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I seen to have a problem with tyrannids. I just don't have enough bullets to kill them. I know I have to aim for the synaps creatures, and to pretty much focus all of your fire on them. After you kill them, the gaunts are pretty much useless.
I am useing a drop pod army, and that might be my problem. Now that I have a dreadnought though, I think my drop pods will be more efficeint.
Can you people give me some tips for killing these nasty bugs.
Heavy bolters and flamers. Lots and lots of HBs and flamers, also sometimes it is just easier to kill the troops and such. Unless they have 'Without number'
Ed Gein+Screech= Emperors' children
Hunt Synapse with appropriate weapons, but remember that killing the gaunts is a viable strategy as well.
Since the gaunts will be in assault very quickly, you won't be shooting much after that. And since your enemy's synapse will just keep getting closer, you will be dealing with an overwhelming tide of fearless gaunts.
Gaunts will be useless, if you can kill [i]all[\i] the synapse before they reach your lines. So in the hands of a skilled 'nid player the chances of pulling that off are virtually negligible. So you need to mitigate the other things.
I concentrate my firepower on Hormagaunts. 32 gaunts reaching your line will destroy you. But whittling them down to more managable numbers makes them much easier to deal with. (I am assuming you are playing Marines)
Things that should be high on Target Priority lists: Winged Tyrants, Warriors, Hormagaunts. (I would put raveners on that list, but I've never seen them in play) The faster things move, the more you have to appreciate their threat level.
Especially in a nid army.
* "I'm Significant!" -screamed the dust speck
* "Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background."
Drop Pods armies are weakest against Tyranids. Since your heavy weapons won't get to fire the turn they arrive, their practicly useless. Unless your playing against someone who doesn't know how to use nids, you'll be locked up in CC that turn.
Your best best in beating a Nid army with a shooty list is going to be making a static firing line on the other side of the table. Make them come to you, and punish the hell out of them while they do so.
Keep a couple strong counter attack units in reserve. An assault squad, and a couple IC's tooled out for CC. You won't be able to kill everything at range, thats why you need to be able to kill what does get to you as quickly as possible. If the Gaunts and Genestealers keep you locked in assualt long enough for the Tyrants and Carni's to get into it, it's game over.
Nights Justice Space Marines
Eldar Eth Kariel Craftworld
Spear of Kurnous - High Elf Expeditionary Army
It's probably the drop pods. I can't imagine any of your heavy weapons getting a chance to fire, much less pull off the two-three turns you need to really tear apart a 'Nid army with shooting. (Otherwise you plain don't have enough shots to do it.)
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Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
If you intend to stay with drop pods, flamers are your answer. Bolter drills into warriors and gaunts and genestealers. Genestealers are only an issue when in 18", otherwise shoot warriors and hormies.
What else do you field? Knowing your general lists will help us help you.
16,000+ of Eldar (only need flyers)
7,000+ of Nids (want heirophant)
6,000+ of Space Marines (need rever titan)
4,400+ of Cygnar (all models for the faction)
1,500+ of Legion (just started)
huzzah for the Aquabats!
Anyways... I got my list for my marines in the army lists forum. Its the "1300 ultramarines list" or something like that. It is also a poll.
That list isnt really fitted for fighting nids, just my general army list.
(P.S. - please use the poll)
I agree with the counter-assault idea, especially after reading a White Dwarf recently dealing with that. My personal thought is since Assault Squads are very expensive, i would take off their Jump Packs and fill up the squad so they can still assault the enemy that's close to you (since you may not want to move much against Tyranids). That way they will cost a little less, and you could even spend a little more to upgrade your sergeant without going over the top too. Sure they lose their mobility, but you can compensate that by having an independent Chaplain at one side of the table, and a FC or your Commander in the center (if you are playing SM)
Im likeing the "take off the jump packs" idea. Although the models dont look as cool.
FC? SM? (I'm quite new to the forums) =)
FC= Force Commander, Chapter Master, etc. It's the basic HQ for Space Marines without the Command Squad attached.
SM= Space Marines, all just acronyms to make it easier when you're typing a quick or long reply.
You can still make them with Jump Packs, just say that they're not operational when playing a Tyranid Opponent. I mean, Space Marines are able to adjust to any enemy most of the time, if you're doing a vanilla/trait army, then all you need to do is switch up what squads you take. It's just that Tyranids are hard to kill with a small force. Unless you get that Soviet Conscription Army that one guy has at my Local GW with like... 6 platoons of troops at 1500 to 2000pts. Not even Tyranids could break them at 2000 points.