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Ok I just played my Imp Guard Vs Nids Hoard and got Killed Baaaaadddd!
If they come from across the table im ok i can shoot at them, but he deep striked right behide my gun line and cc the heck outta me. I could do nothing to stop it. to me i think nids are broken.
trust me they're not. and in smaller games espcially.
what were u using? and what was the bugger using?
from there I could help u further.
Whatever you cant seize with air power and armor, send in the Shock Troops!
Warhammer 40,000 army:
3,000+ points of Cadian Imperial Guard
IF you want to screw over his deep strikers, and you have either a free HQ or elites slot, take an allied inquisitor bith bolt pistol and ccw and then 2 mystics, if hes a lord you need 1 more henchmen. and then just pop him in a transport or whatever right next to your tanks. when he deepstrikes, opt to have your leman russ or whatever get the free shot, and blow the crap out of it. SInce synapse doesnt provide eternal warrior, a regular russ is enough to insta kill those raveners...unless he uses a trygon or mawloc. Then i would give the free shot to a squad that puts out a high S low AP shots to put as many wounds as you can during your free shot, and then kill it during your own turn.
The 2 best ways to defeat nid hordes are to take as many shots and as many pie plates as possible. Find out what his synapse creatures are, and make those your first priority. all the lesser broods will essentially suck, cause they will either lurk or they will rage against you. but not the way your opponent wants them to. usually what i do against nids is take 3 hellhounds or banewolves with hull heavy flamers. The hellhounds will absolutl murder anything that they have except for a carnifex or hive tyrant or tyrant guard, cause their saves are better, but other then that, they will wound and most likely kill whatever they touch, and the heavy flamer is for anythng that gets too close. The banewolf on the otherhand, is for those pesky MC with 3+ saves, cause they will wound on 2+ and negate the save...though they will most likely die from the assault unless you get rid of the stuff.
your best bet is to take atleast 1 manticore, cause its S 10 AP 4 multiple barrage will insta kill everything that isnt T6 or has a MEQ save. and with its multiple barrage, you can make entire holes in the line.
The punisher is another kind of good idea if you want to cause lots of wounds. the only problem is that its only BS 3 so out of 20 shots, your hitting with about 10, and on standard T 3 thats around 8 wounds, so they lose around 6 guys, which isnt bad, though with lets say a demolsher, even bare, is firing a demolisher cannon shot that can flatten more then 6 dudes, and if you give it sponsons, thats even more death. even heavy bolter sponsons are dangerous cause thats 9 shots of armor negation.
A great tactic is to take vets with flamers in chimeras. the chimeras roll forward firing their weapons protecting their cargo. then when they are close enough, pivot, let out your vets, and then lay down the flame, though the vets will most likely get killed in assault if they dont kill everything. The good news is that now normal flamers kill genestealres cause they cant get 4+ saves now which is sweet
Mech up, nids have a tougher time if you're in transports. Every tank should sport a hull heavy flamer, that'll help plenty.
If DSing is a problem, use Mystics or encircle your force with infantry bubblewrap.
Check out ==My== blog: www.bnhblog.blogspot.com
Yeah, mech is always a good choice. The only downside is that if you opponent has lots of fast creatures that can get all up on your rear armor and blow your tank while surrounding the exits, they insta kill everyone inside. so make sure that that what ever vehicles you have they can get rid of a lot of nids at once. like as ==Me== said with a hull heavy flamer. never leave home without atleast a bunch.
The real problem is that you're still running a 4th-Edition era IG gunline, which is the weakest IG build by far. In 5th edition tanks are king, and the New Nid book was balanced against Tank-Heavy IG lists (The same guy wrote both books). So you need to take some transports and build a more mobile, adaptive force. That means you need to get out of the trenches and start putting some or all of your troops in Chimeras. With flamers, meltas, plasma, and other short-range firepower. A PCS squad, for instance is awesome when you give them 4 meltas and stick them in a Chimera with a Hull Heavy Flamer. Two of those can go toe-to-toe with any Nid monster in the game. Go look at the full mech and mixed lists in the army list area for more ideas than I can name here.
Now, the most obvious crutch is to go for an allied Inquisitor to let you take extras shots at deep-strikers. But I've never done this, as it feels dirty. So I beat them with tactics instead.
First, if you know you're facing deep-strikers, don't spread out across the table. Castle up in a corner and keep your troops together. Put your high-firepower units and vehicles in the middle and ring them with disposable troops arranged such that your opponent can only assault one infantry squad at a time. When he deep-strikes a unit, shoot them. After he assaults and kills a shield-squad, shoot him again.
For units in vehicles, keep them moving at least one inch per turn. This makes any assaulting model have to roll a 4+ to hit the transport. When the transport goes, get out and shoot him again.
Here's an example battle report where I was fighting a deep-striking Daemon army. Notice how I deployed.
the back 40k: You Always Remember Your First Time...
And another battle where I was fighting drop-Guard (Forge World List). Again, notice the deployment.
the back 40k: Battle Report: Tallarn vs. The Death Korps of Krieg
Second, use reserves! A unit of Rough Riders, a Hellhound, or a Chimera full of Plasma Vets in reserve is a great way to bolster your line wherever it's weakest. Especially in Spearhead missions where you can come in anywhere along your long table edge. If you can outflank with some of your own troops, you can often take the initiative away from the opponent by threatening his objective.
Like in this battle versus Nids:
the back 40k: Battle Report: Facing The Ugly Bugs At Last
Notice how little it mattered to my mounted troops that he dropped 5 warriors behind my line, and how my outflankers were able to make him turn around mid-field and run back to protect his objective. These are things you can't do firing from a trench.
Don't forget the master of the fleet. An army containing him and and =][= with mystics and 3 plasma warriors can really upset a deepstriking army especially if you have a 5 x plasma cannon leman russ nearby. PCS with 4 flamer or SWS with flamers in valks or chimeras can ruin a tyranid's afternoon especially if they deepstrike.
Quorn! - Protein for the Protein God.
Allied =][= though, isn't a crutch that I want to recommend. Seeing as how it won't (by all accounts) be with us once the new =][= codex comes out this August. So it's better to learn the tactics that you'll be able to use long-term.