Imperial Guard Vs. Tyrannids - Warhammer 40K Fantasy
 

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  1. #1
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    I've recently taken up 40k again after an 8 year absence, as has my friend. However, he seemed to be more enthusiastic than me to begin with and has already amassed a 2,000 point Tyrannid army and a bagfull of experience playing at his local GW!

    Therefore I am going to need to get my act together, and have come to ask you for some advice. I collect Imperial Guard, and am going for the "Rocky Balboa" approach - can't move too fast, can't hand out much of a beating, but sure can take a hit!

    Of course I will be playing all different sorts of armies at my local GW, but I am basing the first 2,000 points of my army entirely on the fact that their regular opponent will be Tyrannids.

    Anyone got any advice for me, on weapons/wargear/tactics?

    Cheers...***

    <span style='color:blue'>Exist.</span>

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  3. #2
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    the Lemun russ Battle Tank can be your freind here. with a battle cannon pie plate, and 3 heavy bolters, it can easily take out a brood of guants a turn. or leave them so that a few las guns can finish them off. Also the Basilish can be DEVASTAINg to genestealers, warriors, and raveners.

    For the TMC&#39;s (Tyranid Monstrous Creatures) like Hive Tyrants, and Carnifexes, take several anti tank squads with las cannons. they will crumble with ease due to the lack of invulnerabel saves.

    Just take tons of infantry platoons and the pie plate throwers as back up. if guants of other creatures do get to close, mnove up and double tap those flashlights and finish off the last of them.
    <insert witty remark here>

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    if your playing &#39;nids the Exterminator tank would help out, it&#39;s more anti infantry than the normal leman russ, plus it is cheaper point wise. You will need some good heavy bolter/autocannon heavy weapon squads for mowing some of those aliens down. Also you better get some good close combat units like Ogryns or Rough riders to hold off the swarms.
    &quot;Everyone should try arrogance, it's absolutely wonderful. You can go out, do whatever you want, and go home. And the best part is, no matter what you do, or how much you ***** everything up, nothing's ever your fault because 'thou art god'.&quot;

    -Bernard M. Smith, the <u>real</u> Michael Smith and modern day Petronius

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    tanks tanks tanks. take 3 if you can. long range ordanance and the sponson guns are infantrys worst nightmare. I would also take a lot of heavy bolters, and autocannons. Anything with a lota shots, even with weak AP, since nids have horrible armor, you really just want the firepower. stay static for the most part, and like somebody else said, sweep up the rest of what makes it past the major killzone by rapidfiring the lazer-pointers. and even if he does get a few in assult, you should be alright if you have a crapload of infantry to soak it up(which as IG, you should)
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    the best way to represent your Rocky theme would be the get mass amounts of conscripts. 4pts lasguns up to40 of them in 1 squad...... they tie up units like no one.

    and the weapon of choice vs nyds his da &#39;eavy Bolta like the orks call&#39;em
    Best Regards,
    Wolf_Pack

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    Member Four-Fingered-Fury's Avatar
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    Originally posted by Wolf_Pack@Sep 29 2004, 07:54


    and the weapon of choice vs nyds his da &#39;eavy Bolta like the orks call&#39;em
    [snapback]220726[/snapback]

    indeed, heavy bolters annihilate troop-heavy armies. (Y)

    P.S. lasguns are the best wep. in the game, never forget that
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  8. #7
    LO Zealot Gojiratoho's Avatar
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    Being a Nid player myself, I have to agree with everyone on the use of lots of template weapons, especially vs. the bugs.

    But, and this is a big but, Tyranids are fast. I&#39;ve drawn up permutations that will be into HtH on turn 2, no matter if they go first and no matter how much fire power the opposing player has. That and the ability for TMCs to carry 2 weapons (ie dual VCs or a VC and Warp Blast), Nid&#39;s have now doubled their chance to hit and stun vehicles.

    A friend of mine plays Imp Guard very well, and I&#39;ve seen him use these tactics against many a horde army:

    Troop screens. If you want a Balboa army, take lots of troops. They won&#39;t be able to block line of fire to your tanks, but you can screen any HtH beasties from making it to the ever important template chucking cannons. Use 2 rows. The first will soak the initial charge, and the second can be used to bolster numbers or stop another charge from sneaking around.

