Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I tried playing a game with tyranids and was very, very surprised when I read over the way that instinctive behavior works. How does this make any sense?
When I'm 90+ CM away from you, my ships go towards you as fast as possible. But when I get closer than 90 CM, I suddenly start going at a crawl? It was stupid, all my synapse control did was try and urge my ships to move up a squadron or two each turn.
Once I got close, things really got ridiculous, though. One of my cruisers smashed through an opposing one, which was great, but what it could it do on the next turn? If the enemy were in front of it, it would attack. If the enemy were behind it, it would turn. As it turns out, the enemy was 5cm away, a bit to the right, so the cruiser was completely stymied and decided to waltz forward at half its speed.
Please tell me I'm reading the flowchart incorrectly. If not, do games with nids just degenerate into how many times you can roll synapse command tests to keep your ships from not doing anything? Because that was precisely what happened with our game.
You might be misreading your flowchart, because I've rarely seen them react THAT poorly in a game, but I can tell you that they are a difficult fleet.
When I practiced with them, and while I was helping my friend after he bought the fleet off me, we discovered that the best tactic you can use is to assume failure. This doesn't mean you're going to lose, or roll over and die. It means you should always assume that you are going to fail your next synapse control check. That way, while you have control, you can plan ahead to say "plan a- i fail, and i move towards this ship and ram it, and if the escorts fail, they should just move into position to support it against that cruiser behind it." then you start thinking "okay- plan b: the bonus plan. If I pass the test, I'm going to turn the ship this way, to hit that ship instead. Then if I fail, I should be able to follow through and do this, then this, if i fail my next synapse"
See what I mean? Nids are all about planning WAY in advance, and leaving as little to chance as possible.
remember also ord is your best asset.
Army » « Necrons » « Tyranids