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Came up against a Cheesy Tyranid power player the other day, needless to say there was a winged Hive Tyrant and lots of Carnifex's T8 and lots of wounds, any ideas on how to handle this sort of thing?
ah thats the big beasties army, well, be cheese yourself and take lots of exorcists and any high strength weapons (dominions/sisters with meltaguns, immolators with multi-meltas, eviserators etc) although, i like the conscept of the big beasties army
No Tyranid is capable of Toughness 8.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Divine Guidance with a SoB squad, Exorcist shots. Kill them from as far away as possible, basically.
5 Tactical Squad Marines
Yeah, if he claimed his Carnis were Tough 8 he was either lying to gain a HUGE advantage or was misinformed.Originally Posted by lLonginus
Best they can get is 7 with upgrade.
Actually, check out the Tyranid forum and there's an ongoing thread about SoB against Tyranid
Well may not be toughness 8 but tough enough to cause me difficulties.No Tyranid is capable of Toughness 8.
WH will beat Nids most of the time, but I believe that mission type makes the bigger difference in determining who will win.
A good Nid player realizes that a Nid army is nothing more than a transport system to get his HQ into combat. If you can beat him at the HQ combat game, then you will probably disrupt his entire plan and win the game, unless the mission conditions are very unfavorable.
So here's some tools for the HQ battle: 2 Jumping Cannoneses each with 2+ cloak of St Aspira and Eviscerator. Also a squad of Seraphim. You can join them all together and pile on that huge bastard. Take along 1 copy of "Litanies of Faith" to give yourself invulnerable for the entire squad during your first round of CC, and also give one Canoness a Mantle of Ophelia. That's 3 Eviscerators coming at him, and he will be very hard-pressed to remove more than one of them, even after several turns.
What you have to look at is how large his retinue is. If it is quite large, then you might send in one Cannoness un-joined to the squad so that she can re-invulnerablize herself with faith as the combat rages on. THe squad formation that you take really depends upon the size of his retinue at the time. Also, think about getting a pile of bolters into rapid fire position when your Cannonesses die. The Surviving Seraphim can jump back at the end of his turn, then the bolters can double tap, and the Seraphim can re-charge again, locking down the Nid HQ from raping yor battle sisters in CC.
By that time, he will definitely be wearing down if not comletely dead.
You might also consider St Celestine. Recycling her might provide quite a lot of extra material and tip the scales far in your favor.
Another important problem is the speed of Tyrnids. You need to get your basic sisters into flamer/rapid-fire position. 12" charge and fleet of claw both tend to make this difficult, so I recomend a second squad of Seraphim to get the jump on any charging Nid troops, then hold them there for a turn, and jump away on his turn so that your troops can move in and double-tap their bolters.
I recently surrounded a squad of Orks with Seraphim and them flamed them, and the Orks broke. And guess what? With nowhere to run, the Orksies all died. I suppose this could be done with Hormagaunts, but I believe their Ld is high. Still, Seraphim can surround and leave a door open to make the enemy run in your desired direction.
Take a good amount of faith, and use it in the HQ struggle.
Bolters pretty much do the work on the weaker nids.
exorcists are THE best TMC killers out there. One of my exorcists put 4 wounds on a carnifex in 1 turn.
2000pts Orks 4-2-1
Well yes. Nids can't face an Exorcist very well.
But if you take more than 1 Exorcist, the Nid player will probably not want to play with you again, ever. And you still could get into trouble if the big bugs get into CC before you can shoot them. Most of the wargear I mentioned above costs less than 1 Exorcist, and it does work pretty well if you use it as I described, and... my way is fun!
I think saying taking 2 Exorcists is going to cause Tyranid players to stop playing you is going a bit far. How is the Exo any worse than Leman Russ tanks? No one bats an eyelid at 2 of them, often with a Basilisk, on the table. I suppose it's just because background-wise LR's are seen as crude and common while Exo's are seen as rare and sophisticated. The IG has the option of the Armoured Company list with an ungodly number of tanks. The Exorcist can be very effective, but like all tanks it's vulnerable and the main gun only inflicts an average of 2.33 hits per turn. I'd think the super-Jump Pack army would cause more cries of protest. The Sisters are not the Iron Warriors and need to max out their list due to their limited options and weapons.