Switch Theme:

Are crimson hunters a good way to mess up tyrannids day?  [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



Cambridge UK

Tyranids have a lack of fire power compared to the average army. If an unprepared gamer doesn't bring enough flyers they could be on big trouble. Thoughts?
   
Made in us
Legendary Master of the Chapter






Sy2pie wrote:
Tyranids have a lack of fire power compared to the average army. If an unprepared gamer doesn't bring enough flyers they could be on big trouble. Thoughts?


Couldn't one of those FMC nid just jump up and punch those relatively lighter armored flyers out of the sky?


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Omnipotent Necron Overlord






Crimson hunters ruin everyones day. Eladr having AP-4 all over the place just absolutely wreck nids due to lack of invo saves. Same is true of space marines.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Furious Fire Dragon




USA

 Desubot wrote:
Sy2pie wrote:
Tyranids have a lack of fire power compared to the average army. If an unprepared gamer doesn't bring enough flyers they could be on big trouble. Thoughts?


Couldn't one of those FMC nid just jump up and punch those relatively lighter armored flyers out of the sky?


With being able to pivot twice, moving 20-60" and only having a 36" range for its shortest weapon, the CH should be able to keep its distance from any potential charges unless there's deep strike potential. If the CH gets charged, it's probably a screw up by it's controller.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in gb
Been Around the Block



Cambridge UK

I didn't think it could be charged by anything other than flyers?
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Sy2pie wrote:
I didn't think it could be charged by anything other than flyers?

Can't be charged by anything that doesn't have the Fly keyword. Which all winged and floating nids do.
   
Made in us
Norn Queen






A flying hive tyrant can deepstrike, charge, and wreck its day with monstrous rending claws.

Also smite and psychic scream or smite and the horror to drop its to hit by 1.

Also, assuming nids dont have a lot of shooting is a big mistake. Nids have all the shooting they could possibly want if built for it.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Dakka Veteran





I'd rather go for the Hemlock Wraithfighter if I was picking a flyer to answer Tyranids.
   
Made in us
Fixture of Dakka





Sy2pie wrote:
Tyranids have a lack of fire power compared to the average army.

Other people have answered your other points, but I wanted to illuminate you on this.

Tyranid firepower is roughly equivalent to Astra Militarum. Exocrines are perhaps the most cost effective shooting unit in the entire game. Warriors, Carnifexes, and Hive Tyrants get excessively cheap firepower per point. Hive Guard are Biovores pump out cheap damage from relative safety. And aside from their actual shooting abilities, Biovores can lock down an enemy's movment. Tyranids can get access to rerolls on shooting and ignore cover if they desire it.

Do not underestimate Tyranid shooting.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Locked in the Tower of Amareo




 DarknessEternal wrote:
Sy2pie wrote:
Tyranids have a lack of fire power compared to the average army.

Other people have answered your other points, but I wanted to illuminate you on this.

Tyranid firepower is roughly equivalent to Astra Militarum. Exocrines are perhaps the most cost effective shooting unit in the entire game. Warriors, Carnifexes, and Hive Tyrants get excessively cheap firepower per point. Hive Guard are Biovores pump out cheap damage from relative safety. And aside from their actual shooting abilities, Biovores can lock down an enemy's movment. Tyranids can get access to rerolls on shooting and ignore cover if they desire it.

Do not underestimate Tyranid shooting.


Nids are actually better at shooting than marines.
   
Made in us
Steadfast Ultramarine Sergeant




Martel732 wrote:
 DarknessEternal wrote:
Sy2pie wrote:
Tyranids have a lack of fire power compared to the average army.

Other people have answered your other points, but I wanted to illuminate you on this.

Tyranid firepower is roughly equivalent to Astra Militarum. Exocrines are perhaps the most cost effective shooting unit in the entire game. Warriors, Carnifexes, and Hive Tyrants get excessively cheap firepower per point. Hive Guard are Biovores pump out cheap damage from relative safety. And aside from their actual shooting abilities, Biovores can lock down an enemy's movment. Tyranids can get access to rerolls on shooting and ignore cover if they desire it.

Do not underestimate Tyranid shooting.


Nids are actually better at shooting than marines.


+1, Nidz can out shoot marines easily if the player wants to. And they defintely out fight and out psychic marines.


Automatically Appended Next Post:
Back to the topic, it is true however, Nidz firepower can be mitigated by using Aloatic Craftword Trait coupled with hard to hit of flyer so it is -2 to hit. And CH might be good hunting down bigger target without good inv saves, like those Exocrine, Carnifexes, Mawloc, etc., but will be a waste firing at things like Genestealer hordes. Besides, it is worth noting that with its high mobility, Eldar Flyers might be good hunting down those Characters hiding behind the hordes such as Malanthropes and the like because they can more easily fly into good position to take the shot.

