Welcome to Librarium Online!
So my friend and I have decided to try out a bug vs bug fight.
We've never seen anyone in our area do an all-Tyranid battle, and we think that it'd be terrifically bloody.
The battle is set for a week from now, and I'm trying to put together a fun, and hopefully successful, little splinter fleet for our battle. Now, we're going to be using quite a few proxy models (my own 'Nid army is in it's early build phase) so I'm pretty open to anything in the codex.
So, does anyone have any suggestions on what I can do? I think it might be fun doing a Godzilla list against him (he'd never suspect it), but from the "what does Nidzilla fear" thread it doesn't sound like a great idea?
Here's the questions everyone: "How does a bug army really beat another bug army?"
Thanks in advance.
"You're a clown Lawrence."
"We can't all be lion tamers Sir."
I would think shooting and countercharging would be the order of the day, so have powerful squads behind spinefist gaunts etc. Meanwhile pummel his lines with some barbed stranglers and some such, and make sure to have genestealers/raveners for his big bug squishing.
Don't play mirror-nids.
Don't feed your gaunts into his gaunts, and your stealers into his stealers, and your tyrant into his tyrant...
That puts victory soundly in the hands of chance and tempo (IE: Who gets that extra +1 charge attack).
Play like you would against a similar opponent.
Gaunts gum up high threat targets....stealers, hive tyrants.
Stealers go after slow moving, tasty targets... Carnifexes, tyrants.
Carnifexes shoot and provide fire support.
And so on.
Don't think 'Oh my god, its nids!' Apply what strengths and what tactical usages our boys have like you would normally...just realize you know what units can do.
I would make sure to use pickets and sacrificial gaunts to prevent him from bringing your big 'uns to blow in assaults they don't want. You don't want your tyrant locked up ripping through fearless gaunts for enough rounds for him to manuever his genestealers in to charge and erradicate your ass.
Its also advisable, if the mission allows, to use the 'crash against rocks' technique.
Hang back, let him move 90 percent of the way to you, then you move the last 10 and charge. If it works against Khorne, it should work against our fellows.
Also, don't forget those fearless lost-assault outnumbering rules, they might come in handy for a few extra wounds.
Another fun suggestion is to rely on his synapse. All your gaunts and stuff falling back towards his units=)
Spook hit on some really good things to keep in mind, and I also agree with Gorfang about the shooting.
One of the best ways to kill nids is barbed stranglers. Removing units by the handful for three turns is a sure fire way to win in CC once they finally get close.
And numbers vs upgrades-go cheap. 20 GS will do a better job than 10 decked out ones, particularly vs other bugs.
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)
I recommend one house rule: A players army only benefits from their own Synapse and special rules... This avoids Gaunts "falling back" towards and benefiting fromenemy Synapse, or benefiting from enemy Feeder Tendrils. =)
And if you insist on wanting to fall back towards enemy Synapse... Do remember that enemy models between your Gaunts and their Synapse can get you Trapped and killed!
Oh, and leave 'Fex Venom Cannons at home... You have absolutely no need for them. On a Tyrant it can be ok due higher BS and RoF, to shoot up Warriors and 'Stealers, but it's still an expensive weapon so you're probably better served with TL Devos.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
Use nid weaknesses to their fullest extent. Destroy his synapse. Use AoE weapons like the strangler. Try to force him into areas where there isn't any cover. Heck, even ripper screening your own units can work wonders.
Genestealers. With. Implant. Attacks.
Well, and the usual other upgrade. Scy Talons & Xt Cara, for me.
Suddenly, it only takes one rending hit to pull down a warrior, two to pull down a Tyrant, and three to shred even the most pimped out Carnefix. Field two or three units of these, and point them at the enemy synapse creatures. Well, hide them behind a lot of gaunts, first. Just in case your opponent decides to use shooty 'nids.
Talking of shooty nids, warriors with enhanced senses and deathspitters (with one per brood having a barbed strangler) would really mess up guant broods, as well as any stealers that forgot to bring along extended carapace.
As has been said, hit his synapse first. Maybe an infiltrating broodlord, with associated genestealers, all with implant attacks. That'd screw up warriors and tyrants big time. If, however, you think your opponent may be considering using a broodlord as his HQ, invest in a big unit of hormagaunts, and slam them into it. Stealers are at their worst against overwhelming numbers of cheap troops, so use that.
- Kill his synapses
- Implant his big monsters
- Blast template his little ones.
Looking at that, it's probably not worth you bringing in your own monstrous creatures, astonishingly. Instead of Carnifexes, consider investing in biovores. Maybe some warp blasting Zoanthropes as well. Tyranid Monstrous Creatures excel at killing small, elite units, so screw over your opponent by not bringing any. Apart from your warriors and genestealers, but the ones of those you're getting into combat will all have rending claws and implant attacks, right? Good.
I'd say avoid the biovore. Just because I've yet to have them make even a fraction of their points back. The biovore blast template is just too small IMHO. I'd rather drop a pie-plate on the table from the strangler.
Another option is some shooty warriors with stranglers.
I find it's best to go with either three or none, with biovores. One never makes any noticeable difference. Three can wipe out a unit every other turn, provided you're not playing MEQ's.
But Tyranids aren't MEQ's. 4+ and 5+ armour saves, max (ignoring massive gribblies for now). AP of frag is 5, AP of toxin is 4.
One biovore with toxin spore mines has to kill two and a bit 'stealers to make his points back, over the course of the whole game. Considering each hit you get on them will kill them on a 4+, and if you're lucky you're hitting 3 a turn, that's fairly manageable.
But personal love for Biovores and Spore Mines aside, any kind of blast template will mess up smaller 'nids. 2 units of three Warriors, two with deathspitters, on with Strangler, will hurt lots.
The real secret in a nid against nid fight should be that your Carnifexes should shoot (devourers and Stranglers) and never get into hand to hand; your stealers are going to need to kill his monsterous creatures, and your guants are going to need to make sure his gaunts dont tie up your carnifex.
I think (depending on the points) you should bring 2 spine gaunt squads, to tie up his hormigaunts as the try to lock down your shooting; atleast one (maybe 2 barbed stranglers) to take down stealers at range, and probably 2 devil fexs to finish them off once the are close. You will probably need 2 zoans for synapse on your gaunts plus their shooting will be helpful. Then get an HQ (I might even do some inexpensive warriors) and load up on stealers to take down his monsterous creatures (and his tyrant if he tries to get close to you)