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![[Post New]](/s/i/i.gif) 2013/11/23 20:33:03
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Longtime Dakkanaut
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So, My main army is Tau, And my main backup army is Necrons. But I want a melee army too and since the two main melee armies seem to be Tyranids and Orks (And Daemons but I'm just not into them..) I was curious if someone could tell me a bit about Orks and tyranids melee capabilities. I know tyranids are probably getting updated in a month or two but I doubt their capabilities or playstyle will be changed much.
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![[Post New]](/s/i/i.gif) 2013/11/23 22:09:00
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Raging Ravener
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Neither are particularly competitive when outfitted for a melee game. From my personal experience, Nids are better off overall than Orks and are better at melee, if that's what you want.
Daemons are the best right now for melee armies.
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![[Post New]](/s/i/i.gif) 2013/11/23 22:13:27
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Sneaky Lictor
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Merellin wrote:So, My main army is Tau, And my main backup army is Necrons. But I want a melee army too and since the two main melee armies seem to be Tyranids and Orks (And Daemons but I'm just not into them..) I was curious if someone could tell me a bit about Orks and tyranids melee capabilities. I know tyranids are probably getting updated in a month or two but I doubt their capabilities or playstyle will be changed much.
Tyranid melee viability is sole based on number of attacks and not power of attacks. Your best bet is to run some sort of Hive Tyrant, tons of gargoyles, and Trygons. Genestealers will never get into melee range, Hormagaunts are to pricey for what they do and will never make it into melee, Carnifexs are to overpriced and have to few attacks to make them viable in a melee list. Tervigons with 3 biomancy powers and crushing claws can do some nasty things in melee and are ALWAYS a good choice.
Honestly if I were to build a Tyranid melee list I would run a flying Hive Tyrant, some Ymgarl Genestealers, Termagaunts and Tervigons as troops, SWARMS of Gargoyles with Toxin Sacs, and a Trygon or two.
Can't help you with Orks, I am just starting to look into them as a possible 7th army.
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![[Post New]](/s/i/i.gif) 2013/11/24 03:42:16
Subject: Re:Tell me a bit about the Tyranid and Ork melee capabilities..
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Tea-Kettle of Blood
Adelaide, South Australia
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Tyranids are at their best when you combine close-range shooting with melee, they lose very little for swapping out CC biomorphs for guns.
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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![[Post New]](/s/i/i.gif) 2013/11/24 03:59:11
Subject: Re:Tell me a bit about the Tyranid and Ork melee capabilities..
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Boom! Leman Russ Commander
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both are still very nasty and both are still competitive. As they are older codexes, they aren't used very often anymore because of the shiney new stuff sybdrome. Many mistakenly think this lack of use means they are weak, but anyone who knows the game can tell you different.
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![[Post New]](/s/i/i.gif) 2013/11/24 04:15:29
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Nasty Nob
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The ork basic troop unit is cheap and plentiful, there statline throws a bucket of dice on top of anything that they can get the charge on. Shoota boyz can fire a metric ton of dice at opponents and still swamp an enemy with CC attacks if they can get the charge.
The choppy green tide relies on a Nob(Character) krumpin people with his power klaw. Sadly, this isn't as effective because the first round of combat he is certain to be challenged out. If your numbers get shot too thin before CC starts by the 2nd round of assault your unit might be breaking from combat. This is especially noticeable in smaller trukk boy units. Which has been suggested as the only way to try and run Slugga Choppa boyz.
The nob biker squad is nice because you can get several power klaws that aren't getting challenged into CC. They have pretty good defenses and are largely countered by volume of fire. You'll need to manufacturer a way to hide them from large quantities of models.
Orks strike at a low initiative we will always be going last so it's pretty much Power Klaws or close combat weapons. So ork melee capabilities revolve around your abilities to get several bodies into a cc and how to keep power klaws out of challenges. This is blocks of boyz, nob bikers, small squads of mega nobz or stormboyz with nob.
If you like one model epic CC you might like a Mega Armored or Biker Warboss. However if you like individually strong models then you may prefer the bugs and the MC's in that dex.
I hear we are in a bad place competitively. Close as orks get to being competitve is a scorched earth style of amassing cheap bodies with cheap shooting. Typically done with Lootas and Kannonz offering cover fire while shootas and sometimes maybe some grots get close enough to make maximum use of there number in a shooting phase while standing in an objective. Remember, while all this shooting is going on, our guns are all still assault. If you can close on someone you still have a CC with a statline that can still handle lots of units barring those dedicated to CC. Deploy on all the real estate in your deployment zone, fire all the guns, don't aim!, just fire them all as many times as you can, close on your enemy, waaagh, hit last in all CC, remove lots of casualties, drown the enemy in dice. If that appeals to you then maybe orks are for you.
There are also bikes -> Fewwer models, less dakka, smaller footprint(more tactics?)
and Vehicle squads, because it should be mentioned that every transport worth talking about is fast and open topped.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2013/11/24 05:55:01
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Lieutenant Colonel
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i find when youuse 3-5 battle wagons full of boys/nobs, you tend to get a LOT in combat turn two... and a trukk or bike mob or two thrown in for good measure
20 av 14 hull points + the bikes/trukks, 80-100 possible boys in CC by turn two
I dont even bother with nobs for the most part, I put the bosses with PK's where they need to go with one knob with them, so at least something can krump stuff when one gets challenged out, or the nob can take one for the team the first round.
but yeah... lots of ifs and maybes since there are lots of counters and the codex is laughably out of date.
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![[Post New]](/s/i/i.gif) 2013/11/24 12:40:31
Subject: Tell me a bit about the Tyranid and Ork melee capabilities..
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Longtime Dakkanaut
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Thanks for all the replies! I'm kind of leaning towards Tyranids, They got cooler models, Hordes of small bitey things to overwhelm with numbers and big horrible monsters to destroy stuff with.. XD
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![[Post New]](/s/i/i.gif) 2013/11/24 13:39:05
Subject: Re:Tell me a bit about the Tyranid and Ork melee capabilities..
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Boom! Leman Russ Commander
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Good luck on the bugs.
Something that may help you with the big beasties whether they are moving forward or sitting back (that I disagree with but it's in the rules) is that they only have to stick their toe (base need to only be in a fraction of a millimeter to count) into area terrain to count as being "in" area terrain and thus get the cover it provides even if the vast majority of the model's base is outside it along with it's entire body. this makes your big beasties a lot more survivable.
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![[Post New]](/s/i/i.gif) 2013/11/25 00:05:56
Subject: Re:Tell me a bit about the Tyranid and Ork melee capabilities..
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Sneaky Lictor
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I will warn you with Tyranids they get boring extremely fast with the current codex. You'll find that about 2/3rds of the codex are just terrible units and always playing the same 1/3rd of the codex...It gets boring but they can be powerful with that 1/3rd.
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![[Post New]](/s/i/i.gif) 2013/11/25 02:36:27
Subject: Re:Tell me a bit about the Tyranid and Ork melee capabilities..
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Tea-Kettle of Blood
Adelaide, South Australia
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Yeah, but with a new codex in December/January, doubt they'll have time to get bored.
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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