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Made in us
Oozing Spawning Vat




I have tyranids and cant find any good way to take out landraiders. Does anyone have any ideas on how i can take down landraiders?
   
Made in us
Pyromaniac Hellhound Pilot






A monstrous creature in cc with str 6 plus 2d6 or zoanthropes.

   
Made in us
Oozing Spawning Vat




Iv'e used the zoanthropes, they can take it out but not very easily and what monstrous creature can take it out cause mawloc couldn't
   
Made in us
Huge Hierodule





Louisiana

Trygons w/ Adrenal Glands, Carnifexes with dual scytals, and zoeys in squads of 3 will all decimate land raiders. Then whatever is inside the land raider will kill you back. It's a bug's life :-/

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Pyromaniac Hellhound Pilot






Trexjohn202 wrote:Iv'e used the zoanthropes, they can take it out but not very easily and what monstrous creature can take it out cause mawloc couldn't


It sounds like you have fear in your heart my friend. Its just a landraider its not going to win your opponent the game your main concern is whats inside, if you are capable of beating whats inside then you are ok.

   
Made in us
Oozing Spawning Vat




Its not fear it just that 14 armour and im not afraid whats inside. I just lost a game yesterday and all my friend had left was that landraider.
   
Made in us
Pyromaniac Hellhound Pilot






Trexjohn202 wrote:Its not fear it just that 14 armour and im not afraid whats inside. I just lost a game yesterday and all my friend had left was that landraider.


If that is the case you played a good game , you just came up a little short.

This message was edited 1 time. Last update was at 2011/01/10 00:51:50


   
Made in us
Oozing Spawning Vat




Well thx but i still lost and i dont like loosind especilly when all that is left is a stupid landraider
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

3 Zoanthroaps will do it almost every time. working mathhammer....
32/36 = 88% chance of passing test
3 shots hitting 66% of the time =1.76 hits
you only glance on a 2 so the chance of immobilising or better a land raider is 86%
yep. nids can take down a land raider.

Pestilence Provides.  
   
Made in us
Hardened Veteran Guardsman




sennacherib wrote:3 Zoanthroaps will do it almost every time. working mathhammer....
32/36 = 88% chance of passing test
3 shots hitting 66% of the time =1.76 hits
you only glance on a 2 so the chance of immobilising or better a land raider is 86%
yep. nids can take down a land raider.


Your math is wrong, you need to calculate the chance of doing nothing and subtract that from one to get the chance of stopping a land raider.

So:
.0833 to fail the psychic test + .9366 Chance to pass * (1/3 chance to miss + 2/3chance to hit*(1/6 fail to pen+1/6 glance*2/3chance not to stun or wreck+2/3chance to pen*1/3stun/weapon destroyed))

.0833+.9366*(1/3+2/3*(1/6+1/6*2/3+2/3*1/3))=.7077 Which is the odds for a single zoanthrope to fail to stop(imob, wreck or explode) anything av 12 or greater without cover. In other words each zoanthrope has a 29.23% chance to stop a vehicle.

A brood of 3 would therefore have a 1-.7077^3=0.6456 chance of stopping a raider.

If the raider has cover (or popped smoke) It becomes 1-(.0833+.9366*(1/3+2/3*(1/2+1/2*1/6+1/6*2/3+2/3*1/3)))^3=0.093335526

So that Land raider rushing for a turn 2 assault? You have a 10% chance of stopping it with a brood a 3 zoanthropes.


This message was edited 2 times. Last update was at 2011/01/10 03:58:23


 
   
Made in us
Regular Dakkanaut




Your math is closer but Zoanthropes have an 18" range and Librarians have a 24" range plus hull size on their hoods and since FAQs love screwing Tyranids over left, right and center he gets to cripple the psychic rolls. Also Zoanthropes never live past a single turn so this is all assuming you used the half baked almost-a-drop-pod-except-weaker-in-every-single-way Mycetic Spore to get them where they need to be alive.

