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Tactica Tyranids
Tyranid Tactical Thread BloodAngelBrotherEdward.
RE: Tyranid Tactical Thread BloodAngelBrotherSoren
(3/17/2002 12:09).
Another
point to add BloodAngelBrotherSoren (3/17/2002 12:20).
RE: RE:
Tyranid Tactical Thread thehivemindhungers (3/18/2002 0:01).
RE: RE: RE: Tyranid Tactical Thread thehivemindhungers (3/18/2002 0:03).
RE: Tyranid Tactical Thread Tleilaxu
(3/17/2002 12:14).
RE: RE:
Tyranid Tactical Thread BloodAngelBrotherSoren (3/17/2002 12:35).
RE: RE: RE: Tyranid Tactical Thread tyranidonfire (3/17/2002 16:34).
RE: Tyranid Tactical Thread Baeltheron
(3/17/2002 12:20).
RE: RE:
Tyranid Tactical Thread BloodAngelBrotherSoren (3/17/2002 12:26).
RE: RE: RE: Tyranid Tactical Thread KurtEllmauer (3/17/2002 12:43).
RE: RE: RE: RE: Tyranid Tactical Thread setsuna (3/17/2002 22:18).
RE: RE:
Tyranid Tactical Thread nidball (3/17/2002 13:29).
A love of Ripper swarms sailor_chaos
(3/17/2002 12:44).
nids aren't too complex Tleilaxu
(3/17/2002 13:04).
oh - ten replies! let's see more
:-) BloodAngelBrotherEdward (3/17/2002 16:07).
RE: oh
- ten replies! let's see more :-) BloodAngelBrotherEdward (3/18/2002 15:02).
and again! BloodAngelBrotherEdward (3/18/2002 16:09).
back to page 1 again BloodAngelBrotherEdward (3/18/2002 18:54).
back to
the front! BloodAngelBrotherEdward (3/19/2002 9:21).
RE: Tyranid Tactical Thread Icetyrant
(3/17/2002 16:25).
RE: Tyranid Tactical Thread creepinjeezus
(3/17/2002 17:31).
RE: RE:
Tyranid Tactical Thread DrFeelgood (3/17/2002 17:55).
RE: RE: RE: Tyranid Tactical Thread nidball (3/17/2002 20:58).
oops nidlord
(3/18/2002 1:30).
nid tactics
number 126 nidlord (3/18/2002 1:46).
:-) BloodAngelBrotherEdward (3/17/2002
19:54).
nid tactics raphaelus (3/17/2002
21:22).
What's
the aversion to the cleanse mission? Vic (3/17/2002 22:49).
RE: What's the aversion to the cleanse mission? BloodAngelBrotherSoren
(3/17/2002
23:24).
nid tactics
number 56 nidlord (3/18/2002 1:23).
:-) BloodAngelBrotherEdward
(3/18/2002 9:59).
RE: :-) BloodAngelBrotherSoren (3/18/2002 10:02).
Rending Claws Pico (3/18/2002 16:10).
minimal benefit nidlord (3/19/2002 2:21).
RE: tyrant guard nidball (3/18/2002 17:50).
RE: RE: tyrant guard mordante (3/18/2002 19:02).
Spinegaunts vs scythgaunts Mordante
(3/18/2002 16:29).
try this... robeonneo (3/18/2002
16:50).
RE: try
this... creepinjeezus (3/18/2002 17:09).
RE: try
this... mordante (3/18/2002 17:16).
RE: Tyranid Tactical Thread quintavalli
(3/18/2002 17:10).
B..b...bbb...bump!
(NT) HarkonGreywolf (3/18/2002 18:53).
RE: RE:
Tyranid Tactical Thread Hellzbane (3/18/2002 19:20).
How many monstrous creatures is
too many? Treize (3/18/2002 20:16).
RE: How
many monstrous creatures is too many? Takari (3/19/2002 0:03).
Just some musings on Raveners
Treize (3/18/2002 20:30).
I ACCTUALLY HAVE A 'NID SHOOTY
ARMY memphiston (3/18/2002 20:47).
RE: I ACCTUALLY HAVE A 'NID SHOOTY
ARMY creepinjeezus (3/19/2002 11:20).
Tyranid Tactical Thread . (48 Replies). BloodAngelBrotherEdward[].
3/17/2002 11:27 (3/19/2002 11:20)
Hello everyone!
It's been a while since I've seen a good Tyranid tactical thread
so I thought I'd try to get one
going! :-)
So come post your favorite nid tactics!
looking forward to all the fun ~ Brother Edward
PS. My Nid tactics are terribly simple - but they work! I favor
swarm tactics, I like to take
large broods of hormagaunts and genestealers (and termagaunts
just cuz I have the minis -
ugh) and back them up with raveners & warriors - the basic
idea is to overwhelm the enemy
with numbers, and somehow (without much particular skill on my
part) we have really good
games around here! :-)
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RE: Tyranid Tactical Thread . (3
Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:09 (3/18/2002 0:03)
hehe thanks for this edward :D needed a good read/write
>>I favor swarm tactics, I like to take large broods of hormagaunts
and genestealers (and
termagaunts just cuz I have the minis - ugh)
instead of termagaunts use scythegants, only 1 point more then
spinegants and much more
effecitve!!!
my army is based on a wave style swarm, where the pressure is
mounted by your weaker
units holding up the enemies front line so they cant shoot back
at you and then wave after
wave the pressure grows until the front line of their army is
smashed and they get thrown into
utter chaos!
