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I don't find swarms to be too much of a problem. Flamers can deal with them easily, and Straken and a mob of guardsmen can soon see them off in combat. Gaunts don't have staying power, so aren't too hard to defeat up close.
For the big ones, I hunt them down with plasma guns and meltas. The Executioner tank is king of killing carinfexs!
Last edited by ChadMS; January 10th, 2010 at 19:11.
2500 points of Empire for ToXG: Points painted for month 4: 0 Points painted overall: 510
With all of the new deep-striking beasties that they have. I think Inquisitor and pair of mystics is going to be a must. Keep those damn things out of you lines.
Agree with the above. The trouble is knowing what to keep that inquisitor next to. There's not really any individual squad that could kill a trygon in one round of shooting, even if you're lucky.
Mystics will still be handy, psychic defense is going to be very important, mech will still be superior, and massed fire/flamers/meltas will still be good. MCs still go down to massed autocannon/multi-laser fire plus meltas/Vendettas, swarms get gone by flamers, and tanks will still be able to avoid assault. The Tyranids now have the tools to compete, so don't expect them to just roll over and die like they do now.
All in all, so long as you have a competitive, balanced army, you shouldn't have to change much in response to one Codex. If you find yourself doing that, maybe your army wasn't so balanced to begin with.
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Tried out a few units against nids over the weekend.
Vets in a chimera with a grenade launcher, plasma and multilas, heavy flamer on the chimera
unit did well the firepower if you jump out close is still very good unfortunately the guardsmen seem to be extra squishy now. The other units I used were another one of these and a command which never got out of their chimeras. Used the chimeras as long distance fire backed up with three multilas sents. Good at killing the smaller stuff and forcing saves on the mc's but plasma and melta would have been better at it.
I also used knight commander pask in an exterminator which eats nid warriors. In conclusion though stay away from combat aganst anything bigger than a gaunt unless you use a large unit against an average fex. Careful of the warriors they aren't to hard to shoot to death but they quick out a lot of decent strength template weapons and are still good in combat.
Hope that helps
No, Pask's Bs boost is always in use. His 'Crack Shot' rule on the other hand can only be used against vehicles and MC's.
-"Oh God, this is going to take a while..."
I'm not quite liking the trend of Codex Creep. I'd hoped GW would discourage special weapon spam in the IG revision and they emphasized it instead. With Tyranids I'd hoped they would lose the mostly-MC list but now they emphasized that.
My Russes aren't going to do much against the big bugs...or the little ones, either. Praise the Emperor for the Hellhound! My bayonet-charging tactics should still work but I may have to bite the bullet and include a quad-plasma command squad in Chimera. It's not a tactic I like but my normal speed-denial tactics won't work here. With close combat guaranteed to start on turn 2, my gunline won't have time to kill more than one and a half of the big nasties. I wonder how my Ogryns will fare against the gaunts?
It's the Trygon & co. that worry me most. Do they really have safe deepstriking plus automatic attacks on all near units? That would make any non-mech work very hard.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard