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Tyranids vs. GK paladins: how on earth do i beat these guys?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Infiltrating Broodlord





Oshawa Ontario

Grey Therion wrote:Hi

I play Draigowing (no FNP) and I think your best options are:
a) ignore
b) tarpit
c) blast with S8 weapons (you are instantly killing paladins)
d) multi-assault with genestealers and MC creatures
e) shoot everything into them (as long as they don't have FNP)


Decent plan that would work well for most armies, fails for Tyranids unfortunately.

A) Ignoring; doesn't work for Capture and Control and Seize ground, as it basically concedes objectives to the paladins. Would work okay if you were in vehicles and could play keep away.
B) Considering how fast the Paladins will cut through....anything, this won't work. Doubly so in kill point missions. Tarpitting paladins would be dicey for anything outside of an 13AV Dreadnought or greater number of TH/SS terminators, maybe squads of stubborn guard blobs.
C) Don't have many S8 weapons, which is a primary failing of the nids in general. We have Hive Guard, heavy venom cannons and the Tyranno-fex. I hate Tyrannos, heavy venom cannons have no good platforms, and the HG have to deal with the 2+ save and the fact that they will be tasked with breaking open tanks. Personal experience shows that even HG won't bother Paladins much. Takes on average 5-6 HG firing to drop 1 paladin, figure you only have 6-9 HG, and you'd be LUCKY to kill 2 paladins a turn this way. LUCKY.
D) Multi-assaults are the Nids bane really. Butchering a MC just rolls down the line to the stealers, butchering stealers nibbles at your MCs.
E) Distinct lack of nid guns makes this weak.

What does that leave really? Well, everything. A combination of all of the above is your best bet. Keep them at arms length if possible, slow them down/drag them out of place with tarpits (more like speed bumps) if necessary. Chip away at them with available HG fire when they don't have more pressing targets, maybe throw a few volleys of devourer or fleshborer fire at them to melt a couple wounds off. If worst comes to worst, then it's time to hopefully tackle the depleted paladin squad with a couple MCs and a tide of genestealers. Something else to note; Paladins are unlike most other squads in the game in my experience because there is literally NOTHING that can sweep them off the board in 1 phase. Almost every single unit in the game has a hard counter that will wreck it, and Paladins will not suffer from this to the same degree as most other units.

Remember though, the goal of the game ISN'T to kill the paladins, it's to win the mission. That doesn't always mean killing paladins.

This message was edited 1 time. Last update was at 2011/10/19 05:27:49


 
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Tangent wrote:Can FNP or invulnerable saves be taken against wounds caused by the Doom's Spirit Leech ability?


No.


BZZZT

Wrong. You may take invulnerable saves as normal, and even cover saves as per the FaQ.

Yes, getting mind sucked will be blocked by force fields, dodging out of the way, having a storm shield and shrubs.
 
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