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I've played bugs for quite a while now, and just can't seem to get the edge on marine players. Most of the time, I can pull an overall victory out of my butt, but can't crush like I do against most other armies. Most of the marine players I play against have huge numbers of marines...I just have trouble counter-acting the numbers.
Most of the army lists I play look similar to this:
Tyrant with dev, 1-2 guard
Tyrant with wings, x2 talons
1-2 minimum genestealer squads
1-3 Warrior squads, 1 shooty w/ dev, one shooty w/ death
2 sqauds 10 gaunts with dev and str(don't laugh, these squads killed a beefy tyrant once!)
1 squad flying combat warriors(talon and rend)
1 squad gargoyles
1-2 squads of hormagaunts
I have the numbers, and (unfortuneately) love to play math-hammer, which is why all the devs are there. Can anyone help with tactics against marines, maybe alterations to the list a little, how the list looks, etc.?
Personally I would drop the gargoyles, winged warriors and hormies in favor of more basic genestealers and gaunts. I like carapace on my genestealers so they're at least protected from bolters, but no other upgrades. Also I'm not a fan of your devgaunts, I prefer scuttling spinegaunts which have the speed and numbers that give gaunts their purpose - killing power isn't so important for gaunts when facing MEQ's.
2 sniperfexes are good, just keep them lean. I also like to have a couple zoanthropes floating around, as warp blast can be very painful for MEQ armies. Also, I would recommend you try out deepstriking some bio-acid spore mines - for some reason I really love these things. They spell an embarrassing death for marines and tanks alike.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
I will definitely take some bio-acid sprore mines, though. I completely forgot about them!
A couple of suggestions for things to try:
Consider dropping some of the more expensive stuff to take more gaunts. Gaunts are great for absorbing firepower since they tend not to be seriously prioritised by the SMs, and will not break from shooting casualties if they are in synapse. What this means is that you will almost always get about half your gaunts into close combat, and then the ass cannons stop! SMs are not great at killing gaunts in close combat, so you will often be able to hold a squad down in cc until you can bring in 'stealers or a hive tyrant to finish the job.
I'll have to math-hammer your toxic dev-gaunts vs standard termagants, but I like termagants vs SMs because they can also shoot down speeders.
Consider making the genestealer broods 8 strong rather than 5-6. This means after casualties from shooting on their way in, you still have enough in each brood to tear up a typical SM squad. The secret of Buddha Nature is 'enough genestealers'. :C
I like your 'fast assault' echelon - winged HT, winged warriors, gargoyles and hormies. Would you consider swapping out some gargs or hormies for a couple of raveners for extra rending support in this group? I use a similar setup in my own swarm with reasonable success against SMs.
Finally, are there any particular chapters or styles of SM force (such as drop-pods) that your opponents tend to use?
Definitely need to learn how to kill marines...damn them...
The answer Is genestealers and rending doesn't matter what the question is.. wait no it does but that's not the point.
I find that marines have one super duper weakness and thats CC!!! Heres what I'd do to your list. The gaunts need to become termagaunts. These I find work very well against marines when in squads of 15-20. Genestealers 8-10 2 squads extended carapace run them from cover to cover. Once in combat they are near unstoppable. Lictors and raveners are good to. The lictors can tie up any small shooty squads that you might be facing. Some bio-acid mines deepstriking are good to. Thorpes with Blast and scream will really mess up any marines LD tests. Flyrant with devourers is also great verses marines and a shooty one with guards and screams is also good. the sniper fex's are fine. 2 squads of CC warriors and maybe one with devs.
Never broken, Never fallen, Courage out of fear.
"Those who give up often do not realize just how close they are to success when they give up."
Horde marines, hey? That can be very effective vs Nids to be sure.
I concur with Grimaldus's suggestions - termagants (coz they're cheap and marginally more effective vs SMs than spinies) and genestealers. Use lictors only on squads that don't have powerfists!
Another option for you might be to go Nidzilla. This will strongly limit the effectiveness of the SMs' standard shooting since T6 owns S4 and S5, and even with 60+ lads on the table there will not be enough heavy weapons to go round.
maybe you should counter to his expectations. He probably is expection a lot of small critters, so he probably is going to take a great load of marines with anti-personel weapons right?
Time to counteract his countermeasures! Invest heavily into mobile shooting creatures, starting with as much as Monstrous Creatures you can get. After that, take whatever you think will help you most and irritate's your opponent the most
You should move your critters in such a way, you can pick away a part of his army, and he won't be able to shoot at you properly (because he might need to move to another location to use his heavy weapons for example). As you shoot bits from his army here and there, and blocking LOS and stuff like that, you can minimize your incoming shots.
Think about how Eldar do this, and try to emulate that
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost