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So I'm building an artillery/ hybrid force for a month tournament. Last time out of say 12-16 people I think 7 were nids. So basically what I want to as is. Anything special I should do to counter them in a all comers list.
Some notes to concider.
I already have LOTS of infantry painted
I have 2 griffins
I'm trying to build a collosus (if anyone has any easy conversion idea that would be nice aswell) although right now it's built as a modusa
3 hell hounds or variants
Also I'd rather not put in the heavy monetary invest requires for chimeras right now
Build an all comers list and you should be fine. For all you know people could ditch Tyranids and play heavy IG mech instead
For an infantry based artillery force, you want lots of bodies, lots of guns, a big screen of infantry to protect your fragile units, and some protection for the artillery itself.
Creed + blobs of stubborn guardsmen + lots of HWT + Manticores + Hellhounds (maybe in reserve so they won't get shot up so bad, you don't have enough vehicles to sit everything in the open)
Check out ==My== blog: www.bnhblog.blogspot.com
An all comers list should be able to do fine against nids, swap a few autocannons for missile launchers, if you already have the missile launchers leave your list. Instead I think you should spend your time learning some anti-nid tactics, reading their codex, learning nid tactics, games v. nids...
If you know his army better than your opponent he willon the end of the heel of his back foot.
Some things I do against nids:
If he has Ymgarl stealers do 1 of three things.
1) Avoid the closest, best peice of area terrain
2) Get a unit surrounding it so that his guys have to spend a turn fighting through them and finish them off just in time for your shooting hase
or the most satisfying...
3) Fill the terrain with infantry. If Ymgarl stealers can't be placed they are destroyed, now depending on your and your opponents interpritation of this rule it may be the ones that can't be deployed are destroyed or if 1 can't it is. Talk to your opponent before the game, hope the nids get their FAQ soon.
Kill the things that are a threat.
It sounds so obvious but you'd be surprised how many players will shoot the slow nids in the back field while they're getting swarmed by the faster, smaller bugs. Also if you can kill a synapse unit, do it, breaak the synapse and let instinctive behaviour take over. I've beaten a nid player by doing this and he was surprised, I hadn't fired a shot at his fexes until they were a turn away, then i killed one, didn't have enough fire to kill the other so i frag missiled his gaunts. Sure his fex survived a turn but he used that time to charge my company command squad. Where my commanders refractor field help out until the end of the game, 3 combat phases and he even wounded old one eye with his walking stick!
These are two of my best tips, I included the part about Ymgarl Stealers because i've played the new tyranids twice, different opponents and they both inluded a squad.
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
I agree with the all comers list as well. One other thing is get good at judging distances...from my perspective, nothing would frustrate a nid player more, than having a tyrant or a group of genestealers die to massed fire (before accomplishing anything) becuase they were just outside of assault range. I find outflanking genestealers really annoying...but if you can deploy/move so that they can't assault anything they die fairly easy. Otherwise, in many cases they will have a guaranteed kill when outflanking most targets in a guard army.