    Also, if you use multiple tanks, paint one so that it stands out much more than the rest of your army( but you can still make it match the color scheme). And if you can, place it a bit forward of your other vehicles. I&#39;ve seen many an opponent take out this "decoy" even though there was often more deadly enemies in thier range. I&#39;ve seen Nid players do this with thier Tyrants, painting it the brightest so it will (at least psychologically) attract more attention, giving the player more time to move the bulk of his army into strike range.
    Gyauayuayuayua! Ja! Ve vill crush da little girly men in deir little girl men awrmor! Ve vill see owur enemies driven befowur us, und hear da lahmentaytions of deir wemen. Und from owur home planet, de stayte uf Califowurnia, ve vill lawunch owur mighty offensive. Even if you kill us, ve'll be bach!! Gyauayauyauyauyau!

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  9. #8
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    Troop selection and the weapons that go along with them are a pretty important part of army planning, but don&#39;t forget that even with all those weapons its very possible that those tyranids could be very adept at using cover and such to get into close combat (at which point you die)... also, you have to find a balance between heavy weapons and troop numbers because you&#39;ll have to trade one off for the other.

    No army list, however, can make up for what you do with it on the battle field... therefore I warn you that what you do with your army is more important than what you field. If you have an army specifically designed to chew up swarm armies and use it wrong, you&#39;ll loose... but if you use that same army against something like Chaos Marines and you use it correctly, then you&#39;ll win. For best results, create tactics to use against all kinds of armies and then create your army list around those.

    Against a nid swarm, firing line perimeter tactics are best. Make sure that you set up your heavy support overlooking gaps in terrain where they will most likely swarm through. Deploy your troops in firing lines across the table up as far as they can go in your deployment zone, but make sure that your lines are at least 2 squads thick. Place the squad in the rear 3 inches behind the one in front. Before the nids get into range (the first and maybe 2nd turn), advance your troops forward. As soon as the nids get within range, begin this firing drill... fall back with the first unit , leave the second unit still, then rapid fire with the second unit into the nids and fire from the hip with the first. If you see hormogaunts approaching, start backing up early just to prolong the time your heavy weapons have to blow them to bits before they get into assault, and then rapid fire both units at the same time. Same goes with any units that youre not going to be able to fall back as fast as they advance.
    Once the nids get into close combat though, your shooting days are over. Pile in&#33;&#33;&#33; Don&#39;t be afraid to commit your entire force into hand to hand as soon as the nids hit close combat. In 40K games are usually won in close combat and you can&#39;t afford to lose the inevitable close combat at the end of the game. Just make sure that you charge first as much as possible and deny them their charge bonuses.

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    Snip..
    Quote Originally Posted by Gojiratoho View Post
    Being a Nid player myself, I have to agree with everyone on the use of lots of template weapons, especially vs. the bugs.

    But, and this is a big but, Tyranids are fast. I've drawn up permutations that will be into HtH on turn 2, no matter if they go first and no matter how much fire power the opposing player has. That and the ability for TMCs to carry 2 weapons (ie dual VCs or a VC and Warp Blast), Nid's have now doubled their chance to hit and stun vehicles.
    For a Turn 1 Assault.. For anything that is 24" or less to you..

    Have you considered Catylist and *Onslaught* from a Trevigon on Raveners?
    Raveners: Move 6", *RUN d6"*, Shoot 12-18", Assault 12" (with Feel No Pain!)

  11. #10
    Senior Member Intrepid's Avatar
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    Quote Originally Posted by Gojiratoho View Post
    ...Tyranids are fast. I've drawn up permutations that will be into HtH on turn 2, no matter if they go first and no matter how much fire power the opposing player has.
    Bah. It's a poor army that isn't in close combat with my Guard by the end of turn 2. Tanks kill the little/medium bugs, infantry kill the big nasties and we'll see who bleeds out first. With my standard two Hellhounds I'm guessing it won't be me.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

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