Switch Theme:

Playing against Tyranids, Scary?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Brainy Zoanthrope






So i play tyranids and i probably study codex / study tatics for about 2 hours a day ( i know .. ) and i haven't lost a game in around 1 month, i play about 1- 1.5 a day, and dont take this as a " Omg such a lier bragger, probably cheats ".

So i was wondering what peoples approch to playing against tyranids are.

Are they like, wtf? he just created units?

omg big scary thing, shoot......

Haha, i just kill your tervigon with ap3 weapon trolol.

his units can come in from the side?

the doom of malan'tai just killed my whole army?... wtf? he must be cheating, thats fkn bs!

lol, just some types of thoughts ^^ the above one actually happened, was pretty funny.


So... Thoughts?

Gargoyls assualt "Seems Good"

Tyranids 500
1k
1.5k
1750
1850
2k

Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
Made in us
Paramount Plague Censer Bearer




Yokosuka, JP

I stay in my vehicles as long as possible, then win combat against a group of 20 hormagaunts w/ poison with just 6 standard grey hunters when the hormagaunts were the assaulters.


 
   
Made in ca
Stormin' Stompa






Ottawa, ON

ivangterrace wrote:I stay in my vehicles as long as possible, then win combat against a group of 20 hormagaunts w/ poison with just 6 standard grey hunters when the hormagaunts were the assaulters.


CURSE YOU SPACE WOLVES! I hate facing them with Tyranids.

Ask yourself: have you rated a gallery image today? 
   
Made in us
Regular Dakkanaut





I play against two different tyranid armies quite a bit ( check out the painting and modeling section for some cool pics) . It really depends on the scenario and the Nids army composition. Generally it's fairly easy to vaporize the troop choices in an objective based game but if you just focus on the nid's troops ur probably playing for a draw instead of a win.
The most important thing is to shoot the synapse creatures with everything you have and dont rush forward to assault if you don't have to, patience is the real key to having success against the nids.

This message was edited 1 time. Last update was at 2011/04/08 04:33:11


 
   
Made in gb
Stealthy Space Wolves Scout





Lincolnshire

My loss is against Nids, but that's simply because he had a power that reduced my BS to 1 or something silly like that. Basically I kept failing to nullify it and he kept doing it, and promptly wiped me out.

However, my Blood Claws did wipe out his Gaunts and Genestealers (Max pack of them + Wolf priest = many attacks =D )
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

I play Tyranids so I am on the receiving end of enemy tactics.

1. Mech up. Tyranids are short of anti-tank weapons.

2. Don't close the range. Most tyranid weapons are short ranged, typically 12 to 24 inches. You can outshoot them. They want to get close and get into melee.

3. If you have to receive a charge, be in cover. Only one unit (the Carnifex) has grenades, so everyone else will be striking on I1.

4. If you have to get into melee, get your charge in first. Lots of Tyranids have bonuses on the first round of charging. You may not win but you will lose slower, by denying them their charge bonuses.

5. When in melee, try to contact several units if you think you can win. Tyranids suffer badly from the Fearless rule when things go against them.

6. Monstrous Creatures are vulnerable to support weapons like meltas and plasma. Mid-sized creatures like Warriors and Raveners are only T4 and get IDed easily by such weapons.

7. Have a psychic hood man or whatever it is that makes IoM armies good at Space Magic, and put him in a transport. This makes him immune to Tyranid Space Magic while letting him use his powers to the full.

8. Shoot the synapse creatures first. Once they are dead the army becomes useless.

9. Beware of deep striking from Mycetic Spores, Trygons, and Mawlocks. Genestealers can also give you some nasty surprises.

10. Overall, the Tyranid army works by combining several units and threats into a mutually supporting attack. You should aim to frustrate this by movement and shooting priorities.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Speedy Swiftclaw Biker






I use drop pods to make them turn around/face the other direction to deal with the threat behind them. Then blast the crap out of them with missles, lascannons and whirlwind blast templates.

   
Made in us
Hauptmann




NJ

I usually load up on pie plates to face Tyranids, it's very easy to reduce the number of gaunts and other swarm units with blast templates, and I also use many meltaguns and plasmaguns to combat the MCs.

Flames of War:
Italian Bersaglieri
German Heer Panzerkompanie

 
   
Made in nz
Brainy Zoanthrope






Wolfun wrote:My loss is against Nids, but that's simply because he had a power that reduced my BS to 1 or something silly like that. Basically I kept failing to nullify it and he kept doing it, and promptly wiped me out.

However, my Blood Claws did wipe out his Gaunts and Genestealers (Max pack of them + Wolf priest = many attacks =D )


haha xD

Gargoyls assualt "Seems Good"

Tyranids 500
1k
1.5k
1750
1850
2k

Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
Made in ca
Regular Dakkanaut




Not scary. Beginners mosty think they're the army to beat. They're not.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in gb
Irked Blood Angel Scout with Combat Knife





Shropshire Borders

I second Kilkrazy's point about denying them their charge bonuses... I recently faced 5 Ymgarl genestealers with my Death Company, who can re-roll to hit and wound on the charge. It would have been nice if I had been able to charge! That and - I forget the name of this rule I'm afraid - but always think about where the super stealers are going to pop up if your 'Nid opponent plays the ones that decide before you start, where on the map they are going to emerge during play. If you hold that area/terrain piece, that's a negated 'Nid unit. My worthy foe was a fan of the Mawloc too, which has 6 wounds... so if you're a BA player, take the Death Company Dreadnought with Blood Talons. Attack, wound, repeat.

Si vis pacem, fac bellum per gravis arma  
   
Made in nz
Brainy Zoanthrope






bucheonman wrote:Not scary. Beginners mosty think they're the army to beat. They're not.


Yea because most terrible players just move everything foward as fast as they can and launch everything as fast as possible without thinking xD

Gargoyls assualt "Seems Good"

Tyranids 500
1k
1.5k
1750
1850
2k

Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
 
Forum Index » 40K General Discussion
Go to: