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Made in ap
Despised Traitorous Cultist




Philippines

Hi All,

I will be fighting a Tyranid army tomorrow for a tournament. Here's his list:

htyrant wings, tl worm dev, hive command, old adversary.

Troop tervi sacs catalyst

10 gants
8 genes w sacs
8 genes w sacs

16 hormo sacs n gland

3 hguard
3 zoan n spore
7 ymgarls

tyrano plus rupture

carni w 2 tl worm devs, glands, w spore....

----------------------

I will be using CSM with this list.

1x The Warsmith (Counts as Abaddon)
5x Plague Marines - Melta, Melta
1x Land Raider - Demon Engine

3x Terminators - Combimelta, Combimelta, Combimelta
3x Terminators - Combimelta, Combimelta, Combimelta

7x Plague Marines - Melta, Melta, Champ, PF, Icon, Rhino/Combiplasma
7x Plague Marines - Melta, Melta, Champ, PF, Rhino/Combiplasma

3x Obliterators
3x Obliterators
1x Defiler - 2xCCW

-------------------------------------------------

Since I'm a complete noob against Tyranids, which armies should I be aware of, like power weapon equivalents, threats... etc...

Many thanks in advance

This message was edited 1 time. Last update was at 2012/02/08 15:53:08


 
   
Made in gb
Tunneling Trygon






Tell him he has no HQ so you win by default ...

If playing Chaos marines, then Nids have a serious problem against a dual lash list. Any chance of changing your list?

If running as is, then zoeys are the immediate threat to the landraider. Tfexes miss too often to be a threat. Hive guard will take out rhinos early, but I would not worry unduly at that. Your best route is to let them come to you and pelt them with shooting - shame you have a list chock full of short-ranged melta rather than plasma/flamer that would be much better against Nids.

Kill those stealers early and the zoeys when they drop. Tank shock anything out of synapse.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in ap
Despised Traitorous Cultist




Philippines

ruminator wrote:Tell him he has no HQ so you win by default ...

If playing Chaos marines, then Nids have a serious problem against a dual lash list. Any chance of changing your list?

If running as is, then zoeys are the immediate threat to the landraider. Tfexes miss too often to be a threat. Hive guard will take out rhinos early, but I would not worry unduly at that. Your best route is to let them come to you and pelt them with shooting - shame you have a list chock full of short-ranged melta rather than plasma/flamer that would be much better against Nids.

Kill those stealers early and the zoeys when they drop. Tank shock anything out of synapse.


Thanks for the advise... This list isn't primarily to combat tyranids because our current meta is full of MEqs... Really he has no HQ? That might be some error, most likely he have a hive Tyrant there somewhere. no chance changing the list though as it was already submitted.


Automatically Appended Next Post:
updated Tyranids list... any other advice?

htyrant wings, tl worm dev, hive command, old adversary.

Troop tervi sacs catalyst

10 gants
8 genes w sacs
8 genes w sacs

16 hormo sacs n gland

3 hguard
3 zoan n spore
7 ymgarls

tyrano plus rupture

carni w 2 tl worm devs, glands, w spore....

This message was edited 2 times. Last update was at 2012/02/08 15:53:40


 
   
Made in us
Regular Dakkanaut




You just need to know what hiss tuff does and not let it get into the best role.

His HQ is the flying Hive Tyrant... who has only 4 wounds with a 3+ save. His upgrades make it so everyone nearby will re-roll hit in combat and he also improves reserve rolls and allows some troops to outflank. This Tyranid army is designed to exploit the reserve phase. Most likely he will be all-reserve on you and most of his army will come on turn 2.

Genestealers will outflank and have fleet, so don't put anything squishy near the board edge. If they don't get to assault, you should be able to shoot them down.

Ymgarl genestealers appear from terrain and can assault right away, so either fill the terrain entirely if it's in your zone, or keep your distance. Again, try to shoot them, not combat.

Zoanthropes are the only threat to your landraider besides the unlikely rupture canon, and they will deep strike in a pod within 18" and try to blow it up. They are exactly as tough as 6 tactical marines, so just charge them after they land if you can.

Carnifex (pod) and Hive Tyrant (wings give jump infantry) are going to drop in and have a little anti-rhino shooting. Expect the Tyrant to be near some fighting units, maybe supporting the outflanking stealers since he's pretty vulnerable with only 4 wounds with 3+ save. Oblits are the answer to both these units, so be careful in positioning them so that they can see, but don't get eaten by ymgarl stealers.

Since the Tervigon is troop, he could outflank that guy. Not sure what else he's be outflanking, but depending on where the objectives are he could be creating units of gants that have re-roll to hit (tyrant) and wound on 4+ (tervigon) and FNP (tervigon).

Tyranno and Hive guard are straghtforward shooty units. Try to focus on taking one of those down turn 1 so your oblits don't have to choose on turn 2 when everything else arrives. Both of them have capability to knock out your light vehicles, and beware the 6 wounds 2+ save on the tyrano.

To answer you power weapon question... All MCs have power weapon equivilent, and the stealers will get to re-roll to wound on T4 models. Major strategy in this game seems to be guard against his reserve strategy, kill the hive tyrant to stop his entire army from re-rolling attacks in close combat, and take it apart piece by piece. You can only lose if all his stuff arrives together and is working... i.e. he's got re-rolls to hit, re-rolls to wound, FNP, assaulting with genstealers, etc...

-Myst

This message was edited 2 times. Last update was at 2012/02/08 17:42:23


 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Don't underestimate the rupture cannon. S10 and 1, maybe 2 hits per round of shooting is deadly.

6 wounds and can't be shaken... 2+ armour. If you let him live, he'll likely get 6 S10 hits in. If you try to take him down, you'll need to focus fire for a while to do it. I've had great luck with Tfexes to be honest... hard to kill, more dangerous the closer you get, and ranged S10. Have fun!

   
 
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