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 just had a game against a nid player as orks, in the first shooting turn I took half his army out with a SAG, tons of lootas and a looted wagon, but after wiping out his terms/gaunts whatever they are called they came back onto the board, within charging/shooting range of the squad that killed them, granting a squad of like 20 all their shots, then charging, wiping out half my orks, then when the orks retaliated they killed the squad again, forcing another to respawn...
So my question is, is there any way to stop this? besides simply ignoring them? If they engage you in close combat then you can't avoid fighting...
So taking them to a few models and hoping they don't engage any of your units? is that the only way to beat this ridiculous rule?
I think about the only way to avoid this is stay away from the edge of the table on the Tyranid's side. They shouldn't be able to fleet of foot/run if they shoot so since they move six and assault six stay more then 12' away and all they can do is shoot at you. Theres not a real way to keep them from coming back unless you don't kill them all.
"Ohm nom nom nom"
And keep in mind that you score VP for each squad you kill. So if you wipe them out over and over again you can keep racking up VP for the squads.
Other than that, no there's not much to do about it. Just keep in mind we're almost doubling the price of a gaunt to have it, and we must advance on from out table edge, limitting us to a 13-18 inch assault range (depending on fleet rolls) if we don't shoot.
~2k of genestealery goodness
~1750points of terminator goodness
Dovie'andi se tovya sagain
more witty remarks to come.
The only way to prevent this is to not kill the entire unit. It is a somewhat expensive upgrade (50% of the cost of a termagaunt I think), so the more of these types of models he takes the fewer actual models he can take.
"The internet perceives censorship as damage, and routes around it."
they were coming from his deployment zone, I didn't realise what the rule even meant, judging from the name I would of expected something as such, but not INFINITE reinforcements, thats a bit much.
It was too late for me, once I realised what was happening my orks were too close, I was almost IN his deployment zone so yeah, I had no chance.
I know how much it costs but when you consider the useful ness of having to ignore the unit and moving forces away from it... it doesn't add up for me.
Running without number is pretty awesome especially with the decreased focus on VP in 5th. The only problem is the points cost and the fact that there is a point limit on what you can do for the gaunt and still give it WoN. Otherwise they can be pretty devastating.
If you want to beat this type of squad, I have a solution for you.
Put a Kan into close combat with the squad.
When fighting in close combat with a vehicle with a Ws value, attacks always strike front armour, and there is no real way for a unit of gaunts to beat anything with an armour value over 10 (11 if they're shooting with a Fleshborer and have Toxin Sacs.) If you put the Kan into close combat, it will block LOS and freeze a portion of the board. You will be killing a handful of gaunts every turn, and there's a large chance that they will be within synapse support range, meaning that they won't run away and will take extra wounds because of it. If any other enemy units get into close combat with the Kan be sure to direct attacks against them, as once again, the gaunts are completely useless against it.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Keep in mind that you have to totally destroy the unit for it to respawn. The standard way of dealing with them is to just reduce the unit to a few models and ignore it the rest of the game.
And Scuttlers will only work on the first batch of gaunts, too, correct? Wording has it that the new unit comes off of the Tyranid Player's home edge with the same equipment and profile as it's predecessor. So it has to enter the board there, killing the outflank move (rrr!). But hey, it's a new batch of gaunts. another 14 T-gaunts is still better than dead ones. Enough to swamp the backfield objectives.
They're gaunts, if they're not tarpitting, their punch is only temporary.
Do not meddle in the affairs of Tyranids, for you are crunchy, and good with ketchup.