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i play WH and uses allys from DH.. im playing against my friend who is playing nids..
every time we play he has carnifax and hive turant and some guards left i just cant seem to kill em.. ok so we played a 1500 pts army.. he had
2x 12 genestealers
2 x 12 gaunts
3 biovores ( or what there name is that shoot with the mines)
3 mutant guards
1 carnifax as heavy support and a
can anyone tell me what i as WH shouldt use to kill his army.. my last roster was
canoness / plasma pistol / Eviscerator / rosarius
2 x 10 battle sisters squads / 2x1 heavy flamer / 2x1 meltagun
vet. / 2x1 plasma pistol / 2x1 eviscerator
2x5 dominion squad / 2x1 flamer / 2x3 meltagun
2x mounted in a immolator
2x 5 Grey knights /1 x telehomer (one squad was deepstriking)
1x 4 grey knight terminators / holocaust..
i got a hard time beating the though ones.. i actualy never do coz if i take to much anti vs the though ones i never kill the genestealers..
the other problem is i always strike last in melee so when around 6 gaunts and 9 genestealers hit a squad they are toasted.. without even striking back..
can anyone tell me what i shouldt put in my army and some strategies to help me?
get more tanks since they are immune to the critters and only like the big ones could damage them.
Originally Posted by Burn the Herectic
i have had a long break from warhammer.. what u mean buy they are immune to the critters?
Umm, a genestealer can peel open a Leman Russ or Land raider. A zoanthroape can reduce one ot a slag heap. A venom cannon may only be able to glance one but there is still a destroyed result on the glancing hits table.
You need to prioritize the enemy targets. Worry first about the ones that will get to you fastest. The carnifex is slow. Worry about it last. The hive tyrannt and any other synapse creatures are what you should start on. Take them down with heavy weapons from a distance. Meanwhile use massed bolter, heavy bolter and vehicle mounted heavy flamer fire and thin out the masses of the little ones. The exorcist can really put the hurt on big bugs. High strength, low AP and multiple shots make it deadly against the tyrant and warriors. The tyrant and the warriors are what keep the army together. Kill them and the tide of battle changes in a big hurry.
I don't know what you mean by "mutated guard" but the tyrant guard are a geno fixed species, mening you play them exactly as they are in the book with no options to really customize them. Their purpose is to keep the tyrant alive, that's it.
Artificial Intelligence is no match for Natural Stupidity.
Get lots of heavy flamers they are really good at taking out the nid troops!!
Firstly bin the deamonhunters, theyre great troops but a massive points sink (or if you MUST have them reduce them to one squad and forget about giving psychic powers its a waste of points againts nids).
Secondly it doesnt matter how many nids he has coming at you if you have 40-50 battle sisters on the table rapid firing then add the effect of having a dominion sq with flamers only give them 2 flamers and 2 meltaguns armed inside a immolator/ rhino and you can wizz about the battlefield rushing from cover to cover with either 2 flamer templates or 2 melta shots, per turn.
thirdly take retributor squads with heavy bolters give the vet sis sup the litanies of faith and you have guarenteed st5 ap1 weapon shots
also if you really want to you can include a inquisitor with minimal equipment, and then take a lance strike cause lets face it there is normally very few places for his big things to hide so you should be able to guess where fairly accurately, and if you have a terain piece that runs across the table like a river or a road then the lance strike can come out of ANY part of it that you wish even if it is at a different place from last time (as long as its on the same terrain piece)
from what i can see here though you are trying to combine the best strengths of two separate lists and if the nid player is creaming you each time then i don't need to tell you that it very rarely works
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)
As a Tyranid player, here is what I would fear the most...
For the big bugs, that Exorcist is pure gold. D6 S9 AP1 missiles hurtling at my Hive Tyrant is just scary, especially when they're range 48" and the longest-ranged Tyranid weapon is only 36". Aside from that, just make them roll lots of dice.
For the gaunts (littlest ones), drive your immolator up, torch them, disembark a dominion squad with 4 flamers and torch them some more. In the words of the manager at my local Games Workshop, "Bugs *HATE* flame."
For the genestealers, shoot them from medium range with normal anti-personnel weaponry. They don't Fleet of Foot so with bolters you'll get two rounds of single shots and one round of double shots before they're on you, and your bolters ignore all their armor saves. 3+ to hit, 4+ to wound, bye bye genestealer. There can only be 12 in a brood, so with those rolls it'll take an average of 36 shots to wipe one out.
Flamers have too little range. Remember that if a unit of bugs in within synapse range, they are fearless. Flamers may thin them out a bit but they are still going to charge you, and do it next turn if they are within flamer range. If you run an Immolator up and flame, dsiembark Dominions and flame, you might put the big hurt on one squad, but the other squads will tear you apart the next bug turn. That squad will have been sacrificed for likely less than their points in bugs. They might buy you another round of shooting...
Your best bet is to have what basically amounts to a wall of sisters with bolters as your front rank. Don't worry about heavy flamers or special weapons for them. Their whole job is to shoot the crap out of the vanguard of the nid force. Behind them, six strong retributors with H. bolters and/or M. meltas with an immolator armed with either H. bolters or M.meltas. Use the H. bolters to target the warrior broods. M. meltas are to kill the BIG ones i.e. tyrant first and then switch focus to the carnifex. Seraphim can deep strike to take care of the biovores, if they are presenting a problem. For your HQ mount the Cannoness in an Immoltor and use it as described above. Take an Inq or Inq lord with two gun servitors armed with a P. cannon and either a M. melta or H. bolter for killing synapse creatures. Give the Inq "hammer of the witches". Bizzarely enough a Culexus assassin can be of use against 'nids as well, especially when combined with Hammer of the Witches. He is also useful for bypassing the t. guard and going right for the tyrant, of course you have to get him behind the myriad of 'nids up front first... Definitely a one-shot deal, but it could possibly turn the tide. As mentioned above, the Lance strike can have a big impact as well. Choose its target carefully for maximum utility.
Again, focus on the Synapse creatures. Once they are gone the 'nids will fall apart.
Last edited by helotaxi; April 20th, 2005 at 19:44.
Artificial Intelligence is no match for Natural Stupidity.
[QUOTE=helotaxi] Take an Inq or Inq lord with two gun servitors armed with a P. cannon and either a M. melta or H. bolter for killing synapse creatures. Give the Inq "hammer of the witches". Bizzarely enough a Culexus assassin can be of use against 'nids as well, especially when combined with Hammer of the Witches.
IÂ´ve dont know how to play my culexus right..
think i asked my friends and he said none was psykers..
and how do i use hammer of the witches right?
Give you canoness a Book of St Lucius so that every unit wuith 6 inches can take unmodified leadership 10 tests. keeping you eviscerators in combat for as long ads possible.
set up you troops (2 10 woman SoB squads and 2 5 man GK squads) as a basic fireing line. shoot the 'stealers first if possible.
the exorcist should shoot the tyrant first, then the guard, then the canifex, remember it can move 6 inches and shoot.
the dominion/immolator units could set up on either side of your firering line, in well hidden positions. when the FIRST 'nid gets with 18 inches rush foward, unload, and can kill them as much as you can. if any servive they will probably charge you sisters, so try to move some Troops so they can shoot at the 'nids when you dominion die. if you get more than one shot out of your immolator you are lucky.
i dunno what to do with the GK termies, perhaps wait untill the end of the game, then teleport them onto any objective? heehee, just kidding. but i don't know how top use termies, my expeiriance with them is that they die really easily and alot when shot with meltas, or bolters with devine guidance. i would probaly hide them behind your firering line then counter assault for the extra attacks.
FLAMEY DEATH TO THE GEAT DEVOURER!!!!
Oh! This is the thing at the bottom of each message.