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beil-tan 1850pts - playing vs tyranid
3)warp sp -7 + ex w/extra spinner-surprise ass-power blades-hit + run
4)"""""""""""""""""" same as above """"""""""""""""
5)10 dire av. w/ wave serp twin st can, shur can, scyths
6)14 storm gaurd w/ st can platform
7)4 reapers + ex w/miss la, and fast shot
3 warwalkers all w/ st can
9)falcon w/holo, spirit st, st can, + sh can
1)warp stall front line with assault , are fearless in cl com, hit and run at the end of apponent's turn, avengers and gaurds should be in place to fire at what the warps just jumped from.2) repeat if necassary.
3)war walkers fire 18 guided shots at anthing coming round the side, falcon does the same, and the reapers try and pick off the big guys or leader.
What do you think?
looks ok but i would change the star cannons on the warwalkers to scatter laser saves a lot of points and the chance to get up to 36 str 6 shot against nids would be to good to pass up
ok i'd change the following:
spiders: drop assault, spiners, pblades. this is nids your fighting, they'll rape WS in cc, so you want to stay out of hth.
storm guards: well might as well give them a weapon choice. flamers are nice with a warlock + destructor.. but you are also light on anti-MC so fusion guns could come in handy... unless you mean defender guardians?
you need at least one CC units mate. nids are fast, and they will end up in HtH with you. i'd swap reapers for scorpians, tie up anything you like except genestealers/broodlord or other MC's. this way not only do you protect you ranged units, but you make a nice LOS coverage for your spiders to jump around. plus, scorps are very tough, even better if you can fortune them.
do you really think though that starcannons will be enough to take out their MC's ?? not only is it a bit light on weapon strenth, but they might also complain in the cheese department. maybe swtich your walkers to brightlances.
That is an interesting idea with the warp spiders as a powerful tie-up unit. However, it will simply not work against the nids and their wicked CC. Genestealers, warriors, and MCs will make short work of them.
The starcannons are good if you focus on the MCs. They will statistically do more wounds to MCs than brightlances, which are ideal against tanks. Starcannons will also chew through warriors and genestealers nicely. I'd keep them.
Mass shooting is the way to go against the nids. Put medium sized guardian squads in cover to pepper advancing units and slow them down. Then manuver them to blast the crap out of advancing bugs. Gaunts will drop like flies. A smart nid player will often ignore these squads, but if you can distract him with them you can really slow his army down alot. Don't go with large guardian squads, especially with heavy weapons attached. Most of the guardians in your army will die, and putting a bunch of points into them reduces their effectivness. Its kind of like playing a tyranid army with a bunch of really expensive, souped-up gaunts...
For the same reason I'd drop the avengers and their transport in favor of more guardians.
Hawks are a nice unit to field against bugs and may be more effective than two spider squads. The hawk grenade pack is great against huge clumps of hormies etc. The hawks can sit back and shoot up squads while retreating quickly. The exarch's web of skulls is a great weapon. Also, the hawks are quick enough to deny many bugs the charge. Combined with a sustained assault exarch, this can prove pretty effective against warriors, raveners, etc.
Spids tend to hide in terrain, but don't forget that all nids move 3d6 through terrain and many of them fof, so they will catch you. Also, spiders don't have any AP on their weapons. Go with ap weapons like the shur cat that can cut through the low armor of many nids.
I wouldnt recomend reapers vs nids. They will die very quickly in an assault and they're heavy weapons really limit their mobility. Also, their AP3 weapons are great vs marines but aren't so good vs nids. Few nids have 3+saves. Most have 2+ 4+ or 6+. Get more weapons with these AP values to maximize effectivness.
The falcon will be excellent against MCs. Great choice.
Careful with that avatar! He might be good against (preferably wounded) MCs, but against medium troops like genestealers or rending warriors, he will get eaten alive and not make his points back.
Last edited by Seanchadith; April 5th, 2006 at 03:36.
a good nid army is hard to play against. especially hard with biel tan. really, you didn't chose the best army to go with. however, i will say this, the current nid list lacks anti-tank massively. the falcon and wave serpants will serve you very well. don't be too hasty to deploy, whittle them down first.
you've got storm guardians with a platform. i presume you mean defenders.
1st Of All Thanks For The Response,
Yes I Did Mean Defender Gaurds
I Figured The Ex Reap With Miss Laun And The Pulse Laser Would Be Enough To Take Out The Mc
As Far As Scorps Instead Of Ws- I Figured Rending Would Do The Buisiness Either Way. And If I Could Survive I Round Of Me Assaulting 1st (he Does Not Get The Bonus Att) I Could Have A Big Adv In My Shooting Round.
As Far As The Avavtar- He Pretty Much Is There Only For Taking Some Attention And Giving My Guys Fearlessness. The Worst Thing Is Watching A Pile Of Guys Run Backwards After Losing 2-3 Men And Failing Thier Ld Test, Especially With His Psychic Scream.
You All Have Given Me More To Think About
I Will Look This Over And Consider All Your Input For Making A Few Changes