Switch Theme:

1500 points Vs Nids  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Been Around the Block




Ok so here goes:

Space Marines CT- Ultramarines

HQ
Chaplin Cassius
130pts

TROOPS
10 Marines
Rhino
175pts

10 Marines
140 pts

5 Scouts
Sniper Rifles
60pts

ELITES

10 Terminators
1xCyclone ML
425pts

5 Legion of the Dammned
Plasma Gun
Meltagun
150 pts

HEAVY SUPPORT
1x Thunderfire Cannon
100 pts

5 Devastator Squad
4x Plasma Cannons
130 pts

FAST ATTACK

3 Bike Squad
2xGrav Guns
93pts

3 Bike Squad
2xGrav Guns
93pts

TOTAL 1496pts

Advice needed he runs Swarmlord who I will ignore. and loads of gene stealers hence the volume of fire.

I camp the TFC and devs in any available cover and then advance the Teminators with Cassius across the board. I use my bikes to mop up any MC he has by shooting and retreating.
Tac squads camp on objectives.

Any thoughts?


Automatically Appended Next Post:
By the way he doesn't have any flyers that i know of hence the lack of AA


Automatically Appended Next Post:
No comments?

This message was edited 4 times. Last update was at 2014/04/24 20:12:43


 
   
Made in gb
Been Around the Block




Anything?
   
Made in us
Death-Dealing Devastator




Sacramento, CA

Take out the termies, legion of the damned, and scouts. Give your tac squads a special weapon and put them in drop pods. Swap the plasma cannons for lascannons, add a unit of sternguard, and if your set on those bikes add some more to each squad.

Drop pods tend to mess up nids because you can focus fire on their synapse creatures and render alot of their army useless on your alpha strike

This message was edited 1 time. Last update was at 2014/04/26 18:41:27


 
   
Made in gb
Been Around the Block




Why take out the terminators the nids can't touch a 2+ save.
   
Made in us
Crazed Zealot



United States

Why take out the terminators the nids can't touch a 2+ save.


Nids have a lot of tools in their war-chest to get around that 2+save; for example, if you fail to take out their synapse early, a nid player can just throw a full unit of gargoyles or 'gaunts at them. Yes, the termies will win, but it'll take 2-3 turns to get through all that fearless body-mass, allowing the nid player to munch on the softer bits of your army. Also, the nids do have access to plasma from exocrines and plasma-barfing carnifexs.

The terminators are just too expensive and can be countered by a unit at half their cost. Now, they can work, but you have to work really hard in creating tactics to overcome the two above mentioned scenarios.

   
Made in us
Longtime Dakkanaut



Cheyenne WY

Cosmic_Seth wrote:
Why take out the terminators the nids can't touch a 2+ save.


Nids have a lot of tools in their war-chest to get around that 2+save; for example, if you fail to take out their synapse early, a nid player can just throw a full unit of gargoyles or 'gaunts at them. Yes, the termies will win, but it'll take 2-3 turns to get through all that fearless body-mass, allowing the nid player to munch on the softer bits of your army. Also, the nids do have access to plasma from exocrines and plasma-barfing carnifexs.

The terminators are just too expensive and can be countered by a unit at half their cost. Now, they can work, but you have to work really hard in creating tactics to overcome the two above mentioned scenarios.


No argument...but adding Big Bugs can Smash for AP2.. The main way Tyranids can beat Terminators is volume of attacks, if you roll buckets of saves, some will come up 1's....the best simple thing I can suggest is build you Tac sqds with a Flamer, and a Heavy Bolter in each sqd....cheap, easy, effective. I don't think you Need drop pods, but one or two sure can't hurt. In general you need to deal with two threats 1) Big Bugs, so you need monster hunting teams. 2) Swarms, if you can't deal, you'll be overwhelmed. So you need to have tools. The Thunderfire is a big step in the right direction. A tank or two is also almost always a useful expenditure.

If you're "custom building" don't Smurfs have Tyrannic war vetrans? There might be something there to grab onto...?

Oh, and get some anti-air assets, 'cause Big Bugs can often fly

This message was edited 1 time. Last update was at 2014/04/30 04:41:05


The will of the hive is always the same: HUNGER 
   
 
Forum Index » 40K Army Lists
Go to: