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Made in rs
Fresh-Faced New User





Hello..I am an eldar player,and I wanted to know what is the best tactic in 1500 pts games against tyranids(how to beat plenty of hormogaunts + tervigons that spawns and the famous tyranid death-star)there are just o many of them,any suggestions and tactics?
   
Made in us
Regular Dakkanaut




Scatter lasers thin out hordes very quickly, so wave serpents are ideal here. Also, with the Wave serpents, careful of hive guard, they have a pretty high chance of doing damage. Also, boost away from MC's, or you have a guaranteed wreck(maybe).

Have fire dragons go in when the creature is around 4-3 wounds, and reduce it to molten slag.

Dire avengers are a great way to heavily damage hordes, just be careful of the counter charge from genestealers. Your best bet is just to kill the genestealers.

Realistically, a mech list is your best bet. You have much higher mobility than him, and you should be able to pop out and kill a lot of stuff before he can damage you.

Lastly, and this is a last resort, is Dark Reapers will punch through anything in the tyranid army's(excluding the tyrannofex and armored shell tyrant) armor, so that is a pretty useful ability.
   
Made in us
Sinewy Scourge




Lawrence, KS

Q: How to win against tyranids?
A: Play an army.

It was true in 3e, it's true now.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in us
Sneaky Lictor





As a nid player i'll tell bring templates, nids as an army that needs to be supressed. After dropping templates to thin the herd, use your high power weapon to take out his synapse. (nasty exploit but it will cuase him to lose control of his swarm.)

Tyranids 3000 points
Dark Angels 500 points
 
   
Made in ca
Lethal Lhamean





somewhere in the webway

unfortunitly for the bugs, most armys can deal with them fairly well. as mentioned, templates, flamers and lots of str5+ shooting should do you well. stuff to watch for: reserve mawlocs or trygons. they can pop up and do some damage. zoans are also potentialy dangerous but have alot of checks to overcome, including a psyker test wich if your eldar should be able to make difficult at the very least. otherwise, as mentioned hive gaurd can pop your tanks, and any MC in a CC situation is going to wreck vehicles. flying lists can also keep pace to a point, so shoot the fast synapse ones first.

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On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Horrific Horror






More often than not as Nids I win based on movement. I prevent you from getting your assaults and I have what I want engage what I want it to.

Eldar has the speed to stop them. If nids are getting aggressive out move them and slowly shoot them to bits. If they try and hang back shooting here and there jam your army down the nids throat. Remember that what makes nids work is synergy, and to have than I need to be in control and have everything buffing each other. If I lose control and you give me more than I can deal with at once then I will collapse because I won't have those opportunities I need.

Honestly, nids don't suck. It is just that WAAC players for the most part don't play them because there are other armies that can win more reliably. But seriously, if you have a brain and can be patient they are a super army.

 
   
Made in rs
Fresh-Faced New User





Wow,thanks for the tips guys it really helps,I would just like to add that I find zoanthropes quite annoying against vecihles and the opponent has both zonethropes and hive guards,and he always uses cover and his swarm of hormogaunts and spawned termagaunts are just front meat until he comes with some really bad-ass MC and otflanking genestealers....His synapse is well hidden..
   
Made in us
Horrific Horror






Depending on your lists, if he does not have much synapse, or if he splits into two flanks, then you can take out synapse, otherwise do a priority scan.

Do Farseers have hoods? If so put him within 24" of the Zoanthropes and watch them get nerfed. They can only take out one vehicle (maybe) a turn. Yes they are great, but you move faster. If he can't hit you he can't kill you.

As for stealers, if he outflanks just stay away from table edges. If he infiltrates them disembark and rapid fire. Genestealers are actually not worth their points. If not in combat they die. If you make him charge through cover they die. They are not that scary if you are controlling where and when they charge.

 
   
Made in rs
Fresh-Faced New User





all right tonight I have a match against nids...one question he is having 15 warriors,how to beat those?
   
Made in us
The Hive Mind





Anything STR8 will ID them and probably bypass his saves. That's a lot of points tied up in a couple of mediocre units just for Synapse...

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in rs
Fresh-Faced New User





Yes but they have 3 wounds...that is what is bothering me...he also has 2 tyranid primes and 9 hive guards...its 1500 pts game...
   
Made in us
The Hive Mind





The 3 wounds won't matter when they get Instant Deathed by anything STR8.

