Grakmar wrote:Well, depending on how his army is deployed, you can always take out the synapse creatures. Are Trygons synapse? If not, it looks like his list just has the zoanthroapes and a carnifex. Kill those and you win!
Trygons can be synapse, if you upgrade them to a prygon prime, and carnifexes are not synapse. However your idea of taking out the synapse creatures is a pretty good idea. Generally the idea of 'shoot the nids' isn't gonna work since they wont run away as they'll be in syanpse range. If you use heavy weapons to take out the Synapse creatures his battleline should go into dissaray. As mini-gun said zoans and venoms are low T (well compared to the bigger nids) and should be reletavely easy to take out, bear in mind though the zoan's 3+
inv save.
Defilers and Missile launchers are gonna be very useful as nids hate those blast markers. Also having a big scary war engine that can compete in
CC with
TMC isn't half bad either.
You also have to think that nids aren't unbeatable in
CC. A khrone beserker squad, on the charge, could easily take out a unit of gaunts. Also things like powerfists can still be a scare for the bigger 'nids. The same goes for your orks, slugga boyz have more attacks as a hormagaunt, along with better toughness and furious charge.
Minigun suggested the idea of meching up. To be honest i don't think this will work and you'll be better off spending your points on more guns, or more specialist
CC troops. The powers from the zoanthropes and the trygons can easily destroy a few tanks a turn, and that's a lot of points out the window.
It looks like, with the trygon and gargoyles, that he's trying to distract you from his main battleline, this is a common tactic for 'nid players, and a pretty good one too. Try not to be fooled. Gargoyles are not all that good in
CC and your Khrone beserkers, who have nothing else to do, can easily finish them off. Besides, unless those trygons are primes, then they'll be out of synapse range and will just Lurk. The trygons are a bit of a problem. However as it seems they are the only
MC he has, then you can afford to loose your lascannons on them. Remember, a trygon won't be able to charge on the turn it surfaces, it will be able to fire it's bio-electric pulse, but that's not you're main worry. You still have a turn to kill, wound or even just pin it. It may also be worth feeding them some cannon fodder, chaos spawn may work, and as for orks, if you have unit of 30 gretchin, with three runtherds with grabba sticks, you'll be able to reduce the trygon's attacks from 6 to 3. With all those grots and only 3 attacks, it'll be tied up for a while.
So to summarise, take out his synapse creatures advancing with the main battleline, then target any units you think are out of synapse range as a priority and use bolters, missile etc. to make them run away. Don't panic if something appears at your end of the table, use your
CC untis to finish off things like gargoyles, and turn you're heavy weaponry/snipers on the big things, or simply feed them some grots.
Good Luck!