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Posted: Tue Aug 29, 2006 5:59 pm
Pontius Pirate TheDarkHooded Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly. I have a Tyranid army of about 1,500pts, and I've played about seven games in total. Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire... I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying I don't really hold much stock in bio-weapons. They do their part, but they really aren't the shining jewel of the Tyranid armory. It takes some time, but once you understand all of the options a Tyranid player has (and they are ample), you simply have to identify the weaknesses of the opposing faction and outfit accordingly. Or in the case when you can't swap from battle to battle, make as balanced an army as you can. For armies that have a lot of ranged power, use fast attack units. That means Hormagaunts, Raveners, and occasionally gargoyles. These are the best units for tying up firing lines quickly, especially against Tau and Imperial Guard. Make good use of cover while getting into a good position to blitz the enemy. Yeah, okay. Sounds simple enough ^_^;; It's either I've got too many close combat units or too many ranged weapon units. I'll come up with some different army lists, and post 'em here to see what everyone thinks. Thanks again!
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Posted: Wed Aug 30, 2006 2:09 am
TheDarkHooded Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly. I have a Tyranid army of about 1,500pts, and I've played about seven games in total. Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire... I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying To put it bluntly, you are playing to the weaknesses of your army rather than your strengths. Tau and IG are SPECIALIZED in shooting. Rather than ineffectually trying to hold off superior weight and quality of fire, you should be focused on eliminating sources of fire by assaulting units and blocking LOS. You want Hormagaunts, Winged Tyrants with implant attack, and Raveners. These units should never fail to catch pesky speedy things like Tau Crisis Suits and fast moving light tanks. Their sheer speed also means you'll be in CC quick, where Tau and Imperial Guard hate to be. As a side note, it's only your first few games; expect to lose. It took me a few months of playing before I picked up the basics of using my own army and finally started winning.
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Posted: Wed Aug 30, 2006 10:26 am
TheDarkHooded Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly. I have a Tyranid army of about 1,500pts, and I've played about seven games in total. Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire... I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying just a little hint for fighting guard. use the barbed strangler, especialy if you give it to a fex. large template that hits on two's and normal IG troops wont get saves
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Posted: Wed Aug 30, 2006 9:56 pm
Stumpy2000 TheDarkHooded Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly. I have a Tyranid army of about 1,500pts, and I've played about seven games in total. Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire... I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying just a little hint for fighting guard. use the barbed strangler, especialy if you give it to a fex. large template that hits on two's and normal IG troops wont get saves While the part about the barbed strangler ripping up guard is true, the hitting on 2's isn't. Giving a strangler to a Carnifex means it gets one chance to hit on a 5+, or 4 with senses.
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Posted: Thu Aug 31, 2006 12:04 am
Pontius Pirate While the part about the barbed strangler ripping up guard is true, the hitting on 2's isn't. Giving a strangler to a Carnifex means it gets one chance to hit on a 5+, or 4 with senses. I think he means that it wounds on 2's.
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Posted: Thu Aug 31, 2006 3:49 am
Pontius Pirate Stumpy2000 TheDarkHooded Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly. I have a Tyranid army of about 1,500pts, and I've played about seven games in total. Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire... I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying just a little hint for fighting guard. use the barbed strangler, especialy if you give it to a fex. large template that hits on two's and normal IG troops wont get saves While the part about the barbed strangler ripping up guard is true, the hitting on 2's isn't. Giving a strangler to a Carnifex means it gets one chance to hit on a 5+, or 4 with senses. yea, my bad. i meant wounds
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Posted: Thu Aug 31, 2006 5:15 pm
So then that's a good thing sweatdrop
What about the Broodlord? I was thinknig about having him and like a group of Genestealers infiltrating in, along with a few deep striking Raveners, along with a Biovore or two.
Though I'm not too sure about the Biovores sweatdrop
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Posted: Thu Aug 31, 2006 7:05 pm
TheDarkHooded So then that's a good thing sweatdrop What about the Broodlord? I was thinknig about having him and like a group of Genestealers infiltrating in, along with a few deep striking Raveners, along with a Biovore or two. Though I'm not too sure about the Biovores sweatdrop Biovores are pretty unimpressive. Carnifexes give you better Anti-tank and better survivablity. Broodlords, likewise are not all that impressive. They have some really impressive assault stats, but are hard to get into combat. Infiltrate helps, but the BL will never catch anything that moves faster than 6" a turn, so if you use him, plan your Infiltration spot carefully. Most players I know prefer Hive Tyrants, as they're much simpler to use and provide a little more utility. Also, never Deep Strike Raveners unless you're forced to. They have an assault range of 19" to 24", and if you have them on the table from Turn 1, they should have an almost guaranteed Turn 2 assault. Deepstriking however, means they come on at Turn 2 at the soonest, then are stuck wherever they are for a turn, and only then get to make thier move. Even if you walk them on from Reserve, at least then they have a chance to assault.
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Posted: Thu Aug 31, 2006 7:14 pm
Heh, watch out for Kroot when facing the Tau too, not many players care about them it seems cause they are a distraction while firewarriors and other units pump you full of fire. And once you break thru the kroot assualting wont be effective because of their photon grenades, after that first turn of assaulting they shouldnt be a problem besides for the other troops. Wait a minute, i Just realized something, isnt it against the rules to shoot at a CC engaged unit? That makes the kroot strategy useless
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Posted: Thu Aug 31, 2006 8:25 pm
Oryn TheDarkHooded So then that's a good thing sweatdrop What about the Broodlord? I was thinknig about having him and like a group of Genestealers infiltrating in, along with a few deep striking Raveners, along with a Biovore or two. Though I'm not too sure about the Biovores sweatdrop Biovores are pretty unimpressive. Carnifexes give you better Anti-tank and better survivablity. Broodlords, likewise are not all that impressive. They have some really impressive assault stats, but are hard to get into combat. Infiltrate helps, but the BL will never catch anything that moves faster than 6" a turn, so if you use him, plan your Infiltration spot carefully. Most players I know prefer Hive Tyrants, as they're much simpler to use and provide a little more utility. Also, never Deep Strike Raveners unless you're forced to. They have an assault range of 19" to 24", and if you have them on the table from Turn 1, they should have an almost guaranteed Turn 2 assault. Deepstriking however, means they come on at Turn 2 at the soonest, then are stuck wherever they are for a turn, and only then get to make thier move. Even if you walk them on from Reserve, at least then they have a chance to assault. Thanks again, I was skeptical to put them in there, but yeah. Designing my new army now! xd
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Posted: Fri Sep 01, 2006 10:08 am
i use two carifex's as elite choices, and i give them two twinlinked devourers, and enhanced senses.
these are great at taking down infantry, and it looks pretty scary having three fex's, as wel as two hive tyrants in my army.
you lot might dsagree, but theyve worked well so far.
instead of biovores, use zoanthorpes, their warp blast is move effecive then a venom cannon.
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Posted: Sat Sep 02, 2006 11:20 am
Hey, guys. I'm designing my army, and I was wondering if this sounds good:
Hive Tyrant = HQ Bios : Acid Maw, Enhanced Senses, Adrenal Glands (+1 WS), and Rippers. Weapons : Lashwhip/Bonesword, and a Twin Linked Deathspitter. And two Shielders.
Tyranid Warriors = 6 Elites Bios : Rippers, Adrenal Glands (WS), and Extended Carapace. Weapons : Devourers and Scything Talons. 1 Has Venom Cannon instead of Devourer.
Genestealers = 12 Infantry x 2 Bio/Weapons : Scything Talons, Toxin Sacs.
Hormagaunts = 25 Infantry Bios : Toxin Sacs, Adrenal Glands (WS).
Spinegaunts = 10 Infantry Weapons : Spinefists.
Carnifex = 1 Heavy Support Bios : Regenerate, Macetail, Thornback, Tusked. Weapons : Barbed Strangler, Lash whips.
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Posted: Sat Sep 02, 2006 11:24 am
Heads up, edit your post, your gonna get in trouble for posting point values
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Posted: Sat Sep 02, 2006 2:41 pm
Orgasmic Waffle Hey, guys. I'm designing my army, and I was wondering if this sounds good: Hive Tyrant = HQ Bios : Acid Maw, Enhanced Senses, Adrenal Glands (+1 WS), and Rippers. Weapons : Lashwhip/Bonesword, and a Twin Linked Deathspitter. And two Shielders. Tyranid Warriors = 6 Elites Bios : Rippers, Adrenal Glands (WS), and Extended Carapace. Weapons : Devourers and Scything Talons. 1 Has Venom Cannon instead of Devourer. Genestealers = 12 Infantry x 2 Bio/Weapons : Scything Talons, Toxin Sacs. Hormagaunts = 25 Infantry Bios : Toxin Sacs, Adrenal Glands (WS). Spinegaunts = 10 Infantry Weapons : Spinefists. Carnifex = 1 Heavy Support Bios : Regenerate, Macetail, Thornback, Tusked. Weapons : Barbed Strangler, Lash whips. You definately want to tack on the points value for the entire list; Not sure how big this army is without it, or without referencing Armybuilder or the 'nid Codex, which would be a pain in the butt. Points values for individual units are alright too, but don't put up how much each upgrade costs. As for the list itself.... HQ: Drop Acid Maw. Implant attack is the best Tyranid mouth attack, buy it, use it, and laugh as 4 wound characters fail two saves and die. Might want to drop the Bonesword/Lashwhip. The Bonesword is more useful if your Tyrant is herding gaunts, but since he's a footslogger, the gaunts are going to outrun him and escape the effects of Catalyst. Either drop the Guard and make him fly, or drop the Bonesword/Lashwhip for a Venom Cannon or Barbed Strangler. Elites: Pretty standard Warrior squad here. Problem is these guys are footsloggers too. Either your Tyrant or your Warriors (but not both) NEED to be Winged. Otherwise your Gaunts and Hormagaunts will outrun Synapse, lose an assault, and be run down. You need some fast Synapse to keep up with the Gaunts. Troops: Genestealers need Extended Carpace, otherwise a simple Bolter volley will annihilate your CC-deathmachines. Toxin Sacs are generally unnesscessary unless you plan to be going after vehicles. Hormagaunt squad is huge. Might want to drop the Spinegaunts and split the hormas into two squads. Heavy: No offense, but I have a great dislike of this carnifex you've built. It's like he's not sure what he's supposed to do. If he's going to be a shooter with that Strangler, he NEEDS Enhanced Senses. Macetail and Thornback are unnesscessary, but keep them if you really wish. Drop the Lashwhips. If you really want a hybrid shooty-assaulty Carnifex, give him Crushing Claws to go with his gun. Overall, the list is kinda themeless. You've got a little of everything, but it doesn't mesh together very well. You haven't got any real ability to deal with tanks, and the abilities of your various units aren't synergistic. I highly suggest getting a Sniper-fex (E. Senses, VC, BS) to deal with tanks, as that's what's going to tear this list apart.
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Posted: Thu Sep 07, 2006 10:35 pm
I am building a 'nid army list before I go out and even buy some, just so I can give myself an idea.
First thing. I thought the brood lord was pretty damned cool so I took him in the list with an entourage of genestealers. They all have Scything Talons, Implant attack, Toxin sacks, Extended carapace. Granted the Brood lord COMES with scything talons.
How good would you rate spine gaunts 'without number'?
Because I haven't gotten far in building the list, but I just want to know. I thought that 'without number' was awesome and the spine guants or any other lowly variant of the guant genus are the only ones who can take it.
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