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My brother plays nids. I've played them 4 times and never won. He uses 3 zoanthropes, 2 tyrants and basically everything else that is synapse. I think in total he has 7 snaptic creatures, and I just can't take them out. Help!
Big gug synapse: Assault cannons (termies,LST's,Baal's etc), Lascannons and plasma
Small synapse: Assault cannons, Heavy bolters.
Speeders are highly recommended against nids of all sizes (LST's)
the things you just summoned have a 2+ save and a high T to take them out you have to shoot at them with lascannons and in CC with the simple old powerfist. these things hurt like hell. the zoanthropes can be killed easily as they only have 2 wounds. the warriors and the hive are a different thing they can better be killed by assault cannons and heavy bolters.
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Your aim in the wrong direction. Nids are the same as necrons. Forget the big shiny things and kill all the troops then kill the big things with everything you have left.
Necrons it really helps to kill the Lord and start using power weapons as they were intended to be.Originally Posted by killjoy1
Going for Synapse is not always the best plan though, most synapse is slow (walking HT, warriors zoanthropes) the super speedy gaunts throwing themselves at you are a bigger problem.
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Not really, with necrons, if you kill the little things, the big things dissapear. With nids, if you kill the little things, the big things rip you a new one.Originally Posted by killjoy1
What you kill first with a nid army depends on what his "horde" is composed of. If it's mostly gaunts, then take out the synapse that can keep up with them. This usually means winged warriors or Winged tyrants.
If his horde is mostly genestealers, focus on these first.
Gennerally, you're going to be going after:
Winged Tyrants, Winged Warriors, Genestealers, Hormagaunts, Ranvenrers, Broodlord.
All of these have a possibility of a second turn charge. They are mostly there to stop you from shooting or to provide synapse.
Leaping Warriors, Zothantropes(after the bigger stuff dies), gun-gaunts. These do hurt and the sheer number of attacks from the gaunts will do something.
Fexes: My little baby brother can probably out run one of these. If it's a CC fex, simply point and laugh at the large pointsink. Just move away from it. Shooty fexes are good but won't rack up more than 3 kills per turn.
Walking tyrants: Yeah...An entire IG army needs about 2 turns of shooting with EVERYTHING they have just to kill this tyrant if he has 2 guards. Again, shooting from him might hurt but if you can avoid him, do so.
Bottom of the line: Mobility, always have it. Let a Nid player tie you down in combat with anything, even ripper swarms is death.
Oh yeah...CC termies = waste.
Last edited by dymew; August 24th, 2005 at 18:25.
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just like cadian7th said, use hvy weps with ap 1 and 2 agianst the big synapse creatures. Hit em from range as much and as often as you can.
leave the little ones for your termies, tactical sqds and asslt squads, let your hvy weps and vehicles deal with the big boys.
Ok the necrons are not like the nids. I can understand why you want to take down the necron warriors so fast cause you are going for phase out, which is definetly a way to beat the Necrons. But the tyranids don't have phase out, you focus on the little ones and the big ones are gonna get in on you and ruin your day. Well they will if you are playing a good opponent who knows how to use em.
plus if you take out the synapse creatures it makes the little ones easier to deal with.
Originally Posted by Wings of Doom
Yea I know I ment the monoliths. Almost everyone around here has them painted silver. Or the one guy who has a lighted one.
Alright, all this strategy is from experience with my Tau army against Nids, so it may have to be altered to fit the ranged issues...and the fact it was developed to keep out of HtH.
First, find the fastest unit and blow them to hell. Continue this until all the ridiculousy fast units have been purged. These targets are usually Gaunts, Gargoyles, and Lictors (ok, not fast, but they pop up right in front of you...unless you have Tau scanners).
After all the the super fast ones are gone, go after the big boys. Tyrants, Warriors, Genestealers. About this time they should be close to you, so Rapid Firing will greatly aid ye.
Also, Deepstrike some hard hitting Mo-Fo's BEHIND the enemy. This is a basic strategy I have come to know as "The Shooting Sandwich". It works really well with a couple units of Teminators with Assault Cannons and Storm Bolters. Here is a crude diagram.
T-------T-------R This forces the opponent to either continue to your lines and be
E-------H-------E peppered by both sides shooting or try and go back to deal with
R-------E-------S the newly arrived units. If they do go back to the new guys, that
M---------------T just leaves more shooting from the main line. It really leaves them
I-------T------- in a though position.
A-------R-------F I don't know how well this will work with a HtH based Marine army, but
T-------A-------- I'm sure with practice you can get it done with much success.
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Just wanna point out that just about anything shooty which can DS can be used in this role - i use LSTs for this tactic coz most of the little gaunts are usually at the front and so i don't need to face a swarm of gaunt shots - just blowup the Zoanthropes and stuff at the rear.Originally Posted by The Doctor
If u play CC marine, then if possible make sure u target a swarm weak enough to be wiped out in 1 turn with ur assaulty stuff so hat u can consolidate (get the hell outta there)