Welcome to Librarium Online!
I'm a bit of a long-time Warhammer Fantasy gamer, but have recently turned to Warhammer 40,000 (as my brother plays and this gives us something to play against each other - gaming in the Fantasy universe has been slow lately). I understand that this sort of thing has probably been posted before - if this is the case, please point me to the right spot.
Having a look around, I decided that Tyranids looked pretty good (in truth, I've had my eye on them for ages). So I took the plunge and asked for some 'Nids for Christmas. Long story short, I've ended up with the following miniatures (and the Codex):
Apart from the 4 Warriors mentioned above, none of the others have been assembled.
- 1 Broodlord
- 1 Carnifex
- 1 Zoanthrope
- 1 Biovore
- 1 Lictor
- 7 Tyranid Warriors (4 of which were bought second-hand and are already equipped with devourers)
- 16 Genestealers
- 32 Gaunts (2 boxes)
Now, my brother collects Orks, so I'm looking for an army configuration that would be effective against the greenies. He normally focuses on close-combat, fielding as many mega-armoured orks, dreads and killa kanz as he can; although the number of shots he can lay on the table with his shooters sometimes makes me wince. His mega-armoured Warboss in particular is a nasty piece of work - darn near impossible to kill and able to dish out a heck of a lot of hurt, even without a retinue of Nobz.
So I need some advice regarding what to field and/or what to equip it with. Obviously I want something that will be effective against orks, but also able to hold its ground in other circumstances. A complete army list would be great, but any comments you can offer about effective configurations would be much appreciated.
Take pride in your Hormagaunts, they can charge a hell of a distance, further than his shoota range. By the new codex at least, is he using it? I personally take Adrenal glands (Initiative) and Toxin sacs on my Hormies, for a 13 point model, but that's entirely me, experiment a bit before assembling them.
Use your Gaunts with (In my humble opinion) Fleshborers, and nothing else. It's a solid weapon, and can do surprising damage to tougher units (due to re-roll to wound).
Anyway, take the Carnifex as the sniper configuration, Enhanced senses, Venom cannon, and a Barbed strangler, good against vehicles and hordes of infantry, nice solid shooter.
Take the Biovore with Toxin mines, they have good enough AP to beat 'eavy amour, and you'll never wound on anything but 4, which is just plain better than frag mines. Don't forget the pinning.
Take those 4 (Twin-linked?) Devourer warriors in a unit by themselves, shoot them at infantry (duh).
Take the other three with leaping, Scything talons, Rending claws, and probably Extended Carapace. Good counter-charge, you can (once again) just equal his shoota range for charge, and with EC, and probably only a few Orks in range, he won't do much damage.
The Lictor will probably want to pop out behind a vehicle, he can do some nice damage, or attack the Mega nobs on the same turn as a squad of something else (keep in mind feeder tendrils' ability to spread to close by units).
Genestealers, every Nid player's favorite little beasties, and the same one everyone else hates most. These guys will learn to attract a lot of fire, it'll be a good idea to keep them in cover, and give them Extended carapace (makes them quite tough, and able to survive bolter rounds), it's not the best idea to give them Scything talons, they're quite nasty as it is, you want them to stay alive and get into combat, never mind the number of attacks. They should exclusively target the Mega nobs and Deff Dreads, rending is bliss.
Have one squad of 8 with the Brood lord (I don't use them, can't get it right) and the other 8 by themselves.
The Zoanthrope should definitely take Synapse, your current list is lacking, three synapse squads isn't enough. The other power is your choice, but keep in mind how tough this guy is, he's almost immune to light-medium fire, and shooting heavy weapons at him is just about a waste of bullets. Warp blast is a favorite, it kills marines and can easily take out vehicles, I recommend this, but it's your choice.
That's it, that's all the guidance I can give you. The best way to learn, is to play.
Learn how to use the little buggers, stick to cover as much as possible, and most of all, get into combat with as little shooting casualties as possible!