the idea of my army is not to swarm outright in 1 big hit but
to build a giant wave, anyway the
following it my list for 1500pts
---
1 Razorfly Tyrant (HQ) @ 189 Pts
Adrenal Glands (In); Adrenal Glands (WS); Enhanced Senses; Extended
Carapace; Toxin Sacs; Wings; Scything Talons (x2)
#Synapse Creature [0]
#The Horror [0]
Warp Blast [20]
1 Razorfly Tyrant (HQ) @ 189 Pts
Adrenal Glands (In); Adrenal Glands (WS); Enhanced Senses; Extended
Carapace; Toxin Sacs; Wings; Scything Talons (x2)
#Synapse Creature [0]
#The Horror [0]
Warp Blast [20]
12 Genestealers (Troops) @ 192 Pts
Rending Claws
12 Genestealers (Troops) @ 192 Pts
Rending Claws
11 Deathgaunt Species (Troops) @ 142 Pts
Adrenal Glands (In); Leaping; Toxin Sacs; Scything Talons; Hive
Node (x1)
11 Deathgaunt Species (Troops) @ 142 Pts
Adrenal Glands (In); Leaping; Toxin Sacs; Scything Talons; Hive
Node (x1)
11 Scythegaunt Species (Troops) @ 76 Pts
Scything Talons; Hive Node (x1)
11 Scythegaunt Species (Troops) @ 76 Pts
Scything Talons; Hive Node (x1)
8 Gargoyle Brood (Fast Attack) @ 80 Pts
Fleshborer; Bio-Plasma Attack
8 Gargoyle Brood (Fast Attack) @ 80 Pts
Fleshborer; Bio-Plasma Attack
1 Mutable Carnifex (Heavy Support) @ 141 Pts
Adrenal Glands (WS); Enhanced Senses; Extended Carapace; Scything
Talons
(x1); Venom Cannon
Models in Army: 87
Total Army Cost: 1499
---
the following is how the army is designed to hit in waves sort
of like the list in order below
scythegants
deathgaunts
gargoyles (slow down incomming heavy trooper fire and create
crossfires)
Genestealers
Tyrants
carnifex
---
i know the army looks weakly numbered in squads but the idea is
if even 1 guy survives in that
squad then the enemy wont be shooting back at the next wave,
then eventually the front line
breaks (like i said before) and it all gets messy.
there is antitank there but it has to be "selective" antitank
shooting.
now from what i hear a tyrant like this will reak absolute havoc
amongst the enemy ranks, and
they are fast enough to still give the gaunt swarm the synapse.
the carnifex doesnt need a +1 str upgrade because it is made redundant
by the "monstrous
creture" ability and the venom cannon adds +2 str to the shot,
meaning only 1 str is "wasted".
i like warriors but as of late i have been concerned, they lack
what i need in my force (what i
feel i need) to support my swarm. i had 6 warriors fitted with
a venom cannons each but they
still lacked a good HTH ability which the 2 tyrants... definatly
dont lack, and still have rock
solid STR 10!!! firepower for tanks, not to mention getting into
HTH and ripping it a new one
:D
mind you i have not tested this list but intend to VERY soon,
pity i can use it in a tourney : /
they banned mutable genus nids : / and they STILL havnt got out
the rules to do it legaly after
how long... hmmm
anyway, hope this helps :D
Hivefleet Soren
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Another
point to add . (0 Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:20 (3/17/2002
12:20)
this next "tactic" is completly upto the player you are facing
everyones big question!!!
"first or second turn"
if your opponent is particularily feiry or just plain suicidal
hw migh actually some towards your
army (poor soul), in that case i think holding out for the 2nd
turn would be better. that way
you have a LOT better chance of making it into assault in the
very FIRST turn!! imagine the
shock on his face!!
the other is exactly the opposite, if the player is going to sit
back and wait for you (smart but
cowardly :D) then i sujest you take the first turn. try and get
your army into a foward position
under cover and terrain, effecticly negating his heavy fire for
a turn (meanwhile keeping you
alive)
now gargoyles and genestealers (i would not really recomend this
for gene's) a "good" tactic
against a player is to deepstrike or infiltrate REALLY close
and sometimes in the open (he
wont be able to resist a shot, therefore keeping your other gaunts
alive). maybe they can
provide a crossfire later on! who knows!
Hivefleet Soren - probably more points to come :) as i think of
them.
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RE: RE:
Tyranid Tactical Thread . (1 Replies). thehivemindhungers[]. 3/18/2002
0:01 (3/18/2002 0:03)
yea me too i like lots if gaunts but am forced to using lots
of stealers and gants to use up points
:(
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RE: RE: RE: Tyranid Tactical Thread . (0 Replies). thehivemindhungers[].
3/18/2002 0:03
(3/18/2002 0:03)
BTW this is cause i am REALLY strapped for cash
and BABedward how many armies do you collect, how much free time
do you have and how
much money do you make cause it seems like a lot of all
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RE: Tyranid Tactical Thread . (2
Replies). Tleilaxu[theplague1278@yahoo.com]. 3/17/2002 12:14
(3/17/2002 16:34)
yeah brother edward...i hate it when i have to use termagants
just because GW is too cheap
to make seperate boxes for hormagants and termagants.
anyways
i favor mass numbers of close combat specialists aka hormagants
and genestealers. i like to
back them up with an anti tank carnifex-rending claws and barbed
strangler. i also use my hive
tyrant for tank hunting. basically, i rush in with gaunts soaking
fire and getting rid of the front
lines and then i send in my genestealers and carnifex through
the breach in the line to attack
their center units...i usually use lictors to do many assaults
and sweeping advances etc to get
rid of heavy weapons teams. i also fire spore mines behind and
directly in front their lines so
they have to move into them some way or another.
thanks for starting this brother edward-god knows i've been trying
for awhile!
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RE: RE:
Tyranid Tactical Thread . (1 Replies). BloodAngelBrotherSoren[]. 3/17/2002
12:35
(3/17/2002 16:34)
>> i hate it when i have to use termagants just because GW is
too cheap to make seperate
boxes for hormagants and termagants.
- modify the termagants into scythegants, much more effective
and cheap!
>> i like to back them up with an anti tank carnifex-rending claws
and barbed strangler.
- a carnifex already smashes tanks to bits, rending claws are
basicly redundant. and while a
barbed strangler shot at str 8, a venom cannon at str 10 with
2 shots is better for ranged
antitank. even against troops it is a miss of hit situation 50/50,
and you shouldnt be within
range or be able to shoot a enemy unit at that range! they should
be alreafy tied up in HTH!!
>> i also use my hive tyrant for tank hunting.
- wings make the tyrant, they are expensive but at least they
dont have to walk and keep
getting out of range for your gaunts to keep synapse
>>basically, i rush in with gaunts soaking fire and getting rid
of the front lines and then i send in
my genestealers and carnifex through the breach in the line to
attack their center units...
- exactly what my army and "most" other nid armies will try to
do, or should do. mind you the
carnifex is rather slow dont forget.
>> i usually use lictors to do many assaults and sweeping advances
etc to get rid of heavy
weapons teams. i also fire spore mines behind and directly in
front their lines so they have to
move into them some way or another.
- it is my personal opinion that both of these units (lictors
and biovores) are rather random in
their effect, and i have heard lictors dont usually earn back
their points. that and the fact they
start outside your enemies depliyment zone (im pretty sure)
>> thanks for starting this brother edward-god knows i've been
trying for awhile!
me too :D hehehe gg edward ;D
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RE: RE: RE: Tyranid Tactical Thread . (0 Replies). tyranidonfire[]. 3/17/2002
16:34 (3/17/2002 16:34)
why convert termagaunts ...... i field hormagaunts only and i
just mail order them in bulk .....
make em alot cheaper
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RE: Tyranid Tactical Thread . (4
Replies). Baeltheron[]. 3/17/2002 12:20 (3/17/2002 22:18)
All Tyranid tactics are variations of a swarm. The key is to
adjust your swarm for the
opponent you are facing. Biovores work great on weak armored
races, not so much on
Marines. Carnifex do good against Marines and fall quickly to
Dark Eldar. The best Tyrant
knows the abilities of his next meal.
May you never go hungry
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RE: RE:
Tyranid Tactical Thread . (2 Replies). BloodAngelBrotherSoren[]. 3/17/2002
12:26
(3/17/2002 22:18)
>> All Tyranid tactics are variations of a swarm. The key is
to adjust your swarm for the
opponent you are facing. Biovores work great on weak armored
races, not so much on
Marines. Carnifex do good against Marines and fall quickly to
Dark Eldar. The best Tyrant
knows the abilities of his next meal.
>>
>> May you never go hungry
the one thing in 40k i dont really see as a realistic thing is
adapting your army to kill a specific
army, i always base my nid armies on taking on all armies for
tournament purposes. i think it is
a much better idea to make an army a jack of all trades, that
way you get used to fighting with
the forces you have and you can fight any enemy and still do
good (this is where specific
"army designed to kill army" armies loose).
that is my view anyway, always make an army as if your playing
in a tournament!
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RE: RE: RE: Tyranid Tactical Thread . (1 Replies).
KurtEllmauer[Inquisitor_Mauer@Hotmail.com]. 3/17/2002 12:43 (3/17/2002
22:18)
>> the one thing in 40k i dont really see as a realistic thing
is adapting your army to kill a
specific army, i always base my nid armies on taking on all armies
for tournament purposes. i
think it is a much better idea to make an army a jack of all
trades, that way you get used to
fighting with the forces you have and you can fight any enemy
and still do good (this is where
specific "army designed to kill army" armies loose).
>>
>> that is my view anyway, always make an army as if your playing
in a tournament!
I agree with the Jack of All Trades philosophy. My Black Templars
are set up for that, and
my nid's will be as well.
I am in the process of building my first 'nid army. When I get
my current crop done, I'll have
1x Tyrant, 3x Carnifex, 1x Old One Eye, 1x Red Terror, 6x Warriors,
32x Termagaunt, 32x
Hormaguants, 10x Ripper Bases, 24x Genestealers. I'll probably
be adding Lictors, Tyrant
Guards, Raverners, Biovores, Gargoyles, and Zoanthropes in that
order.
I know exactly what my tactics are going to be, wave after wave
in the following order:
Rippers, Termagaunts, Hormaguants, Warriors, Carnifexs', Tyrant
& Guard. My Lictors, will
be in there somewhere depending on the scenario, the Gargoyles
and Raverners will be a
flanking force, and I'll hold back the Biovores and the Zoanthropes.
The basic idea will be to
force the enemy to choose to move or shoot, and what to choose
to shoot?
One thing that I have never understood is the seeming rush to
mutate your bugs. Maybe I'm a
bit lazy and unimaginative, but I like the basic models as is.
The only customization I want to
have to think about is for weapons on my Tyrants, Carnifexs,
Reavers and Warriors. Even
there, my style of play is a balance of shoot and assault, so
likely those models will continue to
reflect my bias towards that balance.
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RE: RE: RE: RE: Tyranid Tactical Thread . (0 Replies). setsuna[]. 3/17/2002
22:18 (3/17/2002
22:18)
I dunno about that Jack of all Trades thing. If that's the way,
then all will consist of the same
inside. Something similar to that is a chess game: both of you
have same number of Tac
Marines, Rhinos, Dreads, etc...
>> >> the one thing in 40k i dont really see as a realistic thing
is adapting your army to kill a
specific army, i always base my nid armies on taking on all armies
for tournament purposes. i
think it is a much better idea to make an army a jack of all
trades, that way you get used to
fighting with the forces you have and you can fight any enemy
and still do good (this is where
specific "army designed to kill army" armies loose).
>> >>
>> >> that is my view anyway, always make an army as if your
playing in a tournament!
>>
>> I agree with the Jack of All Trades philosophy. My Black Templars
are set up for that,
and my nid's will be as well.
>>
>> I am in the process of building my first 'nid army. When I
get my current crop done, I'll
have 1x Tyrant, 3x Carnifex, 1x Old One Eye, 1x Red Terror, 6x
Warriors, 32x Termagaunt,
32x Hormaguants, 10x Ripper Bases, 24x Genestealers. I'll probably
be adding Lictors,
Tyrant Guards, Raverners, Biovores, Gargoyles, and Zoanthropes
in that order.
>>
>> I know exactly what my tactics are going to be, wave after
wave in the following order:
>>
>> Rippers, Termagaunts, Hormaguants, Warriors, Carnifexs', Tyrant
& Guard. My Lictors,
will be in there somewhere depending on the scenario, the Gargoyles
and Raverners will be a
flanking force, and I'll hold back the Biovores and the Zoanthropes.
The basic idea will be to
force the enemy to choose to move or shoot, and what to choose
to shoot?
>>
>> One thing that I have never understood is the seeming rush
to mutate your bugs. Maybe
I'm a bit lazy and unimaginative, but I like the basic models
as is. The only customization I
want to have to think about is for weapons on my Tyrants, Carnifexs,
Reavers and Warriors.
Even there, my style of play is a balance of shoot and assault,
so likely those models will
continue to reflect my bias towards that balance.
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RE: RE:
Tyranid Tactical Thread . (0 Replies). nidball[]. 3/17/2002 13:29 (3/17/2002
13:29)
Biovores may not be AS damaging in a single blast against marines.
However there are usually
fewer marines than those massed armies and when you shoot all
three biovores at his
devestator squad and reduce it to two men (which is usually poised
to annhilate a fex) they
earn back their points right away. They also are the only nid
weapons that fire 48 inches.
Which makes them worth it right there....
>> All Tyranid tactics are variations of a swarm. The key is to
adjust your swarm for the
opponent you are facing. Biovores work great on weak armored
races, not so much on
Marines. Carnifex do good against Marines and fall quickly to
Dark Eldar. The best Tyrant
knows the abilities of his next meal.
>>
>> May you never go hungry
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A love of Ripper swarms . (0 Replies).
sailor_chaos[]. 3/17/2002 12:44 (3/17/2002 12:44)
Hello all and I must say I have an obession with Rippers, they're
such cute little devils. *pet
pet pet*
They may be more expensive than gaunts *much much more expensive*
but I believe that
they are well worth their point costs to take at least 4 in any
army. well maybe not a 500 pt
but we don't play to many of those around here, we love biiiig
battles. *probably should look
into epic eh? hehe*
Disadvantages and how they can be overcome.
Big bases: for a single item a big base is advantageous allowing
it to take more in base to base
and giving it a chance to allocate hits more precisely. but a
squad with large bases tends to be
problematical... easy solution. I always give them leaping. Not
only does it negate this problem
but it also increases rippers effeciencey by nearly 300% 12 inch
charge, 3d6 sweeping
advance. fun fun :)
vunderable to blasts: Honestly, I have never had anyone take a
shot at my rippers with blast
weapons, usually those weapons with those abilities are better
sent into large units of gaunts or
big stuff. Flamers should never get a chance to touch rippers
if you play them correctly as
well. *leaping once again*
Weak stats: Well theres really nothing you can do really other
than upping hte strength a point.
thouhg against Tau I think I would take the initiative upgrade
instead of the strength, strike first
for once whoo hoo!
Striking last in HTH: if the squad is in btb with rippers and
another brood usually *in my
experience* people tend to go after the other brood. *shrug*
this effectively negates this
problem. but also Ripers large number of wounds also take this
well. I wouldn't charge them
against the Death company though unless it was to tie them up
for some reason or to get the
biovore acid ready heehhe.
Great Advantages:
+1 save in cover! WOWSA! not only are they tiny models that can
hide behind most scenery
totally, but if they are seen and shot at they will almost always
have a 4+ invunerable! yippee
this has been great in my battles.
usually ignored: Rippers are usually ignored by my opponets. Dunno
why, I've taken down
enough stuff with them. But hey, it lets them get into charge
range and if they are alongside a
hormagaunt brood so much the better, *see striking last in hth*
Kudos
Large number of attacks: Can't really say much more than BLEED!
Mindless: Best thing for them really! No running no matter the
damage! So much for your
TALOS!
