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I know how some people don't like Tyranid Hunters, and many people say they are not worth it, but alas I am taking a squad of them no matter what. I have though run into a road block when making the squad. How should my squad be outfitted?
Also since it seems that Tyranid Hunters are good in counter-assault should I have them lurking around my firing line? Or should i put them in a Rhino drive them to the objective and hold on? One thing I know for certain is I would like advice on their tactics against other armies then tyranids.
So any help is apreciable, and if you really dont think i should get a squad, please explain why, rather then just saying that they are bad.
As an experienced 'nid player I can tell you that flamers are pretty useless against 'nids. The standard troops move 6' and fleet d6' then charge 6'. Some are beasts and charge 12'. So it isn't hard for them to cover the flamer kill zone. The special heavy bolter is deadly, particularly if you target a tyrant with guard. Its downside is that its special round is only heavy 1.
I am surprised that no one has worked out that "Tyrannic War Verterans" are cheap just for the extra war gear they carry. Their equipment options are limited compared to a tac squad. The major stupid thing about "Tyrannic War Verterans" is that they can't replace their bolter with a pistol and CCW. It is just a matter of time before the 'nids reach CC. Personally I think that a large regular tac squad equiped with bolt pistols & CCW and sargeant with power fist are far better counter charge unit.
If you must use them give them the heavy bolter, maybe put them in a rhino or razorback, and use them as just another tac squad with frag & krak grenades.
Thanks for the comment Zergling :yes:
The good thing about the heavy bolter is you can switch between the types of ammo. Hellfire or Regular, you just have to state which one you use.
Also the reason TWV have a fighting chance in close combat is because they have the counter-assault rule.
They are also the only units that can use krak grenades against infantry, so it's effective at munching heros.
Alright guys, I need help.
Should I give my TWV a Rhino?
How many TWV should i have in a squad?
How should they be used tacticaly, lurk in the lines, or capture a centerish objective/provide fire for my assault units?
What are TWV good for against armies other than nids?
Come on guys, I need help.
Last edited by Squeaks; March 20th, 2006 at 07:25.
Come on guys, I value your opinion. :yes:
First off, i am NO fan of the TWV just because they are specialised against 'Nids and pretty darn useless against other army's. I do used them sometimes, but found it lame to use an counter nid squad.
As stated by Zergling, don't use flamers... the only usefull upgrade is the hvy bolter, so take it... The main strongpoint of the vets is the ability to countercharge. this allow's you to rapid-fire at your opponent's 'Nids, and let him charge you, and fight with full strengt. Do not waste term. Honours on the squad because there are three options:
1: You will meet gaunts in battle, and the WILL keep you locked until...
2: You meet stealers, and they will rip trough you and else...
3: You will meet a Monstrous one like hive tyrand/fex. but then your opponent made a HUGE play mistake by underestimating the power of the krak grenade. but you will only get one krak attack, so the honours are pretty useless.Nop. you need to give the nid's a real big load of shooting before this squad gets into combat. shooting and awaiting an assault is what this squad does best.Originally Posted by Squeakstake 8. 1 serge w/ bolter, 1 marine w/ hvy bolter, 6 marines w/ bolters. This wil be an effective shooting squad, with an good capability to get rid of gaunts before the stealers will reach you.Originally Posted by SqueaksIt depends. I used them in my battle's close by particular bottle necks. here the squad has the most chance of really making a difference. Usually i possitioned an assault squad nearby to charge the 2nd wave who wanted to charge my veteran sqaud.(stealers/winged warriors). this way they had as much of shooting/rapid fire-ing time within each game. don't let them get slopped in one mayor combat, because they can do more for you if the shoot (though the can fight real good to...)Originally Posted by Squeaks
Second, if playing with objective's. make sure they have some objective's inside 24". this way you discourage the nid player to take them.. then try to secure them with your assault squad...
Lastly. if you happen to be within charge range of an fex/hive-tyrant/warriors. CHARGE. these will be a piece of cake (at least, they were for me every damn time)
Oh, and don't fear to lose morale test's... if you break of succesfully on the nids turn, you get an extra turn of rapid fire-ing.:yes:Nope, just because they lack the equipment normal tacticals have.Originally Posted by Squeaks
~ Liberate tuteme ex inferis ~
I dont see that it would be too Huge a mistake for a Monstrous creature to assult Tyrannic
War Veterans with krak grenades, working out the probabilaty factor, lets say 10 TWV (which is a lot of points mind you) are fighting a hive tyrant. ok the hive tyrant strikes frst but lets say he slips and hits nothing, 10 grenades are thrown, 5 hit - 2.5 wound, not to grand I say. It gets worse when fighting carnifexs that have toughness 7, dont even get me started on the return attacks that the TWV are going to cop. There are much better methods for killing a Monstrous Creatures eg power fists, then those krak grenades.
I AM NOT SCARED ... much ... MUMYYY.
Slap a powerfist on the serg, take the flamer but no heavy bolter and use them as you would any other assaulty tac squad.. They cost two more points per model, but hey, even if not facing nids you still get abilities worth those points, frag grenades, counter assault, purity seals, and krak grenades that can be useful in some (rare) occasions..
Have a chaplain join them and now you have one I5 power weapon, one powerfist, and a bunch of kraks with re-roll on the charge.. Hard to use, but sure as hell fun when you do pull of a charge against your opponents hard-as-nails troops..
Edit: Remember that you lose both counter assault and the benefits of purity seals when a chaplain join them..
Last edited by thomory; March 22nd, 2006 at 13:24.
What you give them depends on how you want to use them. If you want to use them to kill hoardes of Gaunts(or similar things like Mutants, Guardsmen, Kroot, etc), give them a Rhino and a flamer. Hang back and lay down bolter fire as they come in and when they are in range, load up into the Rhino and drive up 12 to give them a nice shower of fire from the fire points. It has 2 fire points, so get your rapid fire in too. You can then use it to bring your Veterans wherever they need to be to kill more of the same, or to take objectives.
If you can spare the points and you plan to use them up close like this, it wouldn't hurt to take the terminator honors too. It will help against large hoardes, especially Tyranids and those with lower initiative than you. Like Josti said, they are be good in bottlenecks where only part of the enemies squad will get into range to attack.
For your Sergeant, take a power weapon only if your enemy has lower initiavive and toughness than you. Otherwise you should always be using a powerfist. A Combi-Flamer or Storm Bolter wouldn't be too bad either. You lose 1 attack, but they're cheap and you will get alot of kills in exchange.
Don't do this against Genestealers because they can tear the Rhino(and the Marines) apart. If you there's Genestealers take the heavy bolter as well and use normal rounds unless they somehow get completely bunched together to the point where you're sure you can get at least 2 full hits and a partial. Shoot them as they come at you, and if you are forced to engage them in close combat, make sure you outnumber them first. It's preferrable to let them charge you while you are in cover so that you get the I10 bonus. They may end up not charging you at all because of terrain, giving you another round of shooting. Worst case scenario they will have fleshooks and strike at the same time as you.
Use the Hellfire round on montrous creatures only when you have nothing better to shoot at. More often than not they will just make their 3 or 2+ save. Its also good to stay in cover if a Hive Tyrant comes at you, that way you can Krak Grenade it at I10.
Adjust your tactics with Tyranid Hunters according to the race you're fighting; for example, Kroot ignore penalties for terrain, so be aware of that. Orks whoop Marines on the charge, so make sure to charge them instead. Against shooting races like IG and Eldar, you might find yourself having to chase them in your Rhino.
"Courage is not the absence of fear, it is the conquest of it." -Anon
Personally I would take a flamer and the heavy bolter. But only take the flamer if you take a transport. If you lose the transport, stick by your fire lines with the heavy bolter and counter charge. If you don't, well it might prove usefully later and then the flamer can come in handy when you pop out by some close-grouped crawlers.
Also, for whoever was doing the math on the krak grenades...they hit on a 3+ so I believe that would be 20/3 hit, 10/3 wound, and this is reduced to 25/9 with warp field invuln. save. Over 3 wounds on a Tyrant isn't too shabby IMO. Not to mention any damage the unit does shooting prior to this, which is definately possible with that nice heavy bolter and some rapid-fire.
Force Weapon on a 3 wound model is the Nid bane. Make sure to attach one in your nid hunters squad.