This message was edited 2 times. Last update was at 2018/02/28 01:22:52


 
   
Made in no
Liche Priest Hierophant





Bergen

It depends on how many flyers a nid brings. Neuronthropes can charge them and tie them into combat. Malanthropes as well. Gargoyles can hunt them down and tie them up. Flying hive tyrants though... those can kill them.

Shrikes are not used so much. Same with the nid 'flyers'.

   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 Niiai wrote:
It depends on how many flyers a nid brings. Neuronthropes can charge them and tie them into combat. Malanthropes as well. Gargoyles can hunt them down and tie them up. Flying hive tyrants though... those can kill them.

Shrikes are not used so much. Same with the nid 'flyers'.


Tying up a flyer in combat is useless. They can just fly out of the combat halfway across the table, and carry on shooting their guns like nothing happened. So neurothropes, malanthropes, and gargoyles aren't much use there.
   
Made in us
Norn Queen






While shrikes are not used much, beware the person who brings some blobs of them. A unit of shrikes with boneswords can bring down stuff very fast.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in no
Liche Priest Hierophant





Bergen

 Lance845 wrote:
While shrikes are not used much, beware the person who brings some blobs of them. A unit of shrikes with boneswords can bring down stuff very fast.


Yeah that is true. The death of them is something dreadnought like. I dread those things with my warriors. S8 D3 or D1d6 is very bad for them. That being said, yes shrikes can just dance around them.

But are not a crimson hunter a bad target for shrikes? I do not know the profile of the C hunter, but it should usualy be far away from the rest of the army, and shrikes want to kill T3 and T4 units. T6+ can be done but it is difficult. Do not atemt to kill T8, wounding in 6's is terrible.

   
Made in us
Norn Queen






 Niiai wrote:
 Lance845 wrote:
While shrikes are not used much, beware the person who brings some blobs of them. A unit of shrikes with boneswords can bring down stuff very fast.


Yeah that is true. The death of them is something dreadnought like. I dread those things with my warriors. S8 D3 or D1d6 is very bad for them. That being said, yes shrikes can just dance around them.

But are not a crimson hunter a bad target for shrikes? I do not know the profile of the C hunter, but it should usualy be far away from the rest of the army, and shrikes want to kill T3 and T4 units. T6+ can be done but it is difficult. Do not atemt to kill T8, wounding in 6's is terrible.


Just looked up the profile. T6 3+ 12 wounds.

9 shrikes with boneswords have ws 3+ str 4 4 attacks each. AP -2 d1. Naw. Not great agaisnt the crimson Hunter. But it can deal an everage 4ish wounds. Can finish off a wounded one or some pretty close to degrading it. If even one psychic power or a couple spore mines hit it first it will degrade.

Like you say, better for hunting infantry and characters.



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I second the Hemlock suggestion. Not only because they will naturally be closer due to their gun range (thus allowing you to place them as a "block" that ground Nids have to move around), but also due to them being Psykers and giving you extra chances to DtW.
Their guns are also good at killing big bugs since they auto-hit, basically ignore armour and are D:2.

You can fly 2-3 of they up about 7-9" away from the nasty ground Nids, but also in range of any flying Nids, target the flying Nids with everything you have to kill them and profit. If you've now killed the flying Nids, you eliminated the threat to the Hemlocks while using them as a "blockade" that ground Nids have to move around

-

   
Made in us
Never Forget Isstvan!






Hemlocks are better againgst nids, but FHT will still wreck them.

the 4+ invun save negates enough damage that you wont kill him when he charges. The combination of smite+psychic scream+4 MRC/w toxin sac attacks can kill a hemlock per turn (or drop it to 1 wound).



If you take 3 hemlocks and he has 3 or more hive tyrants your just gonna have to accept your boned. If he only has 1 or 2 just focus fire them as soon as they drop and your hemlocks will mostly be safe.

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in us
Dakka Veteran





I think you failed to factor in the 6+++ that Hemlocks have. FHTs hurt but they rarely kill in one go which means the Hemlock is still fully operational and able to leave the space with the FHT.
   
Made in us
Norn Queen






A 6+++ is better then not having it but a tee shirt save is still a tee shirt save and does nothing the vast majority of the time.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Dakka Veteran





Effectively makes the model a 14 wound model so.
   
 
Forum Index » 40K General Discussion
Go to: