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I have a friend who is starting an army just like I am. He is going to play Tyranids. I just want to know what is best against them. Right now, we're going for 500 points, then we will keep expanding. So please, give me some tips against them. Strategies would be nice too.
On another note, another one of my friends has a nicely sized CSM army, about 1000 points. What's good against that?
From what I gather :
Whirlwind is your friend
Don't tool up your commander too much.... You'll probably want to keep him the hell out of the swirling melee.
Template wepons. Missle launchers are probably the best bet as flamers mean you're too close...
Since it's 500, I'd really be expecting Old One Eye....He's quite the nasty fellow.
The way to beat nids, as I understand it, is to take away their meat sheilds. If you can wipe out the gaunt squads, you've got a much easier time winning. For that ordinance + Missles seem to be the best bet....If you figure you're a very evil man, use castellian missles.
Make him walk into your line of fire. Personally to take on a nid I'd go with the following :
2x5 scouts with missles launchers (if you can get a clean shot, krak missles to the face tend to sting) Bolters for all.
Commander+ 3 terminator retinue Dual assault cannons + Storm bolter for the Commander
This set up leaves you with 10 to spare
Get in cover and try to get them to stay away from you, or pay the price.
Take a hill with a cover save and fire mines at his gaunts the 1st turn. This is mainly to try to get as many as possible to take the hit and maybe wipe out 5 or 6 of them before they even see combat.
Next turn : Fire the missile at the ground 4-5 inches infront of where you're in cover. If they want to try to come get you out of cover, lettem try. Even if they do end up engaging you, they will be at reduced numbers vs 3 power fists and striking at the same time as them...as well as the scouts throwing their hats into it as well.
As soon as he comes into the ML range, pound his front lines of gaunts with them (unless his command unit happens to walk and you get the ability to shoot it with a krak) and try to hold tight. If they go to attack you, they'll have the mine feild to deal with, so they will most likely have to waste time manuevering around....Hopefully letting you get another ML shot off as well as rapid firing your bolters to trim them down.
If you get a clean chance, rip his genestealers a new one as well with a rocket. You've noticed by now that I haven't really mentioned the terminators...There's a good reason. The terminators are for dealing with his TMC's.....Which , my guess would be, Old One eye....This thing is a monster. It regens, can't be insta killed and is just plain scary....Your Terms are for this thing. Krak missiles should be able to sting it a bit but keep in mind that it will regen at some point.
This is where the fun comes in. Mines don't deter him really, they'd have a tough time getting past his armour. Your terminators how ever have a good chance of getting him dead, IF they can keep in cover. The 1st shots from the storm bolters + volleys of assault fire probably won't kill him....lets assuming you get 2 rending shots...Yeah, he'll be hurt bad. To come and get you, he'll have to assault through cover....That means his initiative is at 1, just like your powerfisted terminators. His armour save means nothing since they all have power wepons...Basically you have 8 attacks (albeit 2 with the commander) so 6 power fist shots you can feed him at the same time he hits you with his....he can have 8 or so attacks...He loses the encounter. You've got more attacks, you probably drop him. Assuming he doesn't come back to life, you still have scout squads + Whrilwinds + A land speeder to try to bring the rest of the brood down...Which shouldn't be too horrible.
Even his HQ only has 4 wounds that aren't coming back, and an even lower strength rating than OOE.....Krak/HB him until he falls. The whirlwind minds should be able to deter him from attacking your squads....If your terms are still alive, all the better.
1st of all, I suggest keeping to Combat Patrol rules in 500pt games... That means no Tyrant for him but also no Termie Armour for You, and quite a few additional restrictions (though keep the points at 500).
This keeps small games balanced.
If You don't have access to the hardcover 40K rulebook, the same rules are available at Patrol Clash. There also should be a link to them somewhere in the depths of the GW site...
Here's a thread I suggest: Anti-'Nid Tactics. There are a couple of others, just search for the word "Tyranid" and check the topics which mention Tyranids or 'Nids in their topic.
MLaunchers, ACannons, HBolters = Good against anything up to and including Warriors, AC also allow slight anti-Tyranid MC capability.
LCannon, PGun = Good against TMCs.
Flamers and Melta lack range, PCannon and MMelta aren't cost-effective IMO.
CC options are good to have, but don't rely on them... After all, better to kill the 'Nid further than at arms length or the 'Nid'll bite the arm off!--- Wrong. Cover increases Defender Initiative, but does not lower Attacker Initiative!Originally posted by Rook@Jan 26 2005, 03:54
To come and get you, he'll have to assault through cover....That means his initiative is at 1, just like your powerfisted terminators.
Thus the TMC will strike at their normal Initiative, and that'd be before the PFists.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
*beats head off the desk*
No wonder it sounded too easy. Bah.
also he regens automatically until he dies then its on a 4 or more, most likely he will rip right thru your termis and he probly wont be alone
the gaunts should easily kill the scouts and the whirlwind is either stealers or old one eyes
he rolls a 4 for crush claw on the charge
thats 6 attacks after your commander
you might wound him once
then he attacks 3 hit thru all of them wound
ignores normal save so 1 is saved= 2 dead termis then OOE prolly will be at 3 wounds after last termi attacks
then it goes on your commander might do 1 wound again OOE will kill the termi and might instakill your commander
then he will regenerate so in 500 points kill him first id worry more about him then the other 336 points in his army
Hivefleet Omalancho 1/0/0 my current army
Well put restrictions on your 500 games, that way there isn nothing to cheap floating aorud the field, basically play 40k in 40 min. rules with 500 points. That way its fair and not to impossiable, but ask him first before you play.
<span style='font-size:8pt;line-height:100%'><span style='color:black'>Order Of the Black Rose</span>
<span style='color:red'>Blood God's Initiate</span></span>
Great advice, guys. I know he has one genestealers squad at the moment, he says he bought it off eBay. I'm not sure what else he is gonna get. I already have one Tactical squad, and I'm definately going to get the ML. I also might split the squad into 2 squads, to save points for, say, a whirlwind. I don't really like the land speeder idea, though. It's supposed to be fast, to charge at the enemy and stuff like that. That's probably the last thing I want to do against Tyranids, right? Hmmm, whenever I think of 500 points I always think of 2 tactical squads and an HQ choice. Never actually thought of termies or vehicles. Ha. Of course I would have to get scout squads, and those are pretty expensive. Why are they made of metal? It's annoying!
Anyway, whever we talk about WH40k, my friend always gets all worked up about the Tyranids. He always says that if it was real life, the Tyranids would be the best race. Is that true? If not, then which race would be best? Hmmm, I can't think of anything, I would like some counters to his arguments. :lol:
EDIT: Woohoo! Post #250!
In theory I'd imagine that the Orks would probably put the screws to the other races, should they amass and what not....But theory.
I tend to have a love for termies (as you've seen in some of my army lists) so I tend to want to put them in ^^.
Landspeeders are mobile
If you wanted to I'm sure you could huddle your troops around a Vindicator(storm bolter) with 2 scout squads and a lib using Viel of Time...Take that, 4 wound regen monster... ( 2 with rockets/Sniper rifles...things are going to get ugly. FAST)
Put the Vindicator in out of the LoS and have everyone take cover until they get close enough to makem eat it....And then it's going to be ugly. The Lib I'd give a Adamantine, as to avoid being insta owned by that bruiser. His force wepon will slaughter him in 1 pass if you're lucky. Term honors would also be nice...
They come into range, you pray, and fire off your rockets (They'll be 1st to hit)...Then as they advance closer you get sniper fire ...As they finally close in to a scary range, you drop a pieplate on them after moving your vindicator into firing range . Should wipe out most things underneith it...Since I don't believe that gaunts can penetrate it's frontal armour, all you have to worry about are genestealers hitting it and the TMC. By the time the TMC is upfront you should probably be able to get him into combat with your Librarian....If you're lucky, 1 shot kill on the target.
Kinda....odd...And risky...and weird...but it could work. You have 8 scout sniper shots, and 4 rocket attacks before they can really get into a painful range (assuming you picked a nice bit of cover that doesn't happen to be blocking LOS at 48 inches or so...) And once they're there, you can take out quite a few of them. The important part is that you get your Lib engaged with the TMC in an almost 1v1 battle.
Vindicator (Pintle mounted storm)
Lib + Veil + Adamantine + Term honors
2x Scouts + 2 missle launchers + 8 sniper rifles
No, with that amount of firepower you will, over the coarse of multiple turns, you will not cause any wounds at all. OOE is basically a T6 terminator, only MUCH harder to kill. Ive seen this guy be targeted by 800 points worth of guns, die, then stand back up, kill a defiler, die again, stand back up and kill a squad of CSM, die......( 2 with rockets/Sniper rifles...things are going to get ugly. FAST)Scouts: will do no damage whatsoever to TMCs, which you seem to want them to do. Useless.Vindicator (Pintle mounted storm)
Lib + Veil + Adamantine + Term honors
2x Scouts + 2 missle launchers + 8 sniper rifles
Librarian: dont know enough about them to comment
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
Scouts to take out excess gaunts/GeneStealers. Better than a bolter imo for this scenario, as a bolters rapid fire takes effect at too close of range to properly support the ordinance delivering vindicator.
With his armour save they won't touch him really..atleast not enough to be valid.
With a force wepon you roll a psyk test....if I pass it, the target is killed outright. Regardless of wounds/strength.