2 Primes, 15 Warriors, and 9 Hive Guards is already over 1k points with zero upgrades... that isn't a very scary list.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in rs
Fresh-Faced New User





hmm hive guards can hit anything..they dont need line of sight...he also will have genestealers plus hormogaunts and some temagaunts...
   
Made in gb
Sneaky Striking Scorpion





In Beil-Tan High Command, plotting the destruction of the Mon-Keigh.

Another way to pwn nids (if its horde based) is to use the night spinner ( i think thats its name. hasvent plyed my eldar in ages) the large blast and the monofilament web special rule kick ass against large squads of gaunts.

"The Stars themselves once lived and died at our command and yet you still dare to oppose us."-Mirehn Beilann. " What do the humans know of our pain? We have sung songs of lament since before your ancectors cralled out of the sea"- Eldrad Ulthran

3500 (total)
2000 W:73 D:12 L:8

Salamanders 1500 W:34 D:4 L:20
"Into the fires of battle!" "UNTO THE ANVIL OF WAR!!!"
1500 Bretonnians W:5 D:0 L:1
 
   
Made in gb
Infiltrating Broodlord




The Faye

Take Runes of Warding to help against the Zoanthropes.

They'll have to take their pychic rolls on 3 D6 and suffer perils of the warp on a 12+

We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress 
   
Made in us
Dakka Veteran




Somewhere in the Galactic East

I think Warp Spiders can also pump out enough high strength shots against Tervigons and Carnifex with a couple salvos.

182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in us
The Hive Mind





Anuub_Slayer wrote:hmm hive guards can hit anything..they dont need line of sight...he also will have genestealers plus hormogaunts and some temagaunts...

So 1240 points without upgrades and not a single MC in the bunch. Mech up, nuke the Hive Guards as fast as possible, win.

None of those units (besides the Hive Guard) are scary without upgrades.

What's his complete list?

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in ca
Raging Ravener





rigeld2 wrote:
Anuub_Slayer wrote:hmm hive guards can hit anything..they dont need line of sight...he also will have genestealers plus hormogaunts and some temagaunts...

So 1240 points without upgrades and not a single MC in the bunch. Mech up, nuke the Hive Guards as fast as possible, win.

None of those units (besides the Hive Guard) are scary without upgrades.

What's his complete list?


This

x15 warrior no upgrades is 450 pts

Fire that you can get:
6x Fire Dragons in a wave Serpent with Twin linked Scatter Laser and spirit stones - 221pts
6x Fire Dragons in a wave Serpent with Twin linked Scatter Laser and spirit stones - 221pts

Those warriors have little chance vs that.

Umbra Sentinels (codex SM) - 3400 pts
Tyranids - 3100 pts
Purple Necrons - 2000 pts
Craftworld Eldar - 2400 pts 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Get some Mech and shoot 'em up! He's trying to play 'em like Termies. A couple of high Str low AP hits with reasonable accuracy will show him how much of a fool he is.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Stoic Grail Knight






Yendor

What sort of army do you run?

Do you mostly play on foot? or do you mostly field fast units in grav tanks.

Depending on the type of list you play, you should get vastly different advice from people who know what they are talking about...

As has been said s8 owns warriors, missile launchers, fusion guns, and bright lances.

Always bring a farseer, it shuts down all enemy psychic powers. Remember to cast doom + guide. Doom helps strenght 6 fire power eat through monstrous creatures, and guide can turn some pretty powerful combos.

a guide and a unit of War Walkers with Scatter Lasers can threaten EVERY unit in the Tyranid army. 24 s6 shots, with re rolls to hit. Add doom to your target and you'll blast pretty much everything apart in a single shooting round.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in rs
Fresh-Faced New User





Thanks for the advice guys,but my main problem is to get to his hive guards....and they are not so weak tougness 6,2 wounds each...and he places them far behind..and as soon as I enter in the range he bombards my wave serpent with them...that is my main problem to get close....and about 15 warriors with tyranids primes..they are tough...but I cant afford much str 8 weapons...


Automatically Appended Next Post:
I hate that most units in eldar codex have bs4:(


Automatically Appended Next Post:
Pardon my mistake bs3...

This message was edited 2 times. Last update was at 2011/11/18 01:27:09


 
   
Made in dk
Ork-Hunting Inquisitorial Xenokiller





Aarhus, Denmark

@Anuub
I too would like to hear which kind of list you're running. A good list requires a good synergy.

Hive Guards can be a tough nut to crack, i'll give you that! But there's still a number of ways around it.
- You can cast fortune on your transports, and flat out for a 4+ cover save with rerolls.
- Or you can utilize the speed of your Vehicles to stay out of range.

I play Nidz myself. And i am more than aware of how devastating the HGs can be against transports. And a total of 9 HG even further those horrible odds. Unfortunately, there isn't an easy way around these guys. The first couple of rounds, they'll be advancing behind the rest of the army or stay behind terrain that takes away LOS. In either case, you'd want to stay clear of their 24" range (make that 30" with their movement phase) for as long as possible. After all, you're far superior in both shooting and speed.

As Eldar, you have to plan your moves and make full use of your superior speed. A good Tyranid player will most likely bubble-wrap the bigger creatures, making it tougher for you to get to them easily. But on the other hand, the bubble-wrap itself can be dealt with. And on top of that, if he Catalysts around to protect his assets, he's still bound to make choices, as 1.500 pts don't allow for him to field that many Tervigons (if any). If he has got none, then you're free to blast away his smaller bugs.

You'd want to consider thinning the herd, and Eldar are more than capable of doing so; Dire Avengers /w BS, a ton of s6-shots and so forth makes them more than capable of doing so!

Whatever you do, don't underestimate your s6-shots. Especially Scatter Lasers are golden here:
- s6 ap6 against small bugs means you'll land most of the shots!
- samewise, against the T6-bugs, you'll wound on 4+, forcing a good amount of saves.
- Also, you'd want to keep in mind, that 36" is 12" more than the HG can shoot. This means that you'll be able to stay within range of his HG, while they'll be unable to return fire - even after moving (as they can't both shoot and run).

Warriors aren't that big of a threat. If they're built for melee, you can kite them. If they can shoot, it may be a little tougher. The most important thing that you'd want to keep in mind is your SPEED and RANGE. The only weapon that Warriors got, that might pose a threat are Venomcannons (which suffers a -1 on the damage chart, and can only glance your WS on a 6 - scary? NO!). Keep your distance from the Warriors, and they're moving towards you with 6" a turn, while you're good at moving at a double speed. Shouldn't be so tough, aye?

And once you've thinned out the smaller bugs, that gives the Warriors cover saves, you're good to go with your Fire Dragons. Swoop them in, unload them and reduce his Warriors to a pile of ashes!

Fire Prisms cannot be overseen either. Having two of these makes for a great backbone in your army. Against nidz, you might be looking at:
- two large blasts with AP 4. That pretty much covers his entire bug-army.
- two focused shots with s9 and AP2 = ID and no FnP.

Additionally, the Night Spinner comes into it's own right against horde-armies. A Large Blast at s6, rending and gives any squad it HITS both difficult and dangerous terrain, if they move in their following turn (and Nidz tend to do that).

PS. The Stealers can cause a great amount of trouble. So keep in mind, that these guys will most likely pop out from either sides of the board. Just concentrate on getting off as many shots on the small bugs (and you are MORE than capable).

PPS. Any and all of your transport will greatly benefit from Spirit Stones. They're transports, after all, and having them unable to move is a bitch! Also, you'd want to consider Holo-Fields for the Prism/Spinner. Ultimately, these upgrades greatly improoves your vehicles survivability!

:: I'm not suffering from insanity; I'm enjoying every minute of it! :: 
   
Made in rs
Fresh-Faced New User





Thanks for this great thread man,and thanks for the tips,I will consider what you wrote down and make the best possible army list of this,I added you as a friend
   
Made in gb
Infiltrating Broodlord




The Faye

A squadron of 3 warwalkers armed with Shuriken Cannons will only cost 120 points all together. They can be brought in using the outflank rules and put out 18 shots at range 24

If you don't want to outflank then you'd be better off arming them with scatter lasers for range 36 They will end up costing 180 points for that though

We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

What? Long range (Bright Lances) will kill them. Tyranids mostly suck at range. Hive guard skulking at the back can be blasted before they can caue real damage.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Infiltrating Broodlord




The Faye

Bright lance will miss half the time and are expensive to otake imo.

You can have a whole warwalker for the cost bright lance alone.

They really need to fix the cost of bright lances they should be 15-20 points.

Thats what it is in the Dark Eldar army


We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress 
   
 
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