotoYakimino
Remember, the rules were designed with 72x48 tables in mind.
Along those lines, there would be 24 inches in between deployment zones.
As far as the new 'nids worst enemies are concerned, I think that Marines and Tau have the best shot (literally) due to their massive arsenal of high-AP weapons.
The marines are good in close combat, and the Tau have Kroot (which are very effective nid killers).
Especially considering that marines can get preferred enemy, no matter what chapter they play (it is a chapter trait).
Eldar have a chance, but it will take a skillful player to beat the nid's considering suriken catapult's range of 12 inches.

I'm curious if anyone has ever played 'nids on 'nids with the new rules.

i have, it was a long hard game, i ended up losing cause i let him use a bio titan, but nids on nids are fun and long games, and well, the new fex is alsome, killed his tyrant and 3 guards with it

WNxHotSoup


Tojju

PostPosted: Fri Aug 19, 2005 3:40 pm


KyotoYakimino
Remember, the rules were designed with 72x48 tables in mind.
Along those lines, there would be 24 inches in between deployment zones.
As far as the new 'nids worst enemies are concerned, I think that Marines and Tau have the best shot (literally) due to their massive arsenal of high-AP weapons.
The marines are good in close combat, and the Tau have Kroot (which are very effective nid killers).
Especially considering that marines can get preferred enemy, no matter what chapter they play (it is a chapter trait).
Eldar have a chance, but it will take a skillful player to beat the nid's considering suriken catapult's range of 12 inches.

I'm curious if anyone has ever played 'nids on 'nids with the new rules.
Eldar can do it. I personally haven't but as for the 12' range, it's not that bad. I had a 20 squad of Guardians wipe out 17 members in a Hormagaunt squad in one round, jumped my Warp Spiders in, and finished the rest off.
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