Peace out man.
I can't really add anything here, except that you have a pretty complete army. Add another Carnifex (as described in post 2) and a Hive Tyrant (preferrably flying with 2 Twin-Linked Devourers) and you will have a very well-rounded, complete army.
-Thread Killer Bryan
Tyranid Hive Fleet Typhoeus
T'au Empire, Bork'an Sept
The heavy cc carnifex is in this case also a solid choice to make, when upgrade to T7 it'll be immune to the orks in cc as long as they don't charge.
Orks are one of those opponents where our ranged firepower is devastating
sniperfex's, devilfex's, winged deviltyrant's all make a mess of orks at range, biovores and deathspitters have the range to take em down.
Use toxin sporemines against their open-topped vehicles for auto-glancing.
Eeven the guns of our low termagaunts, spinegaunst and devilgaunst can make a mess of orks.
Dude, gaunts are surprisingly powerful, anyway, I'd just spam Barbed Stranglers, they'll hate it.
You definatly want to field many hormagaunts, as they can go toe to toe against the standard boy horde. Many devourer shots will also make short work of those numbers, so a fex equipped with those would do serious damage. However, this is something I learned from playing against my friend who uses orks, and that's to be wary of those powerklaws. His boyz in the trukk can charge the same turn they get out, giving them an 18" charge range, which also happens to be the range of those devourers. So your units sporting devourers will probably only get 1 turn of shooting if they're out there on their own. This best way I found to solve this is put a wall of gaunts in front of your shooting units. This is what I did with my devourer flyrant, and he can pretty much kill 12 orks a round if they're out in the open.
Finally, agreeing with Dreachon, a heavy CC fex can actually work in this situation. Fighting orks is one of the few times you can actually field a tricked out CC fex, since they're probably trying just as hard to get to you as you are to them. The only problem is, again watch out for those powerklaws. Just make sure the fex is charging with something else, as even he won't get enough kills before he gets several whacks from a powerklaw.
I play both Orks and Nids, so perhaps I can be of service.
1 Broodlord- not very effective vs. orks in general. it is synaptic, so you might use it for that purpose, since you seem to be a bit low on that. keep it back and use it to trash mega-nobz/warboss/ard ladz. or, toss it in to a cc with your other units as support. you could try to infiltrate with it, but it will most likely be swamped by ork hordes, even with a gene retinue.
1 Carnifex- as mentioned, the shooty version is best in general. Strangler and VC. However, giving it 2 devourers can also be really great against orks. just march it in behind your littler guys and use it to soften up other units. It is also quite resilient. If you go with a close combat variant, beware of power claws! it really won't shine in cc (is better against high-save armies), but it will be good vs kanz and stuff. try to keep it cheap if you're going to be competitive.
1 Zoanthrope- as stated, synapse/warp blast. just keep it out of combat and it will be effective. this unit is best against 3+ save armies, but will still work against orks well, especially with the blast template
1 Biovore- the only basic nid unit I don't use, can't help ya!
1 Lictor- as stated, use it to pick on vehicles, highly armored nobz, but also take out static units such as shooting units or batteries. can serve as a distraction or aid other combats
7 Tyranid Warriors (4 of which were bought second-hand and are already equipped with devourers)- yeah, close combat loadout with leaping is good. you may consider a deathspitter unit for the blast potential, or a barbed strangler. one thing that you could do that would be devestating is make 2 units of devourer-armed warriors, with each unit wielding one barbed strangler. pin the orks and dakka them to death! Sything talons or rending claws should be the secondary weapon. Both have merit and have been discussed on different threads.
16 Genestealers- 2 units. Extended carapace will make them survivable. Crash them into kanz, vehicles, armored nobz, warboss, etc. ST if you like, though it is generally considered less effective pointswise. I like to give them fleshhooks, allowing you more versatility in charging into cover. plus, they let you crawl up impassible terrain, lol!
