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Made in us
Numberless Necron Warrior





USA

The title says it all. I need help to beat Tyranids. I'll try to post what he runs in his list but I may be a little off.

1 Tervigon
1 Hive Tyrant or Swarmlord not sure
3 Hive Guard
1 Zoanthrope
1-3 Pyrovore
I think 15 Genestealers and 1 Broodlord
I think 2*20 Termagant Brood
I think 20 Gargoyle Brood

That is what I'm trying to beat if it helps I run Necrons but I really am looking for what i should do to beat Tyranids like which are priorities and how to kill the Tyrant/Swarmlord because he does so much damage. Any replys would be great.

They told me I had too many guns, I disagreed. 
   
Made in de
Decrepit Dakkanaut







Maybe look at all those "Are Tyranids really that bad" threads like this one:
http://www.dakkadakka.com/dakkaforum/posts/list/459769.page

3 Pyrovores and only 3 Hive guard? That list is very far from overpowered.

Hive Fleet Ouroboros (my Tyranid blog): http://www.dakkadakka.com/dakkaforum/posts/list/286852.page
The Dusk-Wraiths of Szith Morcane (my Dark Eldar blog): http://www.dakkadakka.com/dakkaforum/posts/list/364786.page
Kroothawk's Malifaux Blog http://www.dakkadakka.com/dakkaforum/posts/list/455759.page
If you want to understand the concept of the "Greater Good", read this article, and you never again call Tau commies: http://en.wikipedia.org/wiki/Utilitarianism 
   
Made in us
Raging Ravener




Riding a Carnifex

first, im guessing you have to deal with a bunch of gargoyles. just put everything you have into them and take them down before anything else has a chance to get close.

next, focus on the hive tyrant/swarmlord. shoot it with everything you have until it dies. if you CAN tie it up in close combat, try to do that instead, but just so you can move other guns up to shoot at it WHEN it survives close combat. if you can shoot the tyrant/lord as well as the gargoyles, choose the tyrant.

once thats down, zoanthrope. hit it with a str 8 or better shot and hope it fails its save. it dies immediately.

other than that, the termagants and genestealers dont move that fast anymore. if they infiltrate or outflank at all, remember they cant assault so just shoot at them and thin them down before they do more damage.

pyrovore, stay the hell away. if they cant hit you theyre no problem. hit them with a str 8 or better and theyre gone in one hit as well. (why the hell is he using pyrovore? they suck)

tervigon is going to be your hardest target. more than likely your opponent is going to keep them in the back, spawning and casting psychic powers, ruining your day. deep strike something in and get into close combat with it. it cant shoot worth a damn, so overwatch isnt that big of a deal, and its initiative 1, you can kill it way before it has the chance to kill you.

2400 points Tyranids
4800 points Blood Angels

Your sarcasm will not affect me, your serious will.

 
   
Made in us
Sneaky Lictor





Oakland, CA

If I were you, jot down the things that hurt you most after every game and ponder ways to correct it. That's a weak list from a weak codex tbh, sounds like you just need to get your style down more!

"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras 
   
Made in gb
Longtime Dakkanaut





I notice a lack of genestealers in Tyranid lists ive seen, are they that bad these days? they used to be quite popular and a beast of a unit last time i played a game

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Sneaky Lictor





Oakland, CA

No assaulting out of reserves put a big dent in them. Before they caused fear in your opponent and pushed him away from edges, but now they show up and wait a turn during which time they either get mowed down or avoided. You'll still see them most likely in small groups just to get access to Broodlords for more Psykers. You're going to be seeing a lot more Ymgarls now, who can still assault out of reserve thanks to their Dormant rule.

"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras 
   
Made in gb
Towering Hierophant Bio-Titan






MarkyMark wrote:I notice a lack of genestealers in Tyranid lists ive seen, are they that bad these days? they used to be quite popular and a beast of a unit last time i played a game


It's more that they were pretty overpowered in 5e - being able to assault straight from reserve without being shot first. Now they're still just as good in combat (and with hull points they can take out lighter vehicles with ease), but are really vulnerable for at least 1-2 turns. They're no longer an 'I Win' crutch to automatically kill units on the flanks. Players need to make good use of cover and/or psychic buffs to keep them alive. They're still decent units, but there is now more risk in using them.

Chaos Santa wrote:The title says it all. I need help to beat Tyranids. I'll try to post what he runs in his list but I may be a little off.

1 Tervigon
1 Hive Tyrant or Swarmlord not sure
3 Hive Guard
1 Zoanthrope
1-3 Pyrovore
I think 15 Genestealers and 1 Broodlord
I think 2*20 Termagant Brood
I think 20 Gargoyle Brood

That is what I'm trying to beat if it helps I run Necrons but I really am looking for what i should do to beat Tyranids like which are priorities and how to kill the Tyrant/Swarmlord because he does so much damage. Any replys would be great.


This army is held together by the 'glue' that is those three synapse units. Take them out and the rest will crumble.

The Zoanthrope is easily focussed down, either by massed S4 shooting or lucky S8 hits to ID it. The Tervigon is pretty vulnerable to power weapons - Lychguard with Hyperphase swords will have a good shot at taking him down, while their shields will help them survive his limited return attacks (or use Warscythes if you dont mind getting hit back). The Swarmlord should be shot at all costs - anything that gets into melee with it will die.
Remember that Genestealers no longer have Fearless, so as soon as they have no Synapse they will have to take morale checks for losses. Everything else is Leadership 6 or so, and will often fail instinctive behaviour tests and/or run away with no Synapse left.
   
Made in fi
Roaring Reaver Rider




My personal secret lair

Volume of fire and flamers have worked for me. I've been playing against them with guard though. Leman Russ Punisher with three heavy bolters and a heavy stubber can do amazing things against them

I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!

Hollowman wrote:

Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.

 
   
Made in us
Numberless Necron Warrior





USA

Thank you for all the ideas, maybe he did have a very bad list but it was one of my first games he knew the rules and i was beng wiped off the board very badly. I didn't even get one shot from my doomsday ark. But hats besides the point I feel more confident now in 6th edition to try to beat him but thanks for some ideas and priorities when it comes the Tyranids.

They told me I had too many guns, I disagreed. 
   
Made in pl
Longtime Dakkanaut




xttz wrote:
MarkyMark wrote:I notice a lack of genestealers in Tyranid lists ive seen, are they that bad these days? they used to be quite popular and a beast of a unit last time i played a game


It's more that they were pretty overpowered in 5e - being able to assault straight from reserve without being shot first. Now they're still just as good in combat (and with hull points they can take out lighter vehicles with ease), but are really vulnerable for at least 1-2 turns. They're no longer an 'I Win' crutch to automatically kill units on the flanks. Players need to make good use of cover and/or psychic buffs to keep them alive. They're still decent units, but there is now more risk in using them.


I agree and that's coming from a guy with stealer list. It was kind of boring to see the enemy turtle in the middle each time. With proprietary d3 terrain on each 2' x 2' piece it is now the matter of proper positioning to get them to fight. They're still scary and the thing to consider when deploying but not that easy to use anymore, I like this. That said, in the interview with GW there was a hint of stealers getting assault from outflank back in the future.



From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.

A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.

How could I look away?

 
   
 
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