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Made in gb
Towering Hierophant Bio-Titan



UK

Would a nid army with the psykic scream (the LD affecting passive 18'' somthing psykic ability) x lots with a few gribbly high T fexes?

Likewise.. can markerlights affect LD for 25% shooting causlties moral checks or is it just pinning?

Are these nobz fearless?!

All in honour of the fabled Mozzyshocking..

This message was edited 1 time. Last update was at 2008/12/10 14:49:51


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Widowmaker






Syracuse, NY

They use the standard mob rule for orks, so fearless at 11 models. LD10 at 10 models, 9 at 9. Won't go below 9 with a warboss around since he's Ld9 base, but the choir, culexus, pin check modifiers from markerlights, horrorfexes, terrorfexes are all good options.

Ld is the lynchpin of the force, which is why it would never have worked until Space Marines were nerfed through the floor with dual Fear of the Darkness + Fury of the Ancients removed from the tourney scene.

All winning strategies revolve around capitalizing on Ld modifiers against this unit. The most often realized is through beating them in well organized assault, but the other options are great.

   
Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

Green Blow Fly wrote:A mobile assault army is your best bet. Set your objectives deep in your DZ and make the nobs come to you. Eventually they will charge you. Keep your units inside your transport. Let the nobs attack the transports and come out on the other side. Now assault through the wreckage with your big hitters while your scoring units fall back towards your objectives. Setup the initial nob charge is away from the objectives. You have to hit them really hard so you take out at least one nob unit. Now the orks have max two scoring units left. If you time it right the orks will have to decide whether to go for the closest objectives or continue with another assault. If you can catch them out it is quite possible if the game ends on turn five that you are holding more objectives.

G


Yep, agree... landraiders and vanguard will put a hurt on nobz....then all you hav eto deal with are the possible psybotk save and 2 wounds. But how many powerfists versus lightning claws? And do you take the relic blade? s6 no save at initiative seems pretty sweet.

ender502

"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Orks shoot fateweaver. 16.6 hits, 8.3 wounds, 1 failed save. Charge in on fateweaver alone - 20 regular attacks, 21 power klaw attacks, and 4 urty syringe attacks. 14.44 wounds. Odds are in the Orks favor that Fateweaver fails both remaining saves and dies.



I have destroyed nob bikers with Crushers and fateweaver. It's almost impossible for the nob bikers to charge Fateweaver. You spread the crushers out to prevent charges thru them and if they turbo boost you have enough mobility to move fate weaver 12 and reposition your crushers.

   
 
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