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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ Hi all.<br /> <br /> It's all in the title really... I've not fought tyranids before so I'm asking for what sort if things to expect and what is good against them. <br /> <br />  With Tyranids,  I can't help but think of Starship Troopers... Lots of shooty things. Am I far off :p]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 12:57:44]]> GMT</pubDate>
				<author><![CDATA[ Reptile(5iN)]]></author>
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				<title>Re:1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ I haven't actually played against Tyranids but here are a few taughts on fighting them that i have had.<br /> <br /> Power Maces for hordes, flamers for Wall of Fire! Forge Fiends for massive amounts of Hades Autocannon shots! <br /> Might even be worth looking at the Defiler with its <span class="glossaryitem" onmouseover='gp(389);'>BC</span> for a pie plate!]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 13:18:18]]> GMT</pubDate>
				<author><![CDATA[ elaps]]></author>
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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ I did think of lots of fire, I don't have a defiler but, I do have two vindicators... ]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 13:25:40]]> GMT</pubDate>
				<author><![CDATA[ Reptile(5iN)]]></author>
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				<title>Re:1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ I've seen heldrakes absolutely decimate tyranid armies...theres one unit that spawns guants, forgot the name, it was killed by a vector strike and exploded and the explosion damage combined with the flamer and v strikes of the 2 drakes actually killed like 60 or 80 models in 2 turns...some lucky rolls but still. Daemonforge helps reduce some of this luck.<br /> <br /> vindicators seem excellent, just watch out for <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>, they will eat vindies for breakfast and then still be hungry enough for brunch afterwards.<br /> <br /> Noise marines seem like a good troop choice because they have so much fire power, and the slaneesh spasms spell is great against melee based sqauds, and some of the other slaneesh spells are good for this situation<br /> <br /> so <span class="glossaryitem" onmouseover='gp(269);'>id</span> go with<br /> <br /> sorcerer <span class="glossaryitem" onmouseover='gp(56);'>hqs</span><br /> noise marines<br /> vindicators<br /> heldrakes]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 14:07:43]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ Well the new codex does come out soon, a day or two I believe, so It's hard to give advice since new changes have been made. Tyranids can be very flexible as of this moment being able to have mass shoot while still being a threat in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, thou they do lack any for of <span class="glossaryitem" onmouseover='gp(805);'>AA</span> save a flying hivetyrant (which would probably eat a helldrake if it caught the helldrake in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>).<br /> <br /> I In the current codex a bare unit of five Raveners can hit with 20 attacks re-rolling all misses, not including bonuses attacks for a possible charge, at WS5 I4 and S4. Which can even overwhelm marines if the dice are even somewhat against you. That being said, they have to make it too you which is where <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> and <span class="glossaryitem" onmouseover='gp(328);'>ML</span> come in handy. Abuse the fact they for the most part tryanid units have low armor saves, so mass shots of <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 or 4 can deal with most of the non <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. You can also take advantage of the fact warriors and raveners (which both have three wounds) are only T4 so S8 can inflect instant death.<br /> <br /> as for dealing with the <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> Las cannon and <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> work nicely since you wound on a 2+ and ignore their armor. Thou if you are going to use devastators beware trygons and mawlocs as they can cause havoc to such units when they deep strike. Tanks may fair better the turn they arrive but after that if it is charge range it will probably be food.<br /> <br /> Also changerofways the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in question is the Tervigon, which can be either a Troop or an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> depending on they army build, thou judging by your story I'd say in your case it was a troop]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 18:16:50]]> GMT</pubDate>
				<author><![CDATA[ SaintofDaemons]]></author>
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				<title>Re:1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ How about this.....<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Lord - BBoS, P.wep, <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, Steed, <span class="glossaryitem" onmouseover='gp(651);'>SoC</span><br />          Sorc - ML3, <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>, Spell Familiar, <span class="glossaryitem" onmouseover='gp(651);'>SoC</span>, <br /> <br /> Troops - Cultists x 20<br />                 Noise Marines x 10, Sonic Blasters x 9, P. Wep on champ, IoE.<br />                 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> x 10, 2 x Flamers, P. Wep on Champ.<br /> <br /> Elites - 5 x Terminators. 1 H. Flamer, 4 x Combi-flamers. <br /> <br /> Fast Attack - Baledrake.<br /> <br /> Heavy - Vindicator, Daemonic Poss, Combi-bolter.<br />               Vindicator, Daemonic Poss, Combi-bolter.<br />               Obliterators x 3, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, <span class="glossaryitem" onmouseover='gp(644);'>Votlw</span>.<br /> <br /> This leaves me a few points under budget, 7 actually. I'm not sure of the terminators, I mainly put them in as I've not used them much... <br /> <br /> The idea is to outflank the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> with the Lord attached. Keep the Sorc with the cultists at the back and try to slowly move forward with Vindicator support (or just let them come to me.) <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in the termies to flame stuff where needed. Let obliterators use assault cannons, plasma cannons or Las where needed. Noise Marines help in ferrying the troops where the vinicators can get them.<br /> <br /> Failing that, I could drop the 3 Obliterators totally, grab an 8 man <span class="glossaryitem" onmouseover='gp(328);'>ML</span> Havoc squad to hang backfield with an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> + Comms relay, putting me dead on 1750. Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 20:25:57]]> GMT</pubDate>
				<author><![CDATA[ Reptile(5iN)]]></author>
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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ Your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and troops look good<br /> <br /> Lighting claws on the Terminators will help as <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 and re-roll wounds help deal with multi wound units and can help if you get locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with an <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, also give them mark of Tzeench for the better invulnerable save, probably give the champ a pair of claws.<br /> So let it up like this<br /> - H. flamer with lighting claw<br /> - 3 combie-flamers with lighting claw<br /> - Champ pair of Lighting claws<br /> Honestly not sure where you will get the points for that, but that is how I would set them up<br /> <br /> Not sure about about the daemonic possession because you drop in <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and that could hurt in a pinch, also tyranids don't have much that will pen <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 save the heavy venom cannon or <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> the tank will probably be eaten. As for the Obliterators not sure how affective they will be, but I say get them a try and go from there.]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 22:06:00]]> GMT</pubDate>
				<author><![CDATA[ SaintofDaemons]]></author>
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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ I worked the termies in with a few changes here and there, dropped the possession from both Vinidcators too.<br /> <br /> You can't have the 3 termies with a l.claw and a combi weapon, it says that any chaos terminator can choose any one of the 3 options available.<br /> <br /> So they have the champ with 2x l.claws, 3 with a combi weapon and the 5th has the heavy flamer and a l.claw. Also they all have <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>.<br /> <br /> Still undecided with the taking of 3 x Oblits or 8x Havocs + <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with Comms Relay though...<br /> <br /> Anyone played the new 'Nids yet that could give an opinion?]]></description>
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				<pubDate><![CDATA[Tue, 14 Jan 2014 23:10:31]]> GMT</pubDate>
				<author><![CDATA[ Reptile(5iN)]]></author>
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				<title>Re:1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ I dont know a whole lot about the new dex, but according to <a href="http://www.dakkadakka.com/dakkaforum/posts/list/572843.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/572843.page</a><br /> <br /> the strong units are:<br /> <br /> Flyrants for <span class="glossaryitem" onmouseover='gp(56);'>HQs</span><br /> termagants/hormagants for troops<br /> Venomthropes for Elites<br /> Hive Crones for fast attack<br /> Carnifex's and biovores for Heavy Support<br /> <br /> I think everyone knows what a flyrant does<br /> crones are sort of like heldrakes with the hades autocannons if im not mistaken<br /> biovores spawn lots of spore mines, D3 per turn i think.<br /> <br /> Thats all I got on my recon mission, hope it helps]]></description>
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				<pubDate><![CDATA[Wed, 15 Jan 2014 00:33:32]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>1750 CSM vs Tyranids advice. </title>
				<description><![CDATA[ Many thanks for the link, I shall have a read.<br /> <br /> Every little helps <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 15 Jan 2014 00:55:01]]> GMT</pubDate>
				<author><![CDATA[ Reptile(5iN)]]></author>
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