Your only realistic method of dealing with Land Raiders is dual Trygons, because one will die completely the turn they come in if you're lucky enough to get them both at the same time. If you're not, well then have fun there's really nothing you can do.

Some people make an argument for a Tyranofex but I think he's crap for two shots at BS 3 needing synapse babysitter at 275 points.

This message was edited 1 time. Last update was at 2011/01/10 04:21:12


 
   
Made in us
Awesome Autarch






Las Vegas, NV

Trygons rape LRs.

And I don't know why people DS their Trygons, I almost never do. Better to start them on the board and have them all game. So long as you have proper target saturation, you will not have much trouble keeping them alive.

   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

Your best bet is probably the dual scytalon Carnifex. The statistical average of 2d6 is 7 I believe, so on average a str 6 MC will not damage AV 14, Str 7 will glance on average. Str 9-10 Carnifex however will pen on average, and the re-rolls to miss certainly help if the LR moved over 6"

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in us
Awesome Autarch






Las Vegas, NV

Trygon + adrenal glands= average 14

But with 7 attacks on the charge with rerolls, you should get 2 punches and a glance pretty consistently. Plus, and this is the big part, the Trygon has FoF. Carnies, while a lot stronger, are sloooooow.

   
Made in us
Daemonic Dreadnought






Reecius wrote:Trygon + adrenal glands= average 14

But with 7 attacks on the charge with rerolls, you should get 2 punches and a glance pretty consistently. Plus, and this is the big part, the Trygon has FoF. Carnies, while a lot stronger, are sloooooow.


Nid players don't buy adrenal glands for land raiders, they buy it for the I5 against I4 MEQ to turn that fight into a ROFLSTOMP. Any tank without AV14 can be handled with just the 2D6 pen or hive guard so S7 on a trygon just isn't needed unless running into a land raider. The S7 on the charge against land raider is icing on the cake for a unit designed to stomp meq in CC. Trygons are the gem of the nid heavy support section.

Land Raiders need to stay moving at full speed every turn and only take POMS shots when facing nids. As soon as one of those bad boys slows down to 6" a Trygon will roll well on it's fleet and it's game over for the land raider.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Awesome Autarch






Las Vegas, NV

I didn't say the adrenal glands were JUST for LRs, I didn't specify at all. All I said was that Trygon+A.Glands=dead tanks.

You are right, all Trygons should have a.glands. Mine always do, I was just pointing out to Kroot Loops how Trygons with a.glands will average a glance on AV14. They are just too good to not take.

   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

Im with Reecius. Trygons rip both for stomping vehicles and eating MEQ. another bonus of the adrenal gland is that you hit before dreads.
BTW I just re- figured the math hammer and your right. I was off by 2%.
3 leadership tests w/ 32 out of 36 being a success = 88.8% x 3 Psychic tests = 2.66 successful Psychic tests .
2.66 successful Psychic tests x 66.6% chance of hitting = 1.776 hits
Since its a lance weapon it will glance on a two and pen on a three or more. So you get a 1 in six of glancing (16.6%) and a 4 in 6 chance of penetrating (66.6%) and a 1 in six of doing nothing
1.776 hits x (16.6% glance) = .2958 glance x 33.3% chance of immobilizing or better (you need a 5 since the glance is -2 and AP1 adds 1) = % immobilised or better.
1.776 hits x (66.6% pen) = 1.1828 Pens x .66% (since you immobilise or better with a pen on a 3+) = % of iimobilised or better.
add Glance plus Pen and add it up and you get .8888 immobilised or better results.

This message was edited 1 time. Last update was at 2011/01/10 07:47:49


Pestilence Provides.  
   
Made in us
Impassive Inquisitorial Interrogator





Anywhere worth being

You have S10 AP1 Lance psychic shooting, and Fleet monstrous creatures with S7 and 7 attacks on the charge... with rerolls to hit.

Play Orks for a bit, then come back and complain about Land Raiders!!!

<sarcasm mode off>

But seriously, I echo what's been said before. Don't bother deep striking your Trygons. They'll typically get a 16" charge off, so let the Land Raider move to you for a turn, then let loose the big bugs!

"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

In the grim darkness of the 41st millenium... there is only brand loyalty
   
Made in us
Dark Angels Librarian with Book of Secrets






Trexjohn202 wrote:Well thx but i still lost and i dont like loosind especilly when all that is left is a stupid landraider


three things:

1: Losing is a part of playing games. If you don't like it, start playing solitaire.

2: How did you lose a game if your opponent had a Land Raider on the field? Did he table you?

3: Monstrous creatures (Hive tyrant, carnifexes, tervigons, mawlocs, trygons) are great. Also remember that redning claws have a chance of cracking Land Raiders, too. I love assault cannons because of rends.
   
Made in es
Raging Ravener







Trexjohn202 wrote:Its not fear it just that 14 armour and im not afraid whats inside. I just lost a game yesterday and all my friend had left was that landraider.

How come you lost when he just had a LR?
What did YOU have left?


Automatically Appended Next Post:
sennacherib wrote:32/36 = 88% chance of passing test.


Wouldn't it be 33/36 since snake eyes cause "perils" but lance shot still goes out?
Please tell me if I miss any point.


Automatically Appended Next Post:
SoloFalcon1138 wrote:Also remember that redning claws have a chance of cracking Land Raiders, too. I love assault cannons because of rends.


Yeah, but only S5 or higher, since 5th Ed. adds 1d3 when rending for penetrating, that's roll 6+ to glance AV 14, and greater strenghts usually come with a MC attached, so rending is close to useless (rolling +1D3 when you already got 6 is only useful if the other dice was 1).

In normal games I see (in order of preference):

1.- CC MC. (can openers)
2.- Zoans. (invulnerable save)
3.- Rupturefex. (rare looong range)
4.- S5+ rending (lictor -S6-, broodlord, tyranid prime, adrenal warriors/raveners...)
5.- HVC (-1 to -3 to pen and I HATE scatter rolls)

I, myself, always get to use spearhead formations (one at 1850 points or less, both at 2000) since I convince my opponents to allow me to use them stating nids' total lack of AV (exclusive in WH40K) and little variety of formations available (2).
That means I always play with all my troops having S7 krak grenades (I named those "termite bio-plasma") and non-HQ MC's having adrenals, fleet and being able to run AND shoot the same turn, among other features per +150 points TOTAL.
Of course that's me and my fellow players business, but it might inspire you to use your own way.

This message was edited 3 times. Last update was at 2011/01/10 12:35:47


 
   
Made in be
Oozing Spawning Vat





How the hell did he win with only a landraider? What was the objective or was it war?

*pop out of the ground*
-Oh shiiiiiiii...-
*nom nom nom*


Level up Adoptable! 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

my guess is that it was annhilation, the marine player had realitivly few KPs in his army and killed 1 more then he lost.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

I love how everyone is trying to guess how this poor guy lost. Rather than trying to offer advice (and not saying that no one is, but...), we'd all like to hear how he lost when his opponent had only 1 Land Raider left...

At any rate, back OT, I'll agree that most, if not all, MC's are quite proficient at taking out Land Raiders. I've played against a fair amount of Tyranid players, and they all seem to rely on them to getting past my AV 14. Zoenthropes are also very effective. Can't beat a Str 10 AP 1, Lance attack. But I would agree that Monstrous Creatures, such as Trygons and Carnifexes are the best ways of doing it. Bare in mind though, that if you're opponent is at least an average player, he'll likely target those units first if he's fielding vehicles in his list.

Don't Deep Strike your MC's either. I can't tell you how many times this tactic have failed against me. With the exception of the Mawloc (and any other MC that can deep strike with no chance of mishap), this has, for the most part, come back to bite my opponent in the ass. Even when the tactical advantage was mostly (or clearly) in his favor of doing it, it failed him. Now on the one hand, my friends could've just been really unlucky, but on the other, I've played against Tyranids enough to know that there certain tactics to employ when facing them.

Anyways, good luck, and it seems like you only just lost by a hair too. Don't beat yourself up too much. You'll get 'em next time!

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in us
Regular Dakkanaut





Eureka, CA

Zoanthropes in Spore. Problem solved. Just get another spore of 10-20 Devilgaunts to protect them and your solid.

This message was edited 1 time. Last update was at 2011/01/14 01:12:07


 
   
Made in us
Regular Dakkanaut




Boris420 wrote:Zoanthropes in Spore. Problem solved. Just get another spore of 10-20 Devilgaunts to protect them and your solid.
This is a pretty good recipe for failure. Zoanthropes are too many rolls in a row to get anything done, and anyone that cheeses their way into a 24" + landraider hull size psychic hood range has shut the Zoanthropes down with no practical hope of being effective. They're also immune to the Zoanthropes psychic defense too.

In the right list the spore of Devourer Termagants is quite useful though.
   
Made in us
Awesome Autarch






Las Vegas, NV

Not every SM list has a hood, and not every hood will be in range to stop your Zoeys. I use them in my list (on foot) and they perform just fine for me. I use a Prime for HQ and depending on the opponent, I either attach him to the Zoeys or the HG and he really helps to mitigate damage and keep them shooting.

I suppose a lot of it depend son your local meta and play-style.

This message was edited 1 time. Last update was at 2011/01/14 07:34:52


   
Made in us
Longtime Dakkanaut







Lists with Land Raiders tend to have a Hood more often than not, Vanilla Librarians providing Null Zone and most others providing cover. The exceptions are rare save for Chaos/Black Templar builds.

One classic trap with Tyranids is to take a mix of Zoanthroapes and Hive Guard. Doing so results in diluted efficiency/lack of redundancy. One or the other as a rule. If you don't bring 9 Zoans or 6 and Deathleaper, you're going to have to suck it up and kill all supporting elements first...
   
Made in us
Regular Dakkanaut




Pretty much what he ^ said. Zoanthropes are just too difficult to get to work when they're left completely alone and dealing with all the rolls they already have to make. Psychic Hoods are much more prevalent than not if you're fighting someone who is capable of bringing along a land raider, and your only real defense is ANOTHER roll modified by ANOTHER elite slot in an attempt to make things hopefully work. Just too much for them to be considered reliable workhorse type anti-armor units.
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I disagree.
3 Zoanthroaps reliably immobilise or kill raiders 90% of the time, baring hood and about 45% of the time with a hood. also... they provide synapse and they cause terror the same way that a vindicatore does. They also can utilise the ap 3 blast to great effectiveness against MEQ. I like em. 1 in 3 elite slots in my army is always a zoan unit.

Pestilence Provides.  
   
Made in us
Longtime Dakkanaut





sennacherib wrote:I disagree.
3 Zoanthroaps reliably immobilise or kill raiders 90% of the time, baring hood and about 45% of the time with a hood. also... they provide synapse and they cause terror the same way that a vindicatore does. They also can utilise the ap 3 blast to great effectiveness against MEQ. I like em. 1 in 3 elite slots in my army is always a zoan unit.

Well, 70% of the time, if you wanna get real technical.

3 Zoeys, Psychic Test, Roll to-Hit, Roll against Armor, Damage Table (AP 1 so +1, pen or glance):

3*(11/12)*(2/3)*((1/2)*(2/3)+(1/6)*(1/3))=71% chance to immobilize or destroy

=or=

3*(11/12)*(2/3)*((1/2)*(1/2)+(1/6)*(1/6))=51% chance to destroy

If you make a kill, you've made your points back. If you stop it from delivering its cargo, so much the better. The math says that zoeys are a fairly reliable way to taking out an LR without getting as close as MCs do and thus subjecting themselves to Thunder Hammers. Remember, there's nothing more hilarious than taking out a gang of Hammernators with a swarm of Hormagaunts.

This message was edited 1 time. Last update was at 2011/01/14 21:11:37








There's just an acre of you fellas, isn't there? 
   
 
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