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who do you kill a carnifex with IG beause my friend has 4 of them and they are annoying!
http://www.librarium-online.com/foru...ad.php?t=29294 (Enemies Of The Imperial Guard)
This is a sticky thread called 'Enemies of the Imperial Guard' with tips on beating most other armies.
http://www.librarium-online.com/foru...ad.php?t=27271 (Dealing With The Hive)
This is an old thread specifically about beating Tyranids.
Look, the people on this forum have some certain things that they like to see.
Not once in your post is there any sign of it, except the exclamation point at the end. Please improve that.
2) The search button.
There have been many a tread regarding the destruction of such foul beasts. Use the serch button at the top of the page to find them. This will save space and keep people from getting bored with dealing with the same questions over and over again.
Before you post, look use the search button I mentioned above. If you can't find anything then think carefuly about what it is you would like to ask, then lay it out in a form that people can easily read. Not some random jargon about your friend's 'fexs being annoying.
yes it's good for him to learn these great things, but ghandi did you actually contribute anything to his post? no... remember don't post unless it contributes to the subject matter...
ok, the way I deal with them are either... Concript squad with independent commissar for the cc fexs... and lascannons to shoot the shooty fexs... that should work... very few carnifex chew through conscripts fast enough...
mass firepower and an impassible gorge between them
lascannons and plasma guns in your infantry squads, and i guess the afore mentioned conscripts
one nifty thing that sometimes.... sometimes works on nids is deep striking... come in from behind with drop troops squads after the nids are across the board and set up a line of firing squads to hit the nids from behind (as well as mop up any biovores or anything else they left in the back) as they reach your front line; forcing them to run all the way back across the board.
this works mainly when your opponent gets the first turn, so he's already gone about halfway if not more across the board when your squads start falling to the planet
confirming that the tactic is good is contribution enough as i have found it to be a horribly evil away to annoy some 'nid players... although my imperial guard are naturally fluff-evil anyways, against 'nids it's just about survival.
usable when playing with deep-strike rules, deploy an adequate force as your firebase and rest in reserves. most people expect that only the suicide-attack units will be deep-striking to their side, especially if you're playing a scenario that naturally uses reserves (highly unrecommended for meatgrinder defenders, for obvious reasons), so some will try to do a mass rush across the board while your firepower is low, thinking they'll be able to catch the rest as they come off the board edge... then your squads start falling to planet on the other side and form up another firing line. the length of board he has to cross to track all your squads has just doubled (even more if you take to the corners) meaning so much more time to fire on his guys.
the problem with using 4 fex, although i don't play nids and don't have their latest codex; i can surmise. single model units that don't take up much board space, making them easy to out-maneuver and flank compared to large hordes that can get at least a couple guys into combat with anything in a two-foot radius.
second, when these do get into combat, their limited number of attacks will make it very hard for them to plow through droves of troops even if they aren't taking much damage in return, so bogging them down with cheap meatshields wastes their points value every turn.
one thing i like to try when against tyranids, plenty of infantry with heavy weapons and special weapons for anti-MC while the mass firepower for the swarms... and then deep strike for the come from behind... a double shocker as it were... cough cough nudge nudge, anyways... yeah
don't want to give away too much from the nid tactics point of view but if you see the codex you will come up with the same conclusion... your plan is evil and good but remember though you can catch some with their pants down, nid deepstrikers are inveriably very fast movers or the stealthies of movers so all well and fine you can deep strike behind the main force but if lictors and raveners pop up around you it is quite obvious where you will be feeling the heat especialy as i said before fast and stealthy means that they can and probably will be able to make trips back and forth.
I goodness, don't get me started after my crushing defeat at my last tourney to a similar list.:cry:
Lascannons, Plasma, Lascannons, Plasma. In a 1750pt list I had 5 Lascannons (3BS4) in my Veterans, and 9 Plasma Guns, and I couldn't kill the big bugs fast enough.
In a 1500pt games vs Nids I would have 3 Vet Squads with 3 Plasma and 3 Lascannons. I would have an HQ HW squad with three Lascannons, and I would have DS command squad with 4 Plasma Guns.
I would also look at inducting a Grey Knight Termy Squad ( at least 5 Termies ) with a Grandmaster (because of his instakill multi-wound creature Force Weapon). He can kill a 'Fex on the first whack, and hits first.
Unfortunatly this is the reality of the new Nids. The smart Nid players now don't overwhelm you with troops, they overwhelm you with Carnifexes and Hive Tyrants, all upgraded to a 2+ save. Very few armies can deal with that kind of list.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil