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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

I've been havig a very hard time vs horde tyranids and the continued spawning that 2 tervagaunts (however you spell the dang thing) put out while shadow in the warp has really messed up my psyker squad.

I'm not looking to make a tailored list for nids in particular but trying to figure out what I need to do tactics wise or target priority wise to make it a game.

My list -
HQ (techpriest and retinue) ( I do have a CCS and can probably get another chimera if I really need it or they can ride in the valk too I suppose)
Vendetta
psyker battle squad in chimera (ML/HF)
Vet squad in chimera (plasma x3, las cannon x1+ ML/HB on the chimera) x2
Vet squad in chimera (melta x3 + ML/HF) x2
Hydra tank x1
LR battle cannon + las cannon (no more sponsons )
LR demolisher + las cannon (also no sponsons)

(1500 points)

Tryanids - (not exactly but mostly here)

Tyrannofex x2 with rupture cannons
Termagant squads x 2
Tervigon x2 (as troops)
Winged Hive tyrant with some other stuff but definately wings
Hive Guard x2

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Shrieking Traitor Sentinel Pilot





Change that vendetta to a valk with rocket pods. Since the rocket pods are S4 and the Valk is fast, you can move 12, and fire a multi-las AND two pie plates. It tears hordes apart.

Have something screen for your hydra so it can stay still. Hydra moving is 2 shots twin linked or 3 shots. Hydra stationary is four twin linked shots AND 3 more from the HB. Build more hydras. Seriously, three hydras not moving puts out an insane amount of rounds: 12 twin linked s7 and 9 s5. Wow.

Have the chimeras move up and screen for the LRBTs, but be careful not to block line of sight. You should be mostly concerned with blocking assault approach, the LRBT can take anything the Nids can shoot at it. That battle cannon will pop warriors fast.
   
Made in us
Plastictrees






Salem, MA

Your army should be totally able to handle his nid army--your setup is pretty good and he's playing an older, shooty nid formula army, so here are a few tips.

The only things he has that can harm you at range are the hive guard and tyrannofexes. So deploy at the back of your deployment zone, and there's no particular reason for you to advance in the early game. If you get some early easy shots at the hive guard, take them out. Otherwise focus your long-range shooting on the synapse creatures (tyrant and tervigons).

Don't shoot at the tyrannofexes. They might get a tank or two, but the firepower you'd waste shooting at them is more important for killing the stuff that is going to roll your army if it gets close. The tyrannofexes are mainly there to draw your fire away from the synapse.
Think of it this way--a tyrannofex is exactly as hard to kill as a tervigon, so if you actually kill one, that's firepower you could have expended killing a tervigon instead. Set up where you get maybe some cover from the tyrannos, eat the rupture cannon shots, and focus fire on the synapse.

His synapse creatures will be moving forward, leaving his tyrannofexes and hive guard behind, so make sure he makes the synapse tests on the shooty units if they're out of range. It only helps once in a while, but anything you can do to reduce his shooting will help.

Castle up or keep your chimeras together. If you can put the russes in front without blocking your lines of fire from the chimeras, that will nerf his firepower--his str8 isn't going to hurt your AR14, and they give the vehicles behind them some cover from rupture cannons (though not from impaler cannons).
Kill the threats as they come in with massed plasma, melta and vet-lascannon fire out of your hatches. The winged tyrant probably first (he only has 4 wounds and will go down easy to plasma at 24" if you catch him in the open), then focus fire on one tervigon at a time until they're dead.

Multilasers, the hydra, and heavy bolters fire at the monstrous creatures. Don't shoot battlecannons at the MCs, though--they only score 1 wound if they hit. Shoot the battlecannons and PBS blast at the little bugs--you waste the russ lascannon, but with those mismatched weapons on your russes there's not much you can do. The russes would be better off with HBs on the hulls and sponsons for thinning out little bug units or putting massed fire on.

When the big bugs get really close, melta off their last few wounds. This is where a CCS in a chimera with some extra melta/plasma would help with orders--some of your guys will have been shot out of their chimeras and will be able to receive orders. If the bug is in the open, use bring it down. If it's in cover, use fire on my target.

Once his 3 synapse creatures are dead, tank-shock and flamer the little ones with hull flamers. They will die in droves and, with Ld5 and no synapse, you'll have trouble keeping up with them as they run off the table. Finish off his shooting bugs with your long-range shots.


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
The Hive Mind





Yeah - your list is fine, his isn't - if you're losing it's because you're not prioritizing targets correctly.

The Winged Tyrant has 4 wounds and is T6. That shouldn't last long against all the long range firepower you've got. (Seriously - wings? The rest of his list is slow, so why bother with wings?)

The Tervigons are tougher (more wounds) but also shouldn't last too long - and he needs to get them close if the gants are going to do anything.

Your Psyker squad isn't going to be that effective against Nids - until you kill the Synapse. Once you do that he won't be able to make a morale check to save his life...

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
 
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