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It's been a while since I last faced 'Nids and I might have the opportunity in the near future...
So... what weps are usually good for dealing with bugs? I'd assume Assault Cannons, Flamers, various template weps...
Also, in the undesired event of getting stuck in... what CC weps are usually good?
Thanks in advance!
You really don't want to get into assault with them....unless you have assault terminators. Sternguards are good as they can deal with both the monstrous creatures and swarms. Give each of your tact squads a hidden power fist and just leave them in their transports until they're forced out. The thunderfire cannon is pretty good in dealing with the hordes. Basically just shoot them and bring plenty of high strength AP2/3 guns to take care of their monsters.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
Mmk... so pretty much what I assumed would be good for weps. Didn't think of the sternguard but that's a very good point. thx again.
I've also found that a squad or two in drop pods that come down in or behind the enemy (preferrably with template weapons) can be great for delaying the advance, as your opponent has to get something to go back and deal with them or get harrassed by them for the rest of the game. I've used this to great effect before.
The longer you can keep the nids from hitting your lines, the more chance you have of taking the punch out of them.
The Thunderfire is definitely an undervalued unit, it is great at slowing down enemy units whilst also putting large holes in them. If it was a little more survivable (extra crew - servitors please)! It would be amazing.
Thx guys... I'll definitely get some of these units and use the tactics.
Also, totally agree the cannon needs some more survivability... At least having some sort of defensive servitor upgrade would help. actually... that might be kinda cool to just model up some for teh lulz
It just needs more crew really, all the other artillery in 40k seems to have at least 2 crew, but the Thunderfire is a combo that can be crippled by the techmarine failing one save! Some servitors joined to him would help to soak up wounds a bit at least.
Kit a Drop Pod unit to frag a Tervigon right at the start of a game; that'll give you a big advantage. Watch for outflanking Genestealers, keep your squad sizes large to help with CC and bring the powerfists to insta-gib Warriors and Ravenors. That covers all the basics, I think; there's no magical weapon selection to worry about.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard