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All of you already know that the new Tyranids is out, but how do the greatest CC army in 40k compare to one of the best CC space marine army: the Blood Angels. Recently I have fought many battles against the new Tyranids using a pretty hectic BA CC army, and I have only managed to draw, the Blood Angels still manage to kick some butt but the Hive Tyrant with his bodyguard manages to put the squeeze on my DC reducing my 4 attacks to a meagre 1 with his lashing whips.
Is it possible for BA to massacre the new Tyranids? How?
PS: Have the new codex for BA come out(not the codex adjustment), if so where can I find it?
With luck, good tactics?Is it possible for BA to massacre the new Tyranids? How?
Personaly I would kill of the bodyguards with shooting (and possibly hurt the tyrant) using lascans and assultcannons before charging (since he moves only 6" you can somewhat avoid him). A fully equiped Terminatorteam and a tornado/Dread w. Assultcan should do fine.... but hey.. you got a Baal right? so whats the problem.
If you think you can throw in your DC against anything without a thought (in this case some of the meanest CC-unit) .. then you deserve to loose.No.PS: Have the new codex for BA come out(not the codex adjustment), if so where can I find it?
Make sure that the DC that lose there attacks due to lash whips are the ones in BASE TO BASE contact with the nids models that have the whips. As a result, the DC not in base to base contact, but 2 inches to ones that are get there full attacks.
Is this valid with the new rules? Arent every model within 2" considered to be base to base due to the fact that their attacts contribute to the cc?Make sure that the DC that lose there attacks due to lash whips are the ones in BASE TO BASE contact with the nids models that have the whips. As a result, the DC not in base to base contact, but 2 inches to ones that are get there full attacks.
Also I could not single out the Hive Tyrant in cc with my two Reclusiarchs due to the new shieldwall rule the gaurds get, is this true???
I too have recently had a few games against the new and improved nids.I found my first game difficult,and couldnt deal with the MCs very well,and my shooting was EXTREMELY poor...i had two lascannons and i didnt get ONE single hit ALL game!Can you beleive that?Anyway well it really depends on your opponents list.If they have alot of MCs then it is pretty difficult and you might have to drastically change your list in order to counter their threat,ie putting in lots of lascannons,assault cannon,plasma and other high strength low ap weapons.Also another thing i found out is to fully ignore the little bugs for the first few turns.I got all excited and blew away like all of my opponents small bugs and then found myself staring down at 4 MCs partly to do with the fact i shot very badly,and well what happened next wasnt very pleasant.
So really i wouldnt reccomend you take your two chaplains,spend the points on maybe a 4 ML filled devastator squad,to deal with the MC and the little bugs.
Also another thing that is a stand out is Baal predator,they mow through everything.
Dont go charging in with your Death Company.Shoot and shoot and take out his MCs,then deal with the little bugs.Yes Blood Angels cant go toe to toe with the nids in combat,so you really need to have a shooty list and have maybe just one or two assault units to deal with units youve softened up with your shooting.
My experience against the new Tyranids hasn't really differed compared to the old Tyranids.
Even the Blood Angels can't wade into that mess of teeth and claws without thinning out their numbers first. To that end, I kept my assault squads and Death Company back behind cover and began shooting, praying that nobody raged.
Sniper Scout squads and Devastator squads work wonders against the big bugs, while massed bolter fire and plasma cannons from the Tactical Squads (who do not come in via Drop Pod) take care of the little bugs.
The Baal Predator and the Land Speeder Tornado takes care of everything.
At that point, the Blood Angels' Shock Troops can safely go to work.
This is one of the rare instances where Blood Angels players have to think first before blindly charging into combat.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
It says in the the nid codex, only models in BASE TO BASE contact with the lash whips lose 1 attack. In addition, LPT are great at killing nids.....just keep circling around them...also consider using terminators since nids dont have any shooting that can take them down, so those storm bolters and assualt cannons will kill anything in 24 inchs.
There's a lot in the nid force that can take down termies with shooting. a fex with 2 twin-linked devourers fires 8 strength 6 shots, hitting on 4's (re-rolling) and wounding on 2's i think, with those re-rolling also. all for 113 pts. or there's a winged tryant cpapble or dealing out a world of pain.Originally Posted by DA_Force Commander
While I have found the new nids to be an improvement to its old version (namely the fact that if so chosen by the nid playerâ€™s genestealers now actually gets a save and can assault in the first turn) if personally feel that they still lack that something against real shooting armies. The nids I played used a souped up Carnafex, Hive Tyrant with guard, 2 squads of genestealers +- 10(One with Broodlord), squad of 10 ripper swarms, 2 lurkers and a squad of warriors. I had 2 full assault squads, 2 (5 man) scout squads one standard, one shoot(SRF+H,DC+2 Reclusiarch (PowerFists, IronMantel(which by the way I donâ€™t think is worth the points), TH+JUMPPACK) and then a LRC as heavy.My experience against the new Tyranids hasn't really differed compared to the old Tyranids.
I pumped my DC so that I could deal with his HT if something happened, both my Assault squads took care of his lurkers, then later on assaulted a pack of genestealers(half strength = LRC move into position) and his ripper swarm. Warriors charged my assault squad (with fanatical display of dice rolls only managed to kill 2 assault marines) DC moved in took care of the other squad of genestealers & Broodlord (which took out both scouts squads but saved time and managed to reduce some numbers) advanced to help handle the warriors, Carnifex afraid of my DC move futher away while LRC still open fired on it. Two turns later my LRC finished the Carnifex, DC lost couple of models and Reclusiarch took one wound and one half strength assault squad left. DC + halfstrength assault squad assaults HT+guard. The Hive Tyrant (freaken killing machine) mows all my Veterans & 1 wounded Reclusiarch down, but I manage to kill 2 guards, next turn I gain some of my attacks back and manage to leave only his Hive Tyrant on the board with one wound left, which Technical was the end but we continued on to finish, as my LRC finished the job.
A nice thing about this oucome is it proves that BA can at least draw against nids, and this army does really well against most armies, is there slight modifications I can make to mabe turn the draw to a solid victory or even a massacre? I have about 280pts to move around?
the nid player u faced didn't have a great army. hge lacked numbers, adn if the fex was a tooled up cc one then that was a waste of points. it even sounds like u almost had the same amount of models has him Good job anyway. And by lurkers u mean lictors? LRC mow through nid gaunts. it sounds like the only affective unit was the tyrant and guard. U're army sounds pretty nasty as it is.