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![[Post New]](/s/i/i.gif) 2011/04/13 13:09:49
Subject: How to arm mobile veterans against Tyranids?
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Deadshot Weapon Moderati
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Just as it states guys, i'v got a squad of shotgun vets and i know i'm going up against a horde of filthy aliens on tuesday, lots of gaunts... what's the best special weapons to give them? (as i plan to keep them moving and relatively cheap) I know flamers don't take advatange of their BS... so grenade launchers? i'm quite new to this!
thanks!
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![[Post New]](/s/i/i.gif) 2011/04/13 13:12:57
Subject: Re:How to arm mobile veterans against Tyranids?
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Regular Dakkanaut
Leeds, England
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Maybe scrap the vets altogether? Why use an expensive unit with loads of custom option when you can take a cheaper infantry unit with a flamer and add a special weapon sqaud with flamers in their support?
Also, I don't play Nids' often but why the transport? Don't they generally come to you? Lol. Automatically Appended Next Post: I've only played 'Nids once but I did the same thing I would with any CC army. Concentrate on containment. A cheap front line to create a buffer for them to assualt. Behind that have the flamers and other anti-horde guns like H.bolters. You won't stop them getting into CC with you, so why not concentrate on how you can still function when they do?
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This message was edited 1 time. Last update was at 2011/04/13 13:19:32
Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.
Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.
I hate last stands, there's never time to practise them - Major Rawne - Tanith First |
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![[Post New]](/s/i/i.gif) 2011/04/13 13:20:38
Subject: How to arm mobile veterans against Tyranids?
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Deadshot Weapon Moderati
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I've never played them before but i was thinking of cutting down swarms then moving on... Yeah i think i might as well just scrap the vets, vets against Tyranids really do have no feasable special weapons. I guess i just thought the shotguns would come in handy!
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![[Post New]](/s/i/i.gif) 2011/04/13 13:26:13
Subject: Re:How to arm mobile veterans against Tyranids?
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Regular Dakkanaut
Leeds, England
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Well I had a thought on the shotguns and scrapped it. Think about it logically. A shotugn allows you two shots at 12'' and then to charge. Now vets are no better than standard guard in CC so its a last resort. A lasgun will get extra shots at 24''. Would you get more kills in assault or from the extra shots? Thats before considering you can use the FRFSRF order if you have a spare order to issue.
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Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.
Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.
I hate last stands, there's never time to practise them - Major Rawne - Tanith First |
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![[Post New]](/s/i/i.gif) 2011/04/14 14:49:16
Subject: How to arm mobile veterans against Tyranids?
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Guardsman with Flashlight
Canada
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Flamers may not take advantage of their BS but two of them plus a heavy flamer in a squad is brutal on gaunts. Put em in a transport an you'll be good to go.
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![[Post New]](/s/i/i.gif) 2011/04/14 15:40:04
Subject: How to arm mobile veterans against Tyranids?
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Rough Rider with Boomstick
USA
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Vets are just good for a all-comers ig mech list. You wont need more than 1 sqd of vets with flamers, for that the chimeras alone has heavy flamers and ML and also 5 firing points. Arm your vets with plasma/meltas to take down the trygons, tyrants and etc.
vets in 4-5 chimeras w ML and hvy flamers
3 vendettas
2 manticores
1 LRBT or demolisher or even a basilisk(I run a executioner which owns pretty much everything).
will make short work of any nid army.
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