Hormagaunts- don't bother with an initiative upgrade. WS or strength will both help you vs orks. keep them in one big unit and charge in on flanks. Keep them in synapse range if possible!!!
Termagaunts- keep them cheap, give them spinefists or fleshborers and use them as foot soldiers. Again, they need synapse. Devourer gaunts can work but are more specialist and do not excell as grunts- not recommended.
Hope this helps!! Good luck and good eating!
A word on rending claws- they're good against Orks, but not as effective as they are vs high armored enemies. Thus, your results with them will be more limited than they would be against Marine armies.
Last edited by Seanchadith; December 26th, 2007 at 17:28. Reason: addition
Thanks everyone, some great pieces of advice there already. On the topic of the Carnifex, there seem to be two options available - two twin-linked devourers or a venom cannon and barbed strangler. Both look great on paper, although putting them together seems a little trickier.
If I'm correct, you only get two devourers on the Carnifex sprues - any suggestions where I could get two more (without buying another Carnifex just yet)? I notice that there are some on the Gaunts sprues as well which I probably won't use - would they work or are they too small?
As for the venom cannon and barbed strangler, putting both 'guns' on the right side of the body seems strange. I thought that I could put the 'guns' themselves in the upper-sockets and the 'ammo' arms in the socket underneath the guns they feed into. Obviously much of the feeder tubes would need to be remodelled, though this doesn't sound very tricky. What I need to know is how difficult it would be to put an arm intended for the right side of the body on the left side and vice-versa.
Thanks for everything so far,
The only real way to get the four decent sized devourers is by getting two Carnifex sets (or mail-ordering another sprue). Sorry. The gaunt ones are, indeed, too small, and also require the ammo feed arm to go with them.
However, it shouldn't matter that much, as it's probably best to get the VC/BS 'Fex as the top priority. He fulfils a more valuable role in the 'nid army; ranged anti-tank.
Well, ranged anti-everything, really, although you'll struggle against 2+ saves.
The 2x Devourer one should come later, once you've hit 1,500 points. They're generally fielded with only the weapons and enhanced senses, for about 113 points, allowing you to use it as an elite choice. However, you can only do this (elite 'fexes) in 1,500 point armies and above. I don't think you've got enough 'nids for that yet (guesstimation is that you've got about... 1,000 points?), so it's best to go the whole hog and make the 170 point heavy support gunfex. Just make sure to keep all the bits, so when you do get round to getting another Carnifex you'll have another pair of devourers ready for him. :D
As for the arms... damn, wish I'd thought of that. Although my gunfex is the old model, so it seems to work.
Looking at the VC/BS pieces, it shouldn't be too difficult to convert one of them to a left-handed model. File down the bumpy bit that inserts to the shoulder, making sure it doesn't look too obvious. Try to keep the vague shape of the arm. Then stick it to the corresponding side of the 'Fex, and green stuff any gaps or obviously wrong bits.
The problem I see is with the ammo feeds. Looks like we've got opposite concepts of difficult. The ammo feeds on one weapon will be on the "wrong" side compared to the feed on the other. It's more a matter of symmetry than anything else, but believe it or not that is one of the things that stands out. Changing the shape and length of the ammo feed is easy; all of my Devourer warriors have ammo tubes made of green stuff now (freaking devourer tubes not being long enough). It's just it'll still look a bit dodgy. xP
Last edited by Zakrael; December 27th, 2007 at 13:50.
Well you can actually use the little guys devours but you have to do a little converting to get them to fit right. First of all you'll need some greenstuff (modeling putty) then you can use the deathspitter and remove the gun part (should come off fairly easily and you will then have an empty arm). After you do that you can remove the arm part on the devours. After that use some greenstuff to make em fit together and to cover the bump were the tube feed should go.
Then you should have a pretty good copy of TMC devours (the nice thing about this is the devours are the same size its just the arms your really have to worry about). If you need any more help on this just ask (as well as using deathspitters to make two twin-linked devours on your tyrants).
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member