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		<title><![CDATA[Latest posts for the thread "Dealing with the nids"]]></title>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ Im playing against Tyranids alot and could use some general pointers on how to effectivly take em out. Using Blood Angels.  Any tips???]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 05:39:12]]> GMT</pubDate>
				<author><![CDATA[ stu192]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ Hmmm I'm not really sure, but I think trying to take out there synapse creatures when possible is generally a good idea.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 05:41:26]]> GMT</pubDate>
				<author><![CDATA[ Sgt.Sunshine]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ bugs are going to give you minimal shooting to do before everything hits you at once on turn 2-3.<br /> <br /> there really isn't a trick to it, just good weapons, and denying the big painful units the ability to assault flavor country, also storm shield terminators.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 17:21:38]]> GMT</pubDate>
				<author><![CDATA[ Grundz]]></author>
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				<title>Re:Dealing with the nids</title>
				<description><![CDATA[ Tyranids are my foe of choice as well.....my advice is stock up on big 10 man assault squads take two meltas and have a priest per every two. Stay away from the foolish notion that every assault squad needs a transport don't know how it got popularized but it is a lame tactic which will lose every <span class="glossaryitem" onmouseover='gp(316);'>KP</span> mission by a mile. and Nids are the masters of transport popping (evil hive guard!)<br /> <br /> I use a trusty command squad with x4 flamers people will often laugh at this build till they figure out you have a 12" 4 template death squad. <br /> <br /> land speeders are surprisingly useful the typhoon will work wonders a harpy is the only thing that has gotten close enough to kill  one.<br />  As most Tyranids have a 3+ save. Missiles drop them like a bad habit. <br /> <br /> the only major advice i can give is shoot the large guys like the trygon and trannofex and hive tyrant till they die DO NOT split up fire on multiple big guys till you kill the first one (example: don't get excited if you cause 3 wounds on a tyrant and 4 on a trygon neither are dead shoot to kill not to wound!)<br /> <br /> My shooting tier is like this<br /> <br /> <br /> Hive Tyrant<br /> Zoanthropes/Doom<br /> Trygon/Harpies<br /> Genestealers<br /> Tyrannofex/Tervigons<br /> Carnifexes (they can never catch jump infantry but if your silly and run the razorback fail list you are in trouble so kill them!)<br /> other units.<br /> <br /> if your opponent takes the flying warrior squad with two bone swords then kill it quick! but that is more of an exception (only one person down here takes it)<br /> <br /> just stock up on missiles! (take death company) and remember to shoot to kill...and kinda ignore gaunts...people commit to killing a 100point squad... it is kinda silly throwing a 225 jump squad at 100 points to get charged by the big guys behind them. so let them come to you it gives you 2 turns of dakka and atleast 3 turns of chopping.<br /> <br /> <br /> hope this helps! too much coffee before work makes me a little eccentric.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 17:46:26]]> GMT</pubDate>
				<author><![CDATA[ deffdakka]]></author>
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				<title>Re:Dealing with the nids</title>
				<description><![CDATA[ Would 3 assault cannon / heavy bolter baal preds not make a dent in them ???]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 17:50:46]]> GMT</pubDate>
				<author><![CDATA[ darkangels_rule]]></author>
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				<title>Re:Dealing with the nids</title>
				<description><![CDATA[ <blockquote><div><cite>darkangels_rule wrote:</cite>Would 3 assault cannon / heavy bolter baal preds not make a dent in them ???</div></blockquote><br /> <br /> <br /> <br /> <br /> no it would not make a dent.......it would make a blood mess! I only take 1 per game and it unleashes carnage on the poor bugs i can imagine that 3 would only magnify the destruction.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jul 2010 17:55:16]]> GMT</pubDate>
				<author><![CDATA[ deffdakka]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ I guess it kinda depends on if it's a big monster list or a teeming hordes list.  I don't have much experience with the latter I'm afraid, but have played several games of the former.<br /> <br /> I think Deffdakka has sound advice - you want to pour everything you've got into killing the beasties one at a time.  EVERYTHING in that dang list is T6 it seems, so small arms fire is underwhelming.  Rapid firing can sometimes put a couple of wounds on (2 wounds on a 6 wound critter isn't exactly going to give you a warm fuzzy feeling) but by the time you're in range for that, you've got a charge coming in next turn.<br /> <br /> Plasma rifles and Autocannons worked best for me.  Hardly any bugs have an invul save so the plasma is particularly good.  Battle cannons and Lazcannons  sort of work, but you don't really get enough shots in to bring the monsters down.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 03:19:05]]> GMT</pubDate>
				<author><![CDATA[ 1-UP]]></author>
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				<title>Re:Dealing with the nids</title>
				<description><![CDATA[ Ya, for hordes putting more bullets in the air is the trick. My brother once used a devastator squad with nothing but heavy bolters against my Orks (this matters because boyz die just as easy as horde nids <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) and they pummeled me so badly. I still ended up winning the game, but just barely, and he had to shoot up my trukks first. Most the shots we ignored by <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> but once the trukks were gone, MAN I took a beating. <br /> <br /> Dunno squat about <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, but if you can do that give it a try, 12 Hbolter shots a turn can chew nids up like you wouldnt believe.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 16:38:19]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ If you don't know what kind of 'Nids you will face, only that you are fighting 'Nids, I recommend Missile Launchers as good all-rounders.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 17:31:05]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ When you assault with your jump pack guys, try to multi-assault a squad of weedy little guys and one big bug at the same time.  Send all but one of your guys against the weedy little ones, and just one marine into base-to-base with the big bug.  Then allocate all your attacks on the small bugs.  With a good charge (and furious) you can win combat by 7-12 wounds or more, which the big bug then has to roll "no-retreat" saves on.  <br /> <br /> I kill more big bugs with "no retreat" wounds than with direct attacks in my assault army.  It works especially well on tervigons, because you can wipe out a unit of gants and the tervigon in one phase pretty often when the tervi explodes and takes out the rest of the gants you didn't get yourself.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 17:39:28]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ That one guy who reduces many of the stats to by one is a pain in the neck to my list. And as many have said kill synapse its quite annoying without it.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 17:47:42]]> GMT</pubDate>
				<author><![CDATA[ orion194]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ nuke them from orbit, it is the only way to be sure... just kidding, I normally just 3 squads of lootas and that solves most of my issues.]]></description>
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				<pubDate><![CDATA[Mon, 12 Jul 2010 19:40:18]]> GMT</pubDate>
				<author><![CDATA[ Alastergrimm]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ I haven't seen the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex, but I don't think that they can take lootaz. Otherwise, it seems like the Baal Preds should pretty much chew up the nids. <span class="glossaryitem" onmouseover='gp(328);'>ML</span> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> seem like they would do the trick too. Use krak agains the big bugs and Frag against the hoards of little'uns.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 02:34:55]]> GMT</pubDate>
				<author><![CDATA[ Nantukoshade]]></author>
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				<title>Re:Dealing with the nids</title>
				<description><![CDATA[ Tactical Squads are the answer. Missile Launcher or Heavy Bolter, paired with Flamer, and maybe a Storm Bolter on the Sergeant. The key is to keep them Rapid Firing, so Combat Squad-ing is good, as it allows you to split your Squads around the side of the Horde, making them assault one, or the other.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jul 2010 18:26:43]]> GMT</pubDate>
				<author><![CDATA[ Popsicle]]></author>
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				<title>Dealing with the nids</title>
				<description><![CDATA[ I'd suggest you just put everybody in vehicles and stay in 'em.  That'll give the 'nid player fits, as the few models that can handle vehicles at range in the 'Nid army are Zoanthropes, Tyrranofexes, Hive Guard, and Monstrous Creatures toting Heavy Venom Cannons, and most of the good 'Nid anti-tank choices are competing for space in the few Elites slots available.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jul 2010 19:29:46]]> GMT</pubDate>
				<author><![CDATA[ Commissar Molotov]]></author>
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