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![[Post New]](/s/i/i.gif) 2010/01/06 18:24:32
Subject: Anti-Nid Tactics
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Hardened Veteran Guardsman
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Hey, because of the new 'Dex coming out, at least two of my friends have begun collecting armies  (some others are unconfirmed). Would like some morale boosting please!
If anyone knows any tips for a Guard player to defeat the chitinous waves of Nids, could you please suggest them. Any help appreciated.
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I don't play as much as I could. I blame society! And ninjas
Wehrkind: "Nah, see he yells the order, and when everyone looks at him and say "What?" he grabs the vox, hits a guy with it and screams "CAN YOU HEAR MY NOW?!" into the mouth piece. Works like a charm "
Funny thing to do on L4D [if you own the server] Bind the tank music to a key, then at quiet moments press it and start firing like mad at something behind your team whilst screaming 'tank' on voice comms. |
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![[Post New]](/s/i/i.gif) 2010/01/06 21:31:04
Subject: Anti-Nid Tactics
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Longtime Dakkanaut
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These units should start to see more play in the next several months IMHO.
Banewolves
Manticores
Eradicators
Creed and Kell
Mech IG will still have an advantage, but these units will punch right through most stuff in that codex if used properly.
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![[Post New]](/s/i/i.gif) 2010/01/06 23:45:03
Subject: Anti-Nid Tactics
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Rough Rider with Boomstick
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CaptKaruthors wrote:These units should start to see more play in the next several months IMHO.
Banewolves
Manticores
Eradicators
Creed and Kell
Mech IG will still have an advantage, but these units will punch right through most stuff in that codex if used properly.
IG in general can do well, not only mechvets....and more commissars have been assigned from the commissariat to keep the troops in line!!!
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40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1
40K 6th ed W/L/D
1/0/0
WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 |
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![[Post New]](/s/i/i.gif) 2010/01/07 03:48:11
Subject: Anti-Nid Tactics
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Preacher of the Emperor
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WhiteBishop wrote:Hey, because of the new 'Dex coming out, at least two of my friends have begun collecting armies  (some others are unconfirmed). Would like some morale boosting please!
If anyone knows any tips for a Guard player to defeat the chitinous waves of Nids, could you please suggest them. Any help appreciated.
Some quick notes:
(1) First target priority should be fast assault units that can tie up your gunline (hormogaunts, genestealers who infiltrate within 18". etc.)
(2) Once the immeadiate assault threats are gone, start focusing on his second wave shooting/assault units (carinfexes, hive tyrants, zoanthropes, etc/)
(3) Finally, begin clearing out the little bugs holding objectives.
If your opponent is also playing a low synapse count army, you can try to alpha strike his synapse creatures to cause additional chaos.
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![[Post New]](/s/i/i.gif) 2010/01/07 07:47:26
Subject: Anti-Nid Tactics
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Arch Magos w/ 4 Meg of RAM
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On the subject of Banewolves, it should be noted that because their main gun is S1, it is a defensive weapon. You get to fire your hull-mount along with it, so plan accordingly.
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This message was edited 1 time. Last update was at 2010/01/07 07:47:40
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![[Post New]](/s/i/i.gif) 2010/01/07 08:03:30
Subject: Anti-Nid Tactics
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Servoarm Flailing Magos
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I think standard russes, as well as some of the other large artillery, will be seeing more use, as most chitinous critters can be insta-gibbed by a S8 AP 3 pieplate. Only the larger MCs will be immune to it, but packing on a lascannon can add to the fun. Executioners may be expensive as well, but I bet they will get their usage with possible 5 plasma blasts.
I don't really expect to see too many giant blob platoons anymore, as combat resolution is likely to massacre them. If they have the commissar, that's great, but they'll take double wounds if they lose the combat. If they don't have the commissar... then a lot of guardsman get chomped into little bits and scattered to the winds if they lose the combat. The only way giant blob platoons are still going to work (IMO) is if they are full-blown affairs with priests, commissars, powerfists, etc etc.
On mech units: don't toss those meltaguns for plasmas just yet. Now that synapse doesn't instill Eternal Warrior, it is likely that a lot of critters are going to get hurt worse by a S8 weapon than a S7. Also, they will come in handy as MC defeaters since very few MCs are going to have access to invulnerable saves.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2010/01/07 12:43:59
Subject: Re:Anti-Nid Tactics
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Hardened Veteran Guardsman
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Thanks for all tips, but can you repeat that FoxPhoenix135? They don't have Eternal Warrior anymore?
I know that Tyrants and 'Fexes are (very probably) over T6, but does that mean that you can instant kill Warriors? Nice
And a Valk with rocket pods should be useful (two S4 pie plates a turn) for 130pts, as well as my Hellhound (Banewolves have to be within enemy assault range to use their all-powerful main weapon).
Finally, can anyone suggest tips for taking out the new Mawloc/Trygon kit. I know one of my friends has got one and, honestly, they scare the flip out of me! Have 3 lascannons, two Basilisks and a standard Russ, but that's it that really stands a chance of taking it out when it pops up (an Officer of the Fleet could slow it down). What's its save btw?
Many thanks
WhiteBishop
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I don't play as much as I could. I blame society! And ninjas
Wehrkind: "Nah, see he yells the order, and when everyone looks at him and say "What?" he grabs the vox, hits a guy with it and screams "CAN YOU HEAR MY NOW?!" into the mouth piece. Works like a charm "
Funny thing to do on L4D [if you own the server] Bind the tank music to a key, then at quiet moments press it and start firing like mad at something behind your team whilst screaming 'tank' on voice comms. |
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![[Post New]](/s/i/i.gif) 2010/01/07 13:04:06
Subject: Anti-Nid Tactics
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Courageous Questing Knight
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SM: Redeemer, redeemer, redeemer.
SMI Flamer Flamer Flamer.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/01/07 13:38:46
Subject: Re:Anti-Nid Tactics
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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one thing I haven't seen mentioned on this thread is the humble GK lord/captain stern. No one ever uses them now but I can see them being highly effective against new nids. I5 means they strike first against alot of the MCs and with a S 6 force weapon, that is a pretty good chance to kill 1 mc a turn.
Give him a hood (I don't remember if you can or not) a pyscannon for those pesky zoanthropes. (not stern but the lord)
Works well in units too. put him with Khan, near stracken, or ragnar and he is hitting at I6 with str 7 force weapon, enablign him to even 1 shot hive tyrants. Or even just use him in in a landraider with other termies.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2010/01/07 14:35:35
Subject: Anti-Nid Tactics
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Arch Magos w/ 4 Meg of RAM
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-clever positioning to prevent too many multi assaults
-lots of short ranged, high body count firepower.
-vehicles to contest objectives being held by termagants
Don't count on range, though bugs are slower now, with drop pods, infiltrate, and tons of deep striking, you aren't really guaranteed to get much shooting off before the bugs are all over your business, just never count on range, if the bugs aren't on top of you by turn 2 he's probably doing it wrong.
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2010/01/07 14:45:12
Subject: Re:Anti-Nid Tactics
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Devastating Dark Reaper
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WhiteBishop wrote:Thanks for all tips, but can you repeat that FoxPhoenix135? They don't have Eternal Warrior anymore?
Affirmative. No more eternal warrior. Furthermore aside from Lictors and a Carnifex upgrade there are no more flesh hooks, which means no frag grenade equivalent for the vast majority of their models. Feeder Tendrils are gone too but there are other things that can allow for rerolls to hit (dual scything talons for example).
I know that Tyrants and 'Fexes are (very probably) over T6, but does that mean that you can instant kill Warriors? Nice
Very little is more than T6 if anything at all. I don't recall any but I can't say I memorized the whole thing. Instead of T7 or higher, there are more wounds (ex tervigons with T6 W6). The same goes for stock warriors/raveners (T4, 3 wounds).
And a Valk with rocket pods should be useful (two S4 pie plates a turn) for 130pts, as well as my Hellhound (Banewolves have to be within enemy assault range to use their all-powerful main weapon).
Template weapons are good. Count on most nid armies having a 5+ cover save as they march towards you, similar to the Ork KFF. You'll have 3 T4 2 wound models conferring a 5+ to most everything in their army that isn't deep striking or infiltrating. Also the initial flavour du jour is Tervigons puking out more gaunts and conferring feel no pain to gaunts. I've seen a couple games already and gaunts with a 5+ cover save and FNP are quite resilient to most small arms fire. Although I have yet to see a 'nid vs fully mechanized list yet.
Finally, can anyone suggest tips for taking out the new Mawloc/Trygon kit. I know one of my friends has got one and, honestly, they scare the flip out of me! Have 3 lascannons, two Basilisks and a standard Russ, but that's it that really stands a chance of taking it out when it pops up (an Officer of the Fleet could slow it down). What's its save btw?
Hrm. Saves I'm not sure on. There's only a handful for 2+ saves from what I recall. Most everything that isn't a monstrous creature is only 5+ or 6+. There are so many options I can't recall the specifics on Mawloc/Trygons (I was more interested in what happened to the models I already own). For me personally, it would be a combination of Plasma, melta, and autocannon/multilaser fire the turn it shows up. One of them is manageable. I think they will be best used in pairs. In that case your best hope is that they don't both come out of reserve on the same turn.
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![[Post New]](/s/i/i.gif) 2010/01/07 15:02:01
Subject: Anti-Nid Tactics
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Rough Rider with Boomstick
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FoxPhoenix135 wrote:I think standard russes, as well as some of the other large artillery, will be seeing more use, as most chitinous critters can be insta-gibbed by a S8 AP 3 pieplate. Only the larger MCs will be immune to it, but packing on a lascannon can add to the fun. Executioners may be expensive as well, but I bet they will get their usage with possible 5 plasma blasts.
I don't really expect to see too many giant blob platoons anymore, as combat resolution is likely to massacre them. If they have the commissar, that's great, but they'll take double wounds if they lose the combat. If they don't have the commissar... then a lot of guardsman get chomped into little bits and scattered to the winds if they lose the combat. The only way giant blob platoons are still going to work (IMO) is if they are full-blown affairs with priests, commissars, powerfists, etc etc.
On mech units: don't toss those meltaguns for plasmas just yet. Now that synapse doesn't instill Eternal Warrior, it is likely that a lot of critters are going to get hurt worse by a S8 weapon than a S7. Also, they will come in handy as MC defeaters since very few MCs are going to have access to invulnerable saves.
uhh why will they take double wounds from losing the combat with a commissar? they are stubborn and not fearless after all, so No retreat extra wounds apply correct?
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40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1
40K 6th ed W/L/D
1/0/0
WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 |
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![[Post New]](/s/i/i.gif) 2010/01/07 15:48:07
Subject: Anti-Nid Tactics
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Incorporating Wet-Blending
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Grundz wrote:-clever positioning to prevent too many multi assaults
-lots of short ranged, high body count firepower.
-vehicles to contest objectives being held by termagants
Don't count on range, though bugs are slower now, with drop pods, infiltrate, and tons of deep striking, you aren't really guaranteed to get much shooting off before the bugs are all over your business, just never count on range, if the bugs aren't on top of you by turn 2 he's probably doing it wrong.
This is where your inquisitor with mystics and psychic hood comes in handy. Park him near some vehicles and watch those pods and deep strikers turn into a spray of chitinous parts and gore. Infantry and conscripts should be used as a protective layer so when they die after being assaulted, your shooty lights up the victorious bugs.
And guard lasguns are actually fairly dangerous to the smaller faster bugs (gaunts, gargoyles, etc.). Who knew?
As to the trygon/mawloc, that gives your melta vets something to do. When it pops up, drive up and melt it.
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-James
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![[Post New]](/s/i/i.gif) 2010/01/07 15:48:25
Subject: Anti-Nid Tactics
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Arch Magos w/ 4 Meg of RAM
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freddieyu1 wrote:
uhh why will they take double wounds from losing the combat with a commissar? they are stubborn and not fearless after all, so No retreat extra wounds apply correct?
You are correct sir, with like 75% of units being fearless these days it's not that uncommon of a mistake
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2010/01/07 15:50:25
Subject: Anti-Nid Tactics
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[DCM]
Sentient OverBear
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Correct, freddieyu1. Stubborn is better than Fearless in that regard (with the Commissar, they test on LD9 with no negative modifiers, and you can kill a model for a re-roll).
-=Edit=- Ninja'd!
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This message was edited 1 time. Last update was at 2010/01/07 15:50:52
DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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![[Post New]](/s/i/i.gif) 2010/01/07 16:36:57
Subject: Anti-Nid Tactics
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Decrepit Dakkanaut
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Yup, considerably less risk of doubling-down on any losses, but considerably more risk of losing the entire unit to a Sweeping Advance. Plus vulnerability to pinning weapons.
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![[Post New]](/s/i/i.gif) 2010/01/07 19:23:57
Subject: Anti-Nid Tactics
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Servoarm Flailing Magos
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Grundz wrote:freddieyu1 wrote:
uhh why will they take double wounds from losing the combat with a commissar? they are stubborn and not fearless after all, so No retreat extra wounds apply correct?
You are correct sir, with like 75% of units being fearless these days it's not that uncommon of a mistake 
Oops forgot that it is stubborn and not fearless
I never used blobs much, and thus I don't use commissars. I am confusing the Aura of Command or whatever it is, but even that does not make them fearless (units within x inches use lord commissar's leadership of 10). Sorry for that mistake!
But yes, Synapse no longer makes nids EW. This means they will be EXTREMELY vulnerable to S8 AP3 weapons, which nearly all armies have. The only thing that will be a boon for the nid player is that they will be able to saturate the board with such targets, making choosing your target priority difficult. Very few armies are going to have the raw firepower to assign fire priority to all the big targets effectively.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2010/01/07 19:27:41
Subject: Anti-Nid Tactics
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Fixture of Dakka
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For you IG folk, why didn't anyone mention executioners; those seem to do well vs. horde.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/01/07 19:33:04
Subject: Anti-Nid Tactics
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Servoarm Flailing Magos
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I did, in an earlier post. I agree, potential of 5 plasma blasts is quite attractive, and they have high armor values that nids will have trouble dealing with (except for those blasted zoanthropes. Target those first!)
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2010/01/07 19:35:06
Subject: Anti-Nid Tactics
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Fixture of Dakka
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I don't play guard but I love those executioners. I'd love it if tau ion-heads shot small templates.
Can you use orders on mech or is just infantry and heavy weapons? (take it down!, etc.)
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/01/07 19:40:54
Subject: Anti-Nid Tactics
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Servoarm Flailing Magos
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Only infantry (heavy weapons are considered infantry models with 2 wounds). Additionally, you cannot issue orders from a vehicle (except for a chimera, which has the mobile command rule as an exception) and the unit you are issuing the command to cannot be mounted in a vehicle.
Orders are neat, but really only benefit a portion of your army.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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