Best uses:
Taking out Archons or DE leaders. *laughs at Agonizers* Tying
up hvy weapon squads for
several turns, support assault, Sweeping advance and crossfire,
generally tying up very nasty
squads with their mindless ability, Talos for one. Annoying the
heck out of your opponet as a
squad of dark eldar warriors fall back and two rippers advance
wipe them out and get into
combat with another dark warrior squad. *priceless*
and plus they really look sweet!, such conversion possiblites
with the bases.
BTW does anyone have any of the older ripper models, i love mixing
the two together in the
same base makes it more varied as the fluff says.
things to avoid:
Double strength attacks, *but worth attacking in some situations*
being caught in the open
with flamers. being assaulted.
Funs with ripper swarms!
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nids aren't too complex . (0 Replies).
Tleilaxu[theplague1278@yahoo.com]. 3/17/2002 13:04
(3/17/2002 13:04)
Tyranids aren't to complex in their tactics but during games
this helps because it makes them
more flexible. People say nids take no tactics sometimes but
really they instigate better games
out of otherwise boring armies. For example, my friend plays
a cliche boring nilla marine army
that follows company order etc. when playing against my nids
though, he fields so many weird
combinations of units that it really wakes people up and they
realize new tactics. For example,
using dreadnoughts near ur HQ units to soak hits.
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oh - ten replies! let's see more
:-) . (4 Replies). BloodAngelBrotherEdward[]. 3/17/2002 16:07
(3/19/2002 9:21)
the hive mind hungers for more! :-)
~ Brother Edward
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RE: oh
- ten replies! let's see more :-) . (2 Replies). BloodAngelBrotherEdward[].
3/18/2002
15:02 (3/18/2002 18:54)
back to the front wiht this one! :-)
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and again! . (1 Replies). BloodAngelBrotherEdward[]. 3/18/2002 16:09 (3/18/2002
18:54)
back to the front AGAIN with this one! :-)
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back to page 1 again . (0 Replies). BloodAngelBrotherEdward[]. 3/18/2002
18:54 (3/18/2002
18:54)
kerthwump!
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back to
the front! . (0 Replies). BloodAngelBrotherEdward[]. 3/19/2002 9:21 (3/19/2002
9:21)
oh no - we aren't done yet :-) ~ Brother Edward
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RE: Tyranid Tactical Thread . (0
Replies). Icetyrant[]. 3/17/2002 16:25 (3/17/2002 16:25)
Here's an odd tatactic i have been foolin with have 2 broods
of low cost gaunts then have one
be with a hive tyrant, and the other with three warriors and
one carnifex. at the beggining of
your turn have them go in 1 big mass then at one piont when you
think it's nessary split the two
aprat. so it causes mass counfusion on the other side he won't
know witch brood to go for the
one with the warrios and the carnifex or the one with the hive
tyrant.
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RE: Tyranid Tactical Thread . (4
Replies). creepinjeezus[creepin_jeezus2001@hotmail.com or
maccarocks34@hotmail.com]. 3/17/2002 17:31 (3/18/2002 1:46)
there has been one little tactic that has been lingering around
the back of my head, i havnt had
the chance to how effective it is though (im still constructing
my army)
it mentions that monstrous creatures can join units but can still
be targeted normally, "but what
the point is putting them in units then?" i hear you say,
well, a little idea i was that, say, if you hive tyrant was amoungst
some gaunts, say right at the
back of them, you notice that the gaunts are in assault range
but the tyrant isn't, so what do
you do? you put him in the brood, so then he gets that extra
6 inches closer and avoids alot of
heavy fire for a turn and is more likely to live. now theres
a reason for that rule!
although like i've said before, i've never actually tried it so
anyone who tries it just tell me so i
can find out just how effective it can be.
and as for my hive fleet, ive got a good mixture of nasties in
my 1000 point army (tyrants, 32
hormies, 6 warriors, 3 raveners and a 'fex) this is one of those
weird armies, my warriors are
the fire support along with my 'fex, all of my warriors have
deathspitters, and my fex has a
barbed strangler
and on another note, i'd just like to know, just how effective
are zoanthropes in your oppinion
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RE: RE:
Tyranid Tactical Thread . (1 Replies). DrFeelgood[]. 3/17/2002 17:55 (3/17/2002
20:58)
I'd say that Zoanthropes would be very effective. Not alone,
I'd field at least two or three
together. I'd prefer three. Tool them all up with warp blast
and you can say good-bye to
almost anything. Three blast template S5 AP3 with a range of
24"? THAT AWESOME!
That's perfect for taking out SM squads, especially if you start
24" away from each other in
most missions. I think it would work very well taking away pesky
devastator squads, either
you kill them all, or you kill so the squad is out of coherency
and they have to spend the next
turn moving and not shooting. And then of course the strength
10 AP 1 shot will do some
damage, especially if it instant kills a chaplain or busts open
a rhino or dreadnought. And 2
wounds with a 2+ save means they're sticking around, even if
your opponent concentrates on
them. Three togther will take out more than their points out,
easy.
-Dr. Feelgood
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RE: RE: RE: Tyranid Tactical Thread . (0 Replies). nidball[]. 3/17/2002
20:58 (3/17/2002 20:58)
Those zoanthropes do have a nasty downside though...toughness
four....which means all those
marines you think it would be fun to blast at 24" get to blast
at you from much further with
their lascannons and insta-kill your 70 point zoanthrope...eldar
and dark eldar just obliterate
those guys too....they can be effective in certain situations
but for the cost and the fact that can
be insta-puffed so easily I'd rather spend my points on guants
or another hive tyrant or
something...
>> I'd say that Zoanthropes would be very effective. Not alone,
I'd field at least two or three
together. I'd prefer three. Tool them all up with warp blast
and you can say good-bye to
almost anything. Three blast template S5 AP3 with a range of
24"? THAT AWESOME!
That's perfect for taking out SM squads, especially if you start
24" away from each other in
most missions. I think it would work very well taking away pesky
devastator squads, either
you kill them all, or you kill so the squad is out of coherency
and they have to spend the next
turn moving and not shooting. And then of course the strength
10 AP 1 shot will do some
damage, especially if it instant kills a chaplain or busts open
a rhino or dreadnought. And 2
wounds with a 2+ save means they're sticking around, even if
your opponent concentrates on
them. Three togther will take out more than their points out,
easy.
>> -Dr. Feelgood
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oops .
(0 Replies). nidlord[]. 3/18/2002 1:30 (3/18/2002 1:30)
>> it mentions that monstrous creatures can join units but can
still be targeted normally, "but
what the point is putting them in units then?" i hear you say,
>> well, a little idea i was that, say, if you hive tyrant was
amoungst some gaunts, say right at
the back of them, you notice that the gaunts are in assault range
but the tyrant isn't, so what do
you do? you put him in the brood, so then he gets that extra
6 inches closer and avoids alot of
heavy fire for a turn and is more likely to live. now theres
a reason for that rule!
>>
Remember though, any unit is restricted to moving to the speed
of the slowest component. A
hive tyrant would stop hormagaunts fleet of claw and extra bounding
assault distance
You can steal extra movement like this if you want to forgo the
smaller bugs additional
movement. Also once a critter is in Hth, the character in the
unit is in hth as well, even if the
model is 10 inches from an enemy model. (note he gets 0 attacks
as he is more than 2 inches
away).
I deliberately let some buggies move slowly, creating a "tail
of littlies", the ht can then join the
unit just before they assault and gets a consolidate move also.
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nid tactics
number 126 . (0 Replies). nidlord[]. 3/18/2002 1:46 (3/18/2002 1:46)
lictor bait.
Plonk a lictor 5 inches from the main battle line of the enemy
on a fortified bunker.
Watch the whole army shoot at it then when it lives due to 2+cover
save they charge it,
moving closer to your niddies.
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:-) . (0 Replies). BloodAngelBrotherEdward[].
3/17/2002 19:54 (3/17/2002 19:54)
whoohoo! let's see more :)
~ Brother Edward
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nid tactics . (9 Replies). raphaelus[].
3/17/2002 21:22 (3/19/2002 2:21)
run fast. eat the fleshthings.
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What's
the aversion to the cleanse mission? . (1 Replies). Vic[]. 3/17/2002 22:49
(3/17/2002 23:24)
I played against a friends Nid army, and when I suggested a cleanse
mission, all he said was
"uuuggghhhh".
Why?
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RE: What's the aversion to the cleanse mission? . (0 Replies).
BloodAngelBrotherSoren[]. 3/17/2002 23:24 (3/17/2002 23:24)
>> I played against a friends Nid army, and when I suggested
a cleanse mission, all he said
was "uuuggghhhh".
>>
>> Why?
>>
>>
lol i have no idea, clense would be a good mission for bugs, they
have so many numbers and
squads they can hold many quaters, and contest the others
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nid tactics
number 56 . (0 Replies). nidlord[]. 3/18/2002 1:23 (3/18/2002 1:23)
give carnifex flesh hooks, then thay assualt troops in cover
and hit at the same time, not last as
I2 usually would lead to.
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:-) . (5
Replies). BloodAngelBrotherEdward[]. 3/18/2002 9:59 (3/19/2002 2:21)
>> run fast. eat the fleshthings.
++++ that is TOO funny! :-)
bumpity bump :-)
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RE: :-) . (4 Replies). BloodAngelBrotherSoren[]. 3/18/2002 10:02 (3/19/2002
2:21)
>> >> run fast. eat the fleshthings.
>>
>> ++++ that is TOO funny! :-)
>> bumpity bump :-)
yep hehe.
again on tactics
smaller squads can be used to stop damage from getting critical,
a squad of 32 gaunts gets
shot by a whole load of shuriken and the whole lot die... what
if the squad was in 3 groups?
then only 10 would get taken out!
just a thought, also makes good for countercharges.
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Rending Claws . (1 Replies). Pico[]. 3/18/2002 16:10 (3/19/2002 2:21)
What's the point of putting Rending Claws on a Carnifex?
They cost 6 points and they do absolutely nothing!
Same with Tyrant tho coz of Monsterous Creature rule which tells
u they ignore armour saves
in H2H anyway....
Pico
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minimal benefit . (0 Replies). nidlord[]. 3/19/2002 2:21 (3/19/2002 2:21)
monsterous creatures ignore armour saves, the benefit is if you
roll a 6 no roll to wound is
required.
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RE: tyrant guard . (1 Replies). nidball[]. 3/18/2002 17:50 (3/18/2002 19:02)
So whats are the opinions on the tyrant guard?
I've personally never used them but I can see a few battles where
they could come in handy.
What do you think?
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RE: RE: tyrant guard . (0 Replies). mordante[]. 3/18/2002 19:02 (3/18/2002
19:02)
>> So whats are the opinions on the tyrant guard?
>> I've personally never used them but I can see a few battles
where they could come in
handy. What do you think?
