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So I recently played a 1500 point game against a nidzilla list that looked something like this:
flying hive tyrant 2 TL devourers
hive tyrant with VC, BS
2 fexes with venom cannon, barbed strangler
3 zoanthropes with warp blasts
handful of spine gaunts and genestealers.
all his zoanthropes had warp blasts and that -1 leadership power
and his tyrants had -1 leadership power
so the spinegaunts and stealers were a joke to kill (especially with 3 landspeeder tornados).
He sent the raveners in too fast, so i crushed them in CC with power fists, but those -1 leadership modifiers are a huge pain. I was lucky to have chosen a leadership 10 commander... even so though, soon I was taking all leadership tests at LD 6 :cry: . He had so many shots a turn it was mad... Luckily the guy misplayed his list horribly, but if he played well, I have no idea how I could beat him.
You guys have any ideas? I was thinking mastercrafted powerfists on sergeants, and drop podding some 5 man squads with 2 plasma guns, to go after his synapse (since he only has 2 tyrants for synapse). What does lack of synapse do to carnifexs? The speeders seemed alright (really good against stealers) but they got shot up pretty quick. My land raider actually did pretty well; got him to waste a couple of barbed strangler, and venom cannon shots, and did about 6 wounds to his monstrous creatures.
These are a few of my favourite things.
- Invest in librarians.
- Meltaguns are god.
- Use Dreadnaughts like there is no tomorrow. Because without them there will be. Assault Cannon Hellfire.
- At least 3 sniper scout squads.
Post your army lists in the ARMY LIST section! Not that hard!
...will own both infantry and the big nasties.
A labd raider is also a good idea since it will own at range, you just need to avoid genestealers like the plague.
you could put some lascannons in each tactical squad to take out the big ones. also, plasma and meltas are good, meltas if he gives his fexes increased toughness. definately use powerfists in your squads. librarians are good, cuase they can use there force weapons to annihilate the big guys.(is possible to kill them this way cuase synapse only protects against being instant killed, not being killed out right.) also, a mobile army would work good cuase you could outmanuver the slow MC's (but i guess not the flying tyrant)_ also land speeders with multi meltas or assualt cannons are good against them cuase there fast and can hurt the big guys. basically just stock up on rending/ap 2 weapons and you'll ne fine. also, devastators with lascannons work well.
I wouldn't bother trying to take out his synapse seeing that you dealt so easily with the gaunts. Libs are always awsome against MC. Chuck him in a terminator squad with AC's then either DS/DP or sit back and shoot while moving up. By getting into combat with his gun fex's, this stops him from shooting, and as fex's have the same amount of attacks as a terminator and strike at the same time, you should have no problem dealing with them in combat. They'd also be perfect for getting rid of the zoanthropes. Other then that definitey deal with the gaunts, stealers and raveners first (especially raveners (lots of rending on charge)) then flying tyrant. From there concentrate all your fire on one TMC at a time. Happy hunting.
Plasma and powerfists, Attack Bikes with Multi-meltas can provide mobile firepower and keep out of range of the big nasties.
Termies can butcher shooty Fex' for little loss in return and a Librarian in the squad (as a command squad) to allow him Furious Charge helps out his Force Weaponing no end, 5+ wounds twice as much as 6+. Plus the Assault Cannon in the Squad can be rending wounds off his big MCs as you go in, or destroying his Gaunts in short order with storm bolters too.
Just avoid being charged by multiple MC's and especialy Genestealers.
Appart from that take advantage of the fact that his army is all moving at different speeds, you have to be good at threat analysis as a SM v's Nid player, but if you are good at that games will become alot easier.
Every time you read this sig: a fairie dies!
