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Mission, Capture and Control.
Deployment, Pitched Battle.
Hive Fleet Cthulhudeploys first, Strike force Glorious Interdiction fail to siezeHive Fleet Cthulhu
2x Twin Linked Devourers, toxin sacs, enhanced senses, shadow in the warp, toxic miasma
2x tyrant guard (retinue)
Tactics: form a solid foundation to the army. Tyrant guard stay in cover to give the tyrant a cover save. Move up the board to support fexes and termagants.
adrenal glands (i), extended carapace, feeder tendrils, flesh hooks, toxin sacs
+8 stealers (retinue) with scything talons, flesh hooks, toxin sacs
Tactics: outflanking squad of doooom! Go for hard stuff, but not tanks.
toxin sacs, extended carapace, 3x deathspitters, 1x barbed strangler, 4x scything talons, adrenal glands (i)
Tactics: hide behind the boomfex and advance up the board. Mobile cover ftw.
2x twin linked devourers, enhanced senses
Tactics: sit next to the boomfex and near to devourer tyrant, pump out shots, provide mobile cover.
Tactics: sit on an objective placed close to the board edge, refuse to give it up. In killpoints missions hide in cover, and DON'T come back on when they die. Objective should be placed in cover, so they can go to ground when shot at. T3 marines ftw.
Tactics: if KP missions, hide in cover and shoot anything that comes to try and kill them. Any other mission march behind the fexes for mobile cover and try and claim objectives further up the board.
scuttlers, flesh hooks, toxin sacs, scything talons
Tactics: another outflanking squad of doooom, should go for squads on objectives. Broodlord should target tougher targets.
barbed strangler, twin linked deathspitters, reinforced chitin (+1w), toxic miasma
Tactics: provide mobile cover and move up board, toss out a couple of blast templates every turn.
warp blast, synapse
Tactics: provide synapse where lacking, take potshots at tanks. At least one should stay back with spinegaunts in objectives missions.
Total Points = 1497
Largely covered in the list, but a few other notes:
If killpoint missions, hide anything in cover that can benefit from it and don't assault until the stealers come on.
Against other nid players... bring the w/o number gaunts on in their turn as well. It's legal! (read the wording)
Don't do anything stupid.
Objective missions take second turn if at all possible. w/o number gaunts make objectives damn hard to take.Strike force Glorious Interdiction (Space Marines of the Grey Pilgrims Chapter)
1 Captain + Artificer Armour + Bike + Digital Weapons + Powersword + Meltabombs
Bike Squad (8 Bikers 1 Attack Bike)
1 Sergeant + power fist
1 Biker + flamer
1 Biker + meltagun
1 Attack Bike + Heavy Bolter
Bike Squad (8 Bikers 1 Attack Bike)
1 Sergeant + power sword + melta bombs
1 Biker+ flamer
1 Biker+ meltagun
1 Attack Bike + Multi Melta
1 Venerable Dreadnought+ Plasma cannon+ Heavy Flamer+ Extra Armour + DropPod
1 Venerable Dreadnought + Plasma cannon+ Heavy Flamer+ Extra Armour + DropPod
1 Venerable Dreadnought + Assault cannon+ Heavy Flamer+ Extra Armour + DropPod +Death Wind Launcher
Essentially each unit is a self contained ‘army’ able to a lesser or greater extent with dealing with most threats. Dreadnoughts are interdiction units to cause mucho destruction. The bikes move in hard and fast to claim objectives. I only have 6 KP’s so baring a wipe out my target is 7 units to get a win in annihilation games.
PM me with any questions or amendments.
I'd have to go with the Strike Force Glorious Interdiction simply for greater mobility. The enemy Tyranid Monstrous Creatures have sparse combat ability, so the best bet would be to weaken them and then charge in for the kill. True, the Tyranids have a ton of anti-Marine firepower, but the Strike Force set up second, in a defensive stance. They have the speed to make big first moves in this game, tying up and easily beating any enemy in combat that strays too close. In addition, they can speed off at the end of the game to contest or capture objectives.
Close call, but I like the Marines for this one.
2H - LEGIO HYDRA
Strke fleet glorious interdiction for the win. Superior manouverability, a lot of vehicles that the nids will have trouble with.
The fight will probably happen on the nids side of the board stagnating any chance of advance.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
I vote Cthulu Nids
They go first, they have several dangerous units, and they're very shooty.
The Marines lose because they have such a small army, with only two troop units. They have three dreads, but these units don't start on the board. The Zoanthropes shoot the dreads as they arrive, probably one at a time, and the rest of the Nid army shoots at the bikes. Even with invulnerable saves, the bike squads will lose 2-3 members each before making it into CC. The Nid monstrous creatures have multiple wounds and their own cover saves ... at most, one fex will die to shooting.
By then, it's too late. The best Marine unit in CC will be the commander with 5-6 bikes, against 10+ gaunts, 10+ genestealers and a broodlord or perhaps the tyrant and the four warriors. There are just too many wounds for the Marines to win.
If they manage to hit a gaunt unit by itself, they break the gaunts and get shot to bits by the nearby fexes and the tyrant.
If a lone surviving dread makes it into CC ... well, it's not a scoring unit. The Nid player could just leave it alone and walk his fexes in the other direction. He could also assault it with genestealers.
Last edited by Sabrewulf; April 4th, 2009 at 22:04.
Comfirmed Disciple of Chaos
Rogue Angel: "Meet da Chaos Lord"
Though but i will give the tyranids this one. Cause the tyranidas will just keep on fireing at those bikers and sooner or later they will be gone. The tyranids have the fire power on their side and the staying power at their objektiv. The marine player will have a hard time claiming that objektive. At the same time the tyranid player sends it wave of troops and fexes at his objektiv and there will be some dreadnoght that will get blown up easely by some fex in shooting or CC.
I vote for Hive Fleet Cthulhu
the marine army was made for anilation missions and is weak in other missions because of the lack of marines to claim objectives.
I vote nids.
for the emperor,for the great maw,blood for the blood god,
for the horned rat!!!!!
The Hive Fleet does not have many anti tank or armour penetrating weapons, and those it does have can be killed easily due to the marines good manouverability and hitting power (I would have liked to have seen a powerfist in the second biker unit though). If the Zoans and Stealers are removed early, both the biker units should live to the end of the game. If both biker units are alive, the worst possible result for the marines is a draw (which would be achieved by drowning one of the biker units in guants to stop it contesting the nid objective). So Strike force Glorious Interdiction get my vote.
Last edited by kroxigor01; April 7th, 2009 at 01:19.
I'm going Nids mostly because of the lack of Troops, on the side of the Marines. Two 8 man squads will not be enough to hold objectives against the Tyranids incredibly shooty list. And while they have greater mobility, the Tyranids going first is a great advantage to keeping the fight closer to the center of the board.
The marines manueverability will give the nids a run for their money but I think with so small of scoring unit on the marines side will be their undoing so my vote goes for Hive Fleet Cthulhu
Change is good
Strike force Glorious Interdiction, they got bikes which hit hard and capture objectives fast