>>
I love em...the unit, not the model, that is. I either use a winged
tyrant or a tyrant with 2-3
guards. It is the only way for a walking tyrant to get even close
to the enemy. Don't tool them
up at all, since they will most likely be shot down, it the enemy
knows what's good for 'em!
As for the models...I use 2 heavily converted old tyrants, and
one even more converted guard
model so that he can stand next to the old tyrant models and
not hang his head in shame.
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Spinegaunts vs scythgaunts . (0
Replies). Mordante[]. 3/18/2002 16:29 (3/18/2002 16:29)
A few people have mentioned converting their non-leaping gaunts
to sythegaunts. I was
wondering how they have worked out for those of you that have
done it. I currently have 16
spinegaunts that I got because I bought 2 box sets before I realized
I could buy hormigaunts
through mail order seperately. I rarely use them since they don't
ever do much (they are
obviously OK at being a fodder unit). So, adding talons to them
would give them an extra
attack in CC, and they can FoF to get there since they don't
need to shoot...but the Hormis
are going to get there first anyway and completely swamp the
unit they are attacking, leaving
no room for the sythgaunts...unless you hold them back as a countercharge
unit or attack a
completely seperate flank.
So, everyone, give your opinions on the pros and cons of this
conversion. Also, without
buying the sprues with the talons, what are you using for the
model? Cut the top off the
spinefist and call it a claw?
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try this... . (2 Replies). robeonneo[].
3/18/2002 16:50 (3/18/2002 17:16)
would i be correct in assuming that most of you are american?
and that you get hormagaunts
and termagants in the same box?
in england we get 15 of each in their own box.
anyway, try this: yes, termagants are a bit of a pain to field,
but i don`t make them expendable,
at least no more expendable than anything else.... i put enhanced
senses on them (BS=4),
which makes them fairly accurate, add to this toxin sacs (str=4),
then arm them with spinefists (AP=5), good for taking down ork
boyz. then when i`ve done
some damage from 12" i assault with them. at strength 4 they
stand a reasonable chance at
holding their own, and generally last as long as the `gaunts.
oh, just my opinion, but raveners are rubbish. they look mean,
but get wasted early because
they LOOK like a threat. saving throw of 5? 2 wounds? str and
tns of 4? not very good. i
play regularly, and when i`ve used them they get taken out quick.
and before any genius-types
start rabbiting on about using terrain, forget it. even 4 ork
boyz will wipe one out most times
out of ten. and they`re worth a similar point value. so they`re
simply not effective enough.
come on GW, let`s see a strength of 5, and a toughness of 5,
at least. come on, they`re
exactly as tough as 2 orks. silly. 45 points with rending claws?
hopeless.
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RE: try
this... . (0 Replies). creepinjeezus[creepin_jeezus2001@hotmail.com or
maccarocks34@hotmail.com]. 3/18/2002 17:09 (3/18/2002 17:09)
>> would i be correct in assuming that most of you are american?
and that you get
hormagaunts and termagants in the same box?
>> in england we get 15 of each in their own box.
what are you talking about? i havn't seen any boxes of seperate
types of gaunts, just the usual
(crappy) mixed box with hormies and termigaunts
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RE: try
this... . (0 Replies). mordante[]. 3/18/2002 17:16 (3/18/2002 17:16)
>> would i be correct in assuming that most of you are american?
and that you get
hormagaunts and termagants in the same box?
Yup, we get 8 of each in one box. Have to buy through mailorder
to get them seperately.
>> in england we get 15 of each in their own box.
15? That's strange since a full brood is 32.
>> anyway, try this: yes, termagants are a bit of a pain to field,
but i don`t make them
expendable, at least no more expendable than anything else....
i put enhanced senses on them
(BS=4), which makes them fairly accurate, add to this toxin sacs
(str=4),
Not a bad idea against anything but 3+ armor marines and necrons.
I may give this a try just
for kicks.
>> oh, just my opinion, but raveners are rubbish. they look mean,
but get wasted early
because they LOOK like a threat.
I like my raveners. talons and rending claws. You can split them
into seperate broods so that
the enemy has to split their fire which means they are not shooting
at something else. Yea they
die while others live. Isn't that the theme of the tyranid force
anyway? The ones that don't get
shot at should hold any unit from shooting for at least a round,
while dealing some rending
claw death, if you assault the right model (Not that guy with
the powerfist!). Granted they
don't always kill their points worth of enemy, but they serve
their purpose. And against 3+
armor, all those rending claw attacks are great!
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RE: Tyranid Tactical Thread . (2
Replies). quintavalli[]. 3/18/2002 17:10 (3/18/2002 19:20)
Good Sir,
I have a ten year old and he likes aliens. He is still a little
young and isn't quite as tactically
savy as us older people. So, I want to build a Tyranid army for
him. I plan on building two
squads of 32 Hormagaunts with Raveners and Warriors for backup.
Also a Hive Tyrant but
that's it. No shooting except the warp blast from the Tyrant.
Start here, go there and roll dice.
Should be simple enough. Once he's bored he might experiment
with tactics and get
slaughtered. Hopefully, by then he'll be ready for another army.
>> Hello everyone!
>>
>> It's been a while since I've seen a good Tyranid tactical
thread so I thought I'd try to get
one going! :-)
>>
>> So come post your favorite nid tactics!
>>
>> looking forward to all the fun ~ Brother Edward
>>
>> PS. My Nid tactics are terribly simple - but they work! I
favor swarm tactics, I like to
take large broods of hormagaunts and genestealers (and termagaunts
just cuz I have the minis
- ugh) and back them up with raveners & warriors - the basic
idea is to overwhelm the enemy
with numbers, and somehow (without much particular skill on my
part) we have really good
games around here! :-)
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B..b...bbb...bump!
