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I was looking trough the new nid codex and saw that those MC could be very strong with some upgrades. also the mass rule of those gaunts is really annoying because they come back on the table when they are shot. so how can we as space marine player win it from nids when we have a small nummer of troops and they come with hordes of cheap units and very strong MC walking right behind them.
DonĀ“t mess with the dicegod
The trusty boltgun is your best friend on this one, massed rapid or otherwise boltgun fire will blow gaunts to pieces, also try assault teams with flamers, gaunts are too fast for a regular flamer tac squad but assault marines can jump in, BBQ and bolt and still hold their own against the survivors.
Bikers can also make a good screen as their high toughness can leave the smaller elements clawing away for turns.
As for the big stuff.....
This is you plasma gun, it will be you best friend. The high strength and ability to piece even extended MC carapace means one good rapid volley from a cleanse an purify double plasma squad, or failing that 2 regular ones will leave that MC dead or dying, plus if you give your sarg a powerfist they can finish it off up close if it comes to that.
Forget your Krak missiles unless your opponent starts trading warp field for blast on his flying tyrants, you want H. Bolters and Plasma, maybe a few Lascannon to be sure.
When it comes to HQ, choose a role.
A Chaplain leading that assault team is really gonna ramp up their light infantry killing, but if you want a character who can go MC hunting, the librarian is the man for you, force weapon for instant carnie death, veil of time for tyrant slaughter. The nids have got spikier, but its still nothing the astartes cant handle.
Ask not a question of the eldar, for they will give you three answers all of which are true and horrifying to know.
yes but the nids have a higher I level so when you charge they still can strike first so you will lose about 3-4 marines even before you can strike back. this is of course when he sets his gaunts or something in a good position.
DonĀ“t mess with the dicegod
Ive had a couple of games against the new nids and Space Marines are well equipped to beat them. Dunklezahn is right, massed bolter and rapid fire bolter is the best way to beat the nids. Heavy bolters also work wonders against gaunts and missile launchers against the bigger nids like warriors. The big bugs are generally slow so you should generally leave them till last, they should reach your lines about turn 4 or 5. The mass rule isnt as great as it looks since they are your most basic gaunts and by the time you eliminate them and they come back, the game should be almost finished. Just dont overlook the objective, many players will concentrate on the big bugs when really they should be taking out the fast moving assault bugs. Have good target priorities and you should win or come very close.
Ultramarines Second Company
The assault cannon is your friend.
And everyone knows the...problems the Nids have with vehicles. I have seen one Tyranid army get utterly crushed by an all-tank Space Marine army - he had two Land Raiders, a Vindicator, two Preds and a Razorback. The troops were all in the transports and he had speeders for fast attack. It was pretty cool, and the nid player just couldn't bust the Land Raider - one of his Preds took out the carni in the early turns.
whirlwinds or devo squars with heavy bolters
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Nids previously had problems against vehicles, but now that genestealers are more popular that is not the case anymore. Also in larger games you are almost gauranteed to fight a broodlord with a retinue of stealers. This squad is amazing at eliminating command squads and tanks. It also can infiltrate, so shoot this squad fast.
You are almost guaranteed to face 2 carnifexs in a 1500+ game. Now that some fexs can be elites you might be facing 6! The stronger cc fexs can hold up against c'tan quite nicely for only around 2000 points. The thing about fexs is that they are slow, however constantly bombard them is lascannon fire because if you start doing this too late in the game when it reaches your lines you will be very sorry.
Gaunts aren't too bad. They still come in large numbers, but remember that assault quads with flamers are your friends. Even if they can't hold up in cc for too long against a nid army their flamers work wonders. Heavy bolters are also helpful. I once saw a dev squad with about 7 HBs. The nid player wasn't too happy. :mellow:
Nid players can only have 1 flying tyrant and since most players have a broodlord you will probably only see 1 tyrant. Treat it the same as a fex, but if it has wings take it down quick. Just like the past tyrant this one can still pack a punch.
Landspeeders are your friend. Give them HBs and assault cannons and use them to take down anything in your way. Pred annihilators with lascannons are awesome against the bigger bugs. Don't use a LR against nids! Fexs, genestealers, tyrants, and tyranid warriors can take these down without took much problem. The main rule of thumb for vehicles is to keep them far away from the nids.
Command squads are usually good a cc, but in this case even against the little guys you might run into problems. As stated by Dunklezahn use a librarian with the viel of time and force weapon. Just remember that the FW will not work if your librarian uses any psychic powers.
I hope this information will help you. Since I play both nids and marines I hope that you will take into consideration some of the points I overviewed. Good luck!
You call those cheap implants boobs?
They aren't boobs, they're lies!
I would saybring a LRC for nids, i have used one in every nid battle and it has murdered them. Mass ap 5 or better guns, plus an assualt canon and multi multa for the big ones. Assualt cannons murder them becuase of rending.I woulnd't be either. You can only have 4 heavy guns in a devastator.I once saw a dev squad with about 7 HBs. The nid player wasn't too happy
Back from a long adventure.
i was just curious as i am new to 40K and this forum.....what do you guys mean when you say MC?