I had a go against a very similar Nid army at 1000 points. Biggest (only?) problem was the winged Tyrant, as the small bugs got wasted quickly and the big ones were way to slow. I had thought a lot about fielding a Lib to cope with the MCs, but it's not as easy as it looks. He'll normally hit on a 4+, and wound on the 6+ (and then there's still the possibility you fail your Ld test). Even with 6 attacks (probably only 5, because the winged Tyrant will very likely be on the charge, maybe 4 if the enemy uses lash whips) that's a less than 50% chance of killing that beast. If against a Carnifex, that's even worse, because your Lib will probably be squished in the same round still, if nothing protects him from insta-kill.
The Librarian makes sense if you give him Furious Charge and make sure he gets that charge (jump pack or assault from a Land Raider, etc). At least against T6 he will then be somewhat further on the safe side. Another idea would be to take a second Librarian with Might of Heroes to make sure the first one makes the kill. I have tried to work both variants into a list, and both got to expensive for my taste. So at least be careful with that choice and think it through all the way first.
I, instead, fielded an HQ-Techmarine (Scions of Mars trait) in Servo-Harness. A lot of plasma shots to support the firebase and 2 power fist along with 4 power weapon attacks in combat. Not the best idea, but the dice made it work out well: in one round of CC i managed to wound with 3 of those four power weapon attacks and take the last 3 wounds of that winged Tyrant after it busted most of my Terminators. So the Techmarine - even as a stupid choice - was my hero of the day.
Anyways: to cope with such a list I fielded unusually much firepower. I had two small tactical squads each with a plasma cannon as an emergency barrier in front of my support squads, which consisted of some meat shields and 2x4 heavy bolters and 4 missile launchers. The Terminators were a sort of countercharge unit and were armed with two assault cannons.
The heavy bolters took out all the Stealers, even though they got 4+ and 5+ cover saves most of the time, the missile launchers and plasma cannons busted the Fexes (I was lucky they didn't have the extended carapace upgrade, otherwise MLs don't help and you need the expensive LCs) and the Termies stopped every enemy assault dead in the tracks. As I said, I lost most of them in CC against the Tyrant, but I would field them again, in combination with such a shooty force, as my losses with them were mostly based upon unlucky rolls. Tyrant should've died earlier. Nonetheless I got lucky enough to score a Victorious Slaughter! (Terminators were all I lost, plus less than a full hand of Marines from enemy shooting.)
If you're facing 2+ armor MCs, then take a plasma cannon dev squad and lascannons in the tactical squad (that's a points cost consideration). It can take care of the big and the small ones alike. If those MCs only got 3+ armor saves, mostly, then the field the standard missile launcher squad and take the plasma cannons into your tactical squads. And then, as was said a thousand times before in this thread: assault cannons, assault cannons, assault cannons. The LS Tornados rock, unfortunately shooty Fexes take them out quite easily. Just don't forget the heavy bolters against the annoying small hordes...
Hideously expensive, but Lascannon Dev Squads are very durable and this is one of the situations where the combined fire of 4 of them won't be wasted so much. Aside from that sounds like you had all the proper units fielded. Basic Dreads are good too, but with that many Venom Cannons and Thropes running around they are unlikely to last long. If you use them I'd suggest drop podding them so you can use the pod for cover and not get them blown up in the first round if you lose the initiative.
Nice little popper right there.
Don't rely on force wepons. They work wonders when they do work...but Putting 3 more powerfist attacks from a terminator up there would probably kill it quicker.
Assault cannons : Ha..ha...No seriously these things are a god send. Abuse the hell out of them.
Plasma marines : Yeah, he's got some nice shooting power..but s7ap2 will still hurt him back. He's got to cut through 5 wounds to kill your plas..and yours ignore his armour ^^.
Good ole Las : Expensive, but will cause him headaches.
Fist him : Hidden power fists on a cheapo squad to tie one of his units in CC...Losing even one of his units for a turn will screw with him pretty badly, as he loses alot of fire power. Might be tricky getting them into CC but :
120 point marine squad
203 point Fex.
Scouts + sniper rifles + cover : Make one of his big guys roll enough, he's bound to fail eventually.
Vindicator : mmmm pie plate.