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Firstly their drop pods (meiotic spores) are very hard. T4, with 3x S6 attacks and 3 wounds, making you init 1 is a very bad thing to charge. Shoot it with something that insta-kills.
Secondly there's a horrible psychic power that gives a unit FNP. shoot the guys who cast this ASAP
Thirdly zoanthropes (should be no1 really) have a nasty lance psychic power at AP1 that mutilates tanks (land raider? pah, shot three times and was immobalised, wrecked and blew up). These will decimate vehicles. The gits also have a 3+ invunerable save and multiple wounds - charge them ASAP with melee troops just to slow them down (they have 1x attack each at WS3)
I'm going to change my tournament army back to taking a grey knight with psychic hood and psy cannon to ensure the zoanthropes have something to worry about.
There's also a problem with outflanking, as your men may burst into ripper swarms - on foot this is downright dangerous, I ended up melta'ing some to death (flamers are very good here)
Zoanthropes are no tougher than marines to drown in long-range RoF, multi-lasers are nice for this.
Multi-lasers are also great for denying FNP gaunts their saves, FNP or otherwise (IDs them, AP 6 actually ignores their armor, I think).
An Officer of the Fleet will be nice to keep outflanking Tyranids away, as well as the Mycetic Spores (If they don't have a 'drop half on the first turn rule' and all hang out in reserve).
As for the Tervigon...yeah, you'll want to kill them. MC that's a troops, spawns bucket-loads of Termigaunts every turn, and can give things FNP? I'd say that's high priority.
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
If you can't beat the nids, beat the nids player. I find a baseball bat has nice swing and a fair heft to it...
But my top tyranid target priority is
1) anything with AT with a chance of killing my vhechles immediately
2) anything in my lines
3) anything fast
4) the rest
Don't combine your squads, you will need to make the best use of firepowr, and with the speed and numbers they can have they will eliminate squads, small or large quickly. Use the sacrificial unit tactic
If you're mech kill the big bugs and hide in your transports, you have 5 fire points for a reason.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Can I suggest in taking an inquisitor with at least 2 mystics to fight off those deep striking bugs
that lance is annoying, but at least I havent faced it face to face yet since it gets killed pretty fast if shot properly
Mystics are a staple in my army and they will probably be in most people's lists now. Along with a Psychic Hood to stop things like Catalyst.
I've just finished my second game against the new nids. They really are an interesting challenging fight. They have a wide variety of options: fast, heavy, CC, shooty, deepstrike, trickery. I'm am thoroughly enjoying every game against them.
Both of them have been wins so far, but I'm chalking that up to the players learning the new codex for now. There are a few things to watch out for.
1) Zoans in Spores: While they are fairly easy to kill just by dumping wounds on them, the fact that they can quickly get right up close and torch Russes is scary.
2) Surprisingly outflanking hormagaunts with adrenal glands have been annoying. They have enough attacks that they will probably glance a vehicle to death.
3) Tervigons must DIE!
4) Hive guard are extremely annoying and surprisingly difficult to kill with T6.
Things that have been hyped up but are fairly easy to deal with:
3) Podding carnifexes.
Granted if 3 of these beasties show up on a turn you are in for a world of hurt. But you should have enough firepower to kill one or two (if not severely wound the second) when they do show up. Melta, Plasma, and a ton autocannons/multilasers will do the trick. I'm actually considering starting to bring some missile launchers to the fight to handle these beasties as most MCs only have a 3+ save.
Be aware of how ridiculously fast they can be.
I've played the new 'nids and in all honesty they haven't changed a bit. They've got Big scary bugs and swarms of little critters so, really, whats new? Like they Guard codex they've got a few new tricks up their sleeve but thats about it.
Tactics against them will always be the same. Flamers, Hell Hounds and mass Lasgun fire to take down the little bugs. Plasma, Melta and Lascannons to take down the Big Bugs.
On a Good note for us. Nothinn in the new Codex is Toughness 7 so we can atleast wound them with Lasguns now. And there isn't much with a 2+ save now so mass rate of fire will take down the Big bugs. High strength Multi shot weapons will see you through and luckily thats something Guard have in plentiful suply. As for FNP on big bugs? You don't get that against AP1&2 weapons and thats what you should be shooting the big fellas with anyway.I played a 1500pt game against 2 Trygons, a Harpy, a Tervigon and 2 Tyrants.1) Trygons
3) Podding carnifexes.
Granted if 3 of these beasties show up on a turn you are in for a world of hurt.
http://www.librarium-online.com/foru...s-1500pts.html (Guard Vs New Tyranids - 1500pts.)
Last edited by Lord Borak; February 4th, 2010 at 08:49.
I'm going to test a very silly idea i had vs a good tourney player next tuesday, I'm expecting 2-3 squads of 3x zoanthropes, all drop podding.
My idea is a grey knight grand master, with psychic hood and psycannon, and 5x retinue with a psycannon. I'm gonna check if that tourneys allows TH&SS to use the SM codex rules (some do) and if so have all non psycannon equipped men armed with them (didn't want the storm bolter shots for wound allocation anyway)