(NT) . (0 Replies). HarkonGreywolf[]. 3/18/2002 18:53 (3/18/2002 18:53)
No Text
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RE: RE:
Tyranid Tactical Thread . (0 Replies). Hellzbane[]. 3/18/2002 19:20 (3/18/2002
19:20)
Here's a few things I use that few others do, and they work.
Rippers with rending claws. They have 3 attacks each, and a unit
of 10 can have 3 rending
claw weapons beasts as long as you don't have more than 9 species
in your list. This makes
for an extremely powerful and underestimated unit. Add leaping
and toxin sacs for even more
power.
Wings! Give everything wings as long as it's reasonable to do
so. For example, winged gaunts
and rippers are way too expensive, but winged warriors and tyrants
are excellent! I have two
squads of winged warriors, one that's designed to rush straight
into close combat with their
scything talons and rending claws, and another that flies around,
avoiding close combat and
providing synapse support and shooting where it's needed. Gargoyles
are the best unit in the
tyranid arsenal. They cost as much as a hormagaunt while being
entirely more effective. A
strength 4 gun, a second attack at strength 4 and 8 initiative,
not to mention the incredible
movement, these things are amazing.
The only problem with the wing tactic is when you find yourself
in a cityfight or equaly terrain
filled board. For these situations you should have a grounded
backup for this portion of your
army handy. Also, genestealers are excellent for cityfight. They
can always use subterranean
movement, eliminating their major disadvantage of slow movement.
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How many monstrous creatures is
too many? . (1 Replies). Treize[]. 3/18/2002 20:16 (3/19/2002 0:03)
Most would argues that 3 wraithlors in a 1500 pt army is "cheesy",
certainly unbalanced.
Is taking a tyrant and 2 carnifexes in a 1500 pt army just as
bad? I have done this and the
people I play against don't have a problem with it.
So, what is your opinion.
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RE: How
many monstrous creatures is too many? . (0 Replies).
Takari[G_D0gg@hotmail.com]. 3/19/2002 0:03 (3/19/2002 0:03)
>> Most would argues that 3 wraithlors in a 1500 pt army is "cheesy",
certainly unbalanced.
>>
>> Is taking a tyrant and 2 carnifexes in a 1500 pt army just
as bad? I have done this and the
people I play against don't have a problem with it.
>>
>> So, what is your opinion.
A hive tyrant or carnifex usually loses to a wraithlord unless
it is tooled up to take one
on(implant attacks, rending claws for HT...)
The only cheesy things I can think of for Tyranids(ever) would
be maxing out on monsterous
creatures(2 Tyrants, guard + 3 'fexes)-that's probably at least
as bad as the 3 wraithlords.
The other is maxing out on rippers and getting 5-6 rending claws
in each unit(30 wounds total-
5-6 species in your fleet- so about 20 rending claw attacks on
the charge) Both are a bit
expensive, especially since you would have to buy 10 boxes of
gaunts to get 10 rippers...
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Just some musings on Raveners .
(0 Replies). Treize[]. 3/18/2002 20:30 (3/18/2002 20:30)
Raveners, I love 'em.
Some don't, thats fine. But consider:
Many gripe; S and T 4 and only a 5+ save, but raveners are not
a "chrage headlong into the
enemy" unit. They lack the impressive numbers and toughness needed
to survive a suicide
charge. I hear a lot of people go on about using cover and such.
Yeah, thats fine but 9 times
out of ten you wont have a perfect cover on your approach.
Raveners, like their Warrior brothers, are a support unit. Raveners
are not to be assualted into
a fresh enemy line and expected to win, they'll lose. Rather,
after a few gaunt sqauds have
smashed themselves into the line, or spore mines, or massed bio-weapon
fire and the enemy is
off balance and taking casualties, then come the Raveners. Used,
sort of, to add insult to
injury, to push a hurting opponent into the ground, to administer
the coup de
grace....whichever.
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I ACCTUALLY HAVE A 'NID SHOOTY
ARMY . (1 Replies). memphiston[]. 3/18/2002 20:47 (3/19/2002 11:20)
I only have termy's as troops. For HS I have 1 carnifex with
scything talons. And 6 Biovores.
I have 2 Hive tyrants with wings, barbed strangler and venom
cannon. Thirty two warriors
with mixture of venom cannons and different basic weapons. WORKS
EXCRUSIATINGLY
WELL surprisingly
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RE: I ACCTUALLY HAVE A 'NID SHOOTY
ARMY . (0 Replies).
creepinjeezus[creepin_jeezus2001@hotmail.com or maccarocks34@hotmail.com].
3/19/2002 11:20
(3/19/2002 11:20)
>> I only have termy's as troops. For HS I have 1 carnifex with
scything talons. And 6
Biovores. I have 2 Hive tyrants with wings, barbed strangler
and venom cannon. Thirty two
warriors with mixture of venom cannons and different basic weapons.
WORKS
EXCRUSIATINGLY WELL surprisingly
err... dont want to spoil the party or anything but you can only
use one brood of 3 biovores,
so u can't actually have six of them in an army...
but on another note, for my army i was thinking of having leaping
rippers in there just 'cos i got
the resources to and i wont use rippers otherwise, so i was wondering,
does anybody use
rippers that leap, and if so, how usefull are they?
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