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Having won a solid victory and gaining 2 lands and 2 mines bring me second in the spot of runners up in the campaign... that means I fight the first guy... who is... guess... the Tyranid that was attained 2 massacred this round.
Soonish I will post asking advice on fighting against Tyranids as I have only played twice against them, both times being massacres...
for now I wish to ask something more general...
Cullexus vs The Psyckers.
Well about his weapon... do Grey Knight Justicars, Brother Captains, Grand Master, Dreadnoughts with Blessed upgrade and Inquisitors count towards the number of psyckers around or is it only enemy psyckers? It is not specified in the book.
And now on to tyranids in particular...
Codex mentions... hive mind powers = psycker. Synapse = psycker power.
So... any synapse creature is a psycker? If I am close to lets say 3 warriors I get 3 extra attacks?
What about... GENESTEALERS? Do they count as a psycker each? since they dont have a synapse creature necessary but their entire brood counts as one.
Still against a nid list you will be hard pressed as they will more then likely outnumber you and will probally have units that will make mince meat out of your regular troops. But with no knowledge on what he runs I can't really help you much.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
Being a tricky bastard I challenged him to an out of campaign game on Saturday... hence I can get an idea of what list he may bring on the actual campaign game...
I found this...
HAMMER OF THE WITCHES.
I do not plan to use it on our game on Saturday so he is unaware of its existence...
My cunning plan is this...
next round of the Might Empires in Space we choose once again what power we want for the turn... well... I was gonna get Scouts (all the army deploys after the opponent) when I saw this :
Elites - you are not restricted by the amount of elite choices u can take.
And thought... hmm... 20 points for an inquisitor and 20 points for a power that hits d6 of his synapse creatures. For every failed leadership roll he suffers a wound.
So how about 3 of those guys... 40 points each yes but for 120 points each shooting he stands to lose synapse creatures all over the board (no range and no LoS required)... coupled with a cullexus to reduce the leadership of close by Synapse Creatures to ld 7 it should work wonders...
what do you guys think about Land Raider Crusader again nids? Or even 2 of them... I think they should prove better than 3 x Dreadnoughts as they have 6 twin linked bolters always rapid firing + multimelta + tl assacult cannon...
Should be enough to make a killing zone if I even get -1- round where he is out of cover before assaulting me. How well do they do against Nids though? I know a dread or light armor is just half a round for a group of genestealers but how about the 14 armor of the Land Raider?
To your question about the "Well about his weapon... do Grey Knight Justicars, Brother Captains, Grand Master, Dreadnoughts with Blessed upgrade" The Dreadnought does not count as a psycker.
HAMMER OF THE WITCHES
Do you me Hammer hand or The Scourging?
Against nids you will have a hard time. You want to shot them to death. Only when you grt one of there broods to low numbers do you want to assault them. A LRC can work well against them. Just keep thme away from flytyrants and fexs or for that matter any monstrous creatures. You can make a big impact with the LRC if you get into rapid fire range and can use the assault cannons. This will give you 10 shots with re-rolls. Genestealers can pop a LRC but will have to roll a 4 or better if they get a rending hit. Also if you play on a 4X4 board you will be hard presed against nids. If that is the case stay in cover and have him assault you. If he does not have frags(can not remember what the biomorph is call)you get to attack first. Hope this helps.
Why use science and education when ignorance and superstition will work just as well.
It could have been stated clearer though
Also I've never tried it myself, but maybe an orbital strike (lance or barrage) could be useful?
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Genestealers are NOT psykers.
As for tactics, you said you wanted to use that psychic power to eradicate every Synapse critter of the field.
This should help you deal with gaunts and hormagaunts, how were you planning on dealing with the genestealers? Or any other Tnid unit with Ld 10 for that matter? What is your tactic when the Tnid player has a HT with Shadow in the Warp?
It seems to me, you really set your hopes up high with dealing with the Synapse aspect, but how do you want to deal with the killers in the army? Don't forget Tnid have Natural Insticts, which doesn't have to mean the Nids will be running off the board once the Synapse is gone.
BTW, what if he has a Godzilla list? You would have a lot of psykers, being able to do not much I think
Since I don't know what kind of army you have, or what units you have at your disposal, I recommend this:
1) Tnids do most damage in CC. Make sure you are able to fight in CC well (countercharge with GK), else you will get wiped.
2) Don't make the big mistake of not bringing strong weapons like Lascannons. Don't think a Tnid player is going to use little critters only. Make sure you can deal with Monstrous critters and little critters in equal ammount.
3) If you do Synapse hunting, look where the web is weakest first. Each Synapse has 18'' range if I'm correct, so don't shoot Tnid warriors who stand next to a HT, if there is a Zoanthope with Synpse 12 inches away from both in the background.
4) If you are planning in shooting a lot, try to get high ground, to prevent Tarpit units like Hormagaunts, termagaunts and rippers from blocking LOS.
5) Evaluate round by round which unit is most dangerous NOW, instead of the most dangerous unit on the board. Most people get tunnel visioned into killing all the genestealers, and get wiped out because they forgot about the gaunts.
6) Keep as much a you can of your GK as Fast Support. You can always decide to deepstrike them, or not, but they will be the last units you can but to action, and thus deploy them in critical locations.
7) This might seem a bit odd, but Claim as much terratory as you can. Just to make sure you have room to retreat to. Don't hug the borders, unless it's absolutely nessecery!
Hope this helps.
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
I would say that pinning all your hopes on killing the Synapse creatures is not a dependable way to win the game. Certainly, killing synapse creatures will help, especially if it's hive tyrants you're taking out, but most 'nid lists I've seen can survive just fine with a minimum of synapse. And 'nidzilla or 'stealer-heavy lists can do just fine without any synapse at all.
I've had little trouble handling the 'nids lists in my area, and the tactics I use are very basic. It's nothing more nor less than start every unit on the table, no deep striking, and nothing mounted in a land raider, either. Start as close to the enemy lines as it is safe to do, and then backpedal your way into cover from there, so that, when the inevitable assault comes, you go at initiative 10. Until that point, shoot Shoot SHOOT for all you're worth. Focus fire and destroy entire units at a time. Once one threat is down, move on to the next.
As you can tell, this tactic is perfectly suited for Grey Knights. Even heavily outnumbered, they generate a lot of dakka and high-strength melee attacks. Usually enough to win the day, provided you understand that the 'nids player will always be the beatdown and you, the GK player, will always be the control.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014