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Tyranid vs. GK as well as general tips for a new nidz player  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Bane Thrall






Hey guys, so recently i acquired a small nid army and was wondering what you guys thought. I bought the whole thing as one package deal and the guy who sold it to me swore it was a good list, so here it is:

tervigon
tervigon
trygon prime
trygon prime
trygon prime
10 termas w/ prime
10 termas w/prime
3 hive guard
3 hive guard
10 stealers
doom w/ spore pod

Please tell me anything you would improve about this list so i may take it into consideration

Next part, my main opponent is a buddy of mine who plays gks
his list:

3 or 4 rifleman dreads
2 razor-backs
3-5 squads of 5 purifiers
5 termies
5 paladins w/ grandmaster (this guy's a pain to killl)
i think this is about it and honestly my problem is that death -star unit of paladins, they demolish anything with those grenades of theirs (making my stealers I1 and start punching themselves in the face and such) so how on earth does a nid player deal with these guys?

Final part, i really am a brand new nid player so any and ALL advice would be greatly appreciated, for example whats the best way to utilize my warrior prime units? how many (if any) trygons should deep strike? is it situational? how should i deploy? etc



They stare into your soul.
 
   
Made in us
Regular Dakkanaut




the list seems fine I can't really find any faults.

Against the list you listed it shouldn't be too bad. Just make sure you take out those dreads.
   
Made in us
Tough Tyrant Guard






Against GK Trygons are pretty unimpressive. It only takes 1 wound to kill you, and with halberds there's a decent chance you won't even get to swing. Their 3+ is nice against the AP4 autocannons/psycannons, but in assault you're facing a very real threat of instant death.

In my experience big units of Genestealers with FNP are your best bet, as the FNP helps with cleansing flame/no retreat wounds, and your mass attacks with rending deals with bodies.

To be honest, if you traded 2 Trygons for 30 Genestealers, you'd have a VERY, VERY strong list. There are some flavor changes every bug player will reccomend, but honestly, 2x20 Genestealers with 2x Tervigon is becoming the go-to base for take all comers Tyranid lists that can be a threat to any army.
   
Made in us
Bane Thrall






my only concern with this list is what to do with my termagant units, sure they're good for cover but especially in kps they seem to always die before getting to do anything



They stare into your soul.
 
   
Made in us
Dakka Veteran




Your termagaunts are either meant to hold objectives (which your tervigons can easily do), or tie up enemy assault units.

Your DoM is your main unit for dealing with the paladins. If he can't kill them in 1 turn through life leeching and blast templating them, charge in with lots of gaunts and try to tie them up for another turn. You will more than likely lose the entire squad of gaunts eventually, but as long as just 1 survives and keeps the paladins in place an extra turn, that = 1 more turn of life leech from the Dom + another blast attack assuming the DoM lives through another round of shooting.

3 Trygon Primes is a waste vs GK's. They won't perform as well as vs other armies and are mainly just here for attacking dreads, opening up rhinos, and drawing fire. They WILL die and that is their main purpose in this fight; so make them cheap. Go with the plain old Trygon and no upgrades; or with adrenal glands if you have spare points. ANd just take 2, not 3.

Use the extra points you have now to get more genestealers.

Another unit to consider would be a group of Shrikes with lashwhip/bonesword and optional toxin sacs. Treat them well; don't let them get shot to death, and you have a nasty unit that will murder practically any nonvehicle it attacks. They will kill almost any deathstar, including the paladins. The only thing that will keep the paladins alive in your game is that grandmaster with the grenades. If the GM dies or splits, the paladins will get massacred. If you're in a desperate situation, you can charge them while the GM is still there... but now you're at the mercy of those grenades rolls.
   
 
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