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The Tyranids Goto Page: [] [<<] [<] 1 2 3 ... 66 67 68 69 70 71 ... 88 89 90 91 [>] [>>] [»|]

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Oryn

PostPosted: Sun Jul 06, 2008 10:33 pm


DarkElf27
There's a couple ways to deal with tanks.

Venom Cannons: Even a warrior can get a plasma gun equivalent with this, which can take down most vehicles.

Monstrous Creatures: Strength + 2d6? That's death on toast to vehicles, even with a Tyrant.

Zoanthrope: Str. 10 blast at 18", assualt. That's a damn good vehicle smoosher.


Aside from the Venom Cannons, none of these are really great ways to deal with tanks. Aside from a Flying Tyrant, the Monstrous Creatures and Zoanthropes move a paltry 6" a turn, making it relatively easy for Vehicles to stay on the move and out of range. Warp Blast requires a psychic test to even activate, followed by a ballistic skill test at BS3 to see if you actually hit with the damn thing. You can't use the S10 version at BS4. And only 3 Zoanthropes can be fielded, they can't be spammed like Guard Lascannons.

The real tank-killers for Nids have always been thier fast moving rending units; Raveners, Genestealers, Lictors. Fleet, Rending, and in the case of Raveners, calvalry movement. Sniper fexes are popular because the Venom Cannon/Barbed Strangler is that while it isn't terribly likely that they kill the tank, they'll probably Stun it, which lets the Rending gribblies sprint up to it and shred it. Of course, all of these guys are taking a hit in tank killing power in 5th.
PostPosted: Mon Jul 07, 2008 10:18 pm


Very true, the rending models can slice the hell out of a tank, but that rule also tends to make them a fire magnet, and Tyranid infantry isn't that great at resisting fire. You'd need a lot of genestealers to use them as your basic anti-vehicle like that.

DarkElf27
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Caleidah

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PostPosted: Mon Jul 07, 2008 10:42 pm



Or just screen your Genestealers behind a wave of cheap infantry. Gaunts or Gants work perfectly for that role. Alternatively, it works well to charge forward with a Devilfex and hide stealers behind it.
PostPosted: Tue Jul 08, 2008 12:10 am


Caleidah

Or just screen your Genestealers behind a wave of cheap infantry. Gaunts or Gants work perfectly for that role. Alternatively, it works well to charge forward with a Devilfex and hide stealers behind it.
But if you're advancing that slow, you might as well use the Carnifex for your purposes.

DarkElf27
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Caleidah

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PostPosted: Tue Jul 08, 2008 10:25 am


DarkElf27
Caleidah

Or just screen your Genestealers behind a wave of cheap infantry. Gaunts or Gants work perfectly for that role. Alternatively, it works well to charge forward with a Devilfex and hide stealers behind it.
But if you're advancing that slow, you might as well use the Carnifex for your purposes.


Very true. I'm actually going to throw together a "Genestealer Cult" army for an Apocalypse battle in the future to represent a cult of humans that turned on their brethren when the Hive Fleet arrived. Aside from Stealers, what are some necessary units to have?
PostPosted: Tue Jul 08, 2008 11:46 am


Caleidah
DarkElf27
Caleidah

Or just screen your Genestealers behind a wave of cheap infantry. Gaunts or Gants work perfectly for that role. Alternatively, it works well to charge forward with a Devilfex and hide stealers behind it.
But if you're advancing that slow, you might as well use the Carnifex for your purposes.


Very true. I'm actually going to throw together a "Genestealer Cult" army for an Apocalypse battle in the future to represent a cult of humans that turned on their brethren when the Hive Fleet arrived. Aside from Stealers, what are some necessary units to have?
Mutated humans with a third claw-like arm! And limos! They need limos! wink

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PostPosted: Tue Jul 08, 2008 12:48 pm


Caleidah
DarkElf27
Caleidah

Or just screen your Genestealers behind a wave of cheap infantry. Gaunts or Gants work perfectly for that role. Alternatively, it works well to charge forward with a Devilfex and hide stealers behind it.
But if you're advancing that slow, you might as well use the Carnifex for your purposes.


Very true. I'm actually going to throw together a "Genestealer Cult" army for an Apocalypse battle in the future to represent a cult of humans that turned on their brethren when the Hive Fleet arrived. Aside from Stealers, what are some necessary units to have?
If you want it to be all-genestealer, you might have to do some heavy converting and use them for 'count as'.
PostPosted: Tue Jul 08, 2008 1:46 pm


The Carnifex can run with the 5th edition, so they aren't that slow anymore. Go screamer-killer! scream

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PostPosted: Tue Jul 08, 2008 2:00 pm


Lady Blodwynn
The Carnifex can run with the 5th edition, so they aren't that slow anymore. Go screamer-killer! scream
Indeed! Same for hormagaunts and most Tyranid units, if the focus is getting into an assualt ASAP.
PostPosted: Tue Jul 08, 2008 2:08 pm


DarkElf27
Lady Blodwynn
The Carnifex can run with the 5th edition, so they aren't that slow anymore. Go screamer-killer! scream
Indeed! Same for hormagaunts and most Tyranid units, if the focus is getting into an assualt ASAP.
Hormagaunts count as beast/cavalry, so they already have fleet.

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PostPosted: Tue Jul 08, 2008 2:42 pm


Lady Blodwynn
DarkElf27
Lady Blodwynn
The Carnifex can run with the 5th edition, so they aren't that slow anymore. Go screamer-killer! scream
Indeed! Same for hormagaunts and most Tyranid units, if the focus is getting into an assualt ASAP.
Hormagaunts count as beast/cavalry, so they already have fleet.
Beasts/cavalry get 12" charge, not fleet, though Hormaguants have fleet in addition. Hm, I thought that the running bit was going to stack somehow with Fleet so that it didn't completely negate that rule for all the units that have it?
PostPosted: Tue Jul 08, 2008 5:07 pm


DarkElf27
Lady Blodwynn
DarkElf27
Lady Blodwynn
The Carnifex can run with the 5th edition, so they aren't that slow anymore. Go screamer-killer! scream
Indeed! Same for hormagaunts and most Tyranid units, if the focus is getting into an assualt ASAP.
Hormagaunts count as beast/cavalry, so they already have fleet.
Beasts/cavalry get 12" charge, not fleet, though Hormaguants have fleet in addition. Hm, I thought that the running bit was going to stack somehow with Fleet so that it didn't completely negate that rule for all the units that have it?


Dude...wait a tic: Cavalry get Fleet of Hoof, Beasts don't necessarily have it.

Wait a sec...*Goes to look in the Big Black Book of Everything*

Yes. According to the rulebook, Beasts and Cavalry all have Fleet. *smacks self for not remembering that on my Chaos Spawn*

Caleidah

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Oryn

PostPosted: Tue Jul 08, 2008 9:03 pm


DarkElf27
Beasts/cavalry get 12" charge, not fleet, though Hormaguants have fleet in addition. Hm, I thought that the running bit was going to stack somehow with Fleet so that it didn't completely negate that rule for all the units that have it?


Beasts/Cavalry have a 12" charge AND Fleet.

Units that currently have Fleet will be able to run and assault in the same turn. Units without it cannot assault if they run.
PostPosted: Mon Jul 14, 2008 1:14 pm


Oryn
DarkElf27
Beasts/cavalry get 12" charge, not fleet, though Hormaguants have fleet in addition. Hm, I thought that the running bit was going to stack somehow with Fleet so that it didn't completely negate that rule for all the units that have it?


Beasts/Cavalry have a 12" charge AND Fleet.

Units that currently have Fleet will be able to run and assault in the same turn. Units without it cannot assault if they run.


I love the possibility of my hormagaunts moving 24" in total to get into an assault. Also getting my cc warriors and cheap fexs into cc so much sooner just makes me itch to throw my nids on the table.

Super Jesus the Third


BloodyMary76

Witty Conversationalist

PostPosted: Mon Jul 14, 2008 2:17 pm


My brother's Gaunts shot down my landspeeder in a small game with fleshborers. gonk
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