Welcome to Librarium Online!
Hello everyone, I am more than a little bit new to this and so I thought i would ask for some advise (after reading the previous 5 pages or so worth of posts).
I will soon be playing a 1500 point game verses a friend's smurf army. It will be a kill-or-be killed game set and I was hoping for some advice on how to wipe him out quickly and efficiently.
He currently has:
1 set of (5) Assault terminators
1 (5) jump squad
1 (5) scout squad
and more marines than you can shake a stick at.
I have what came in the assault brood, 2 HT, 10 gargs, 3 zoans, and 1 lictor.
As is obvious we are both starting out. As he has 2 units of what I consider to be hard armor, I was heavily considering using very little high strength weapons.
Should I be worried about the terminator assault squad or am i right in thinking throw enough S6 dev. shots at them and they will fail saves?
Any advise and comments would be greatly appreciated.
May the hive thrive.
Correct in assuming that if you throw enough shots at them they WILL fall. Also what are your Gaunts running with? Using some recent mathematics I figured out that the most effective way is to run them with Fleshborers. Assuming your shooting at a MEQ you will score an average of 37 wounds per 100 shots. Gaunts For The Win!
Definitely use the HT as your HQ. I would still perhaps suggest using at least one sniperfex as that large blast can force your opponent to spread out or suffer the consequences meaning you can focus on the closest group of Marines.
The librarian can be trouble but an idea might be running a Choir to basically ignore him. Up to you.
Otherwise focus on the marines as they are big trouble. 25% of their shots are likely to wound and when they get into double tap range it can be trouble.
USE COVER!! With 'Nids you can loop your gaunts so that two broods provide each other with cover saves. e.g.
X provides cover to V and V provides cover to X. Be sure to keep coherency.
Mostly ignore the Rhino unless it gets close then rip it to shreds with a HT or 'Fex. He'll probably use it to get his guys in close so if you fly a tyrant at it before it unloads you stand a pretty fair chance at taking some troops out before they become a threat.
Lastly I would reccomend gaunts, gaunts and more gaunts. You want to try to have your gaunts outnumber his marines by as much as possible. Even using Hormogaunts to "count as" Termagaunts to bolster your number of shooty bugs if he lets you could help.
Those are my ideas. You should get a few more before your first battle. Good luck and may the Hive Mind guide you.
As a general rule, nids suck at denying an enemy a save. Our only real means of negating armor saves is rending claws and monsterous creatures. Additionally nids have very bad armor saves themselves. So the end result is almost always this:
- nids get wounds with no armor saves.
- opponents get wounds with armor saves.
All things being equal, with the above in effect, nids should always die.
To counter this we have do do one of two things, and do it well.
1) get into melee and attack first with enough rending or attacks to kill the unit.
2) thow out a massive number of ranged shots that destroy whatever is being shot.
For #1, anything with rending or massive number of attacks works well. Speed is important here. Fleet and beasts work great. If you can afford it, buy up your init and get flesh hooks.
For #2 I find it best to field as many devs as possible. Tyrant, carnifex, warriors. All of these can twin-link devs for rerolls to hit and wound. Spinegaunts work great for volume fire. Some termagaunts work good if you need to shoot something with an AV of 10. The most important thing here is volume of fire.
And last but not least, don't forget synapse. Fielding 120 spinegaunts isn't all that great if you only have one synaptic creature on the board.
It all honestly depends on how your opponent plays. In my experience, he'll probably use the scout squad in infiltration and try to suck your advancing swarms out of position, and they'll be a credible threat with a missile launcher.
However, the rest of the army will probably do the standard gunlining. The assault squad will probably be a counter-charge unit, and probably armed with plasma guns to cut down your MCs.
The dreadnought and landspeeder will probably be the assault cannon variety, which means that they'll have to be fairly close (for SMurfs anyway, fairly close for them is our second-longest ranged weapon). However, take care that the landspeeder's not the flamer/melta kind. It could really be a pain in your wrapped gaunts if a LS pops out and flames most of your squad into ash.
I'd use a dakka-tyrant (possibly flying) as well as a few dakka-fexes, and maybe a sniperfex. Use maybe two zoans with warpblast and synapse. After that, I suggest warriors with deathspitters and a barbed strangler for light tank/infantry duty. After all, marines will most likely bunch up, and a cover save will be worse than their armor save, so the deathspitter (when it hits) will do plenty of damage, especially with the high strength and rerolls to wound. The barbed strangler will force many, many wound rolls on the smurfs, and may even pin them, yay.
The lictor will probably be meh. Scuttling genestealers (with feeder tendrils and hooks) will be better, especially if he does a silly split deployment or reinforced flank in which your stealers have a target rich environment to pop out of.
Lastly, remember, skimmers no longer require a six to hit in close combat--they're just like any other vehicle now, so you'll be hitting on 4s most of the time, since people must shoot their guns every turn.
"Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children
Thank you for the help everyone.
From what I can gather, dakka is the way to go.
I'll put 2 TL dev's on my 2 HT: 1 flying w/warp blast, 1 with EC
3 zoans (better synapse than warriors?)
I will likely fill out the rest with fleshgaunts, genestealers, and I might try to flesh out a unit of gargoyles to keep pace with the HT.
Everyone, thank you for your help. grantneodude, I especially thank you for the cover set up with the gaunts. That should make things survive a good bit longer.
I have a second question, if anyone has the time. Are warriors worth taking? It seems to me that zoans make a much better synapse choice.
The scouts, Atma, the scouts. Also those Genestealers you suggested are very expensive.The lictor will probably be meh.Very very true.Flying Dakka tyrants are probably one of the most effective units at killing any infantry I have ever yet to use.
Use alot of dakka and you'll be fine.
Also if the Librarium hasn't got any retinue (unlikely) or is with a small squad, you could just harass him with a flying Tyrant with devourers, maybe supported by the gargoyles, and just flood him to death.
Zoanthropes are a very good choice against Marines, their blast ignores their 'superior' armour.
100 posts lol
lol timing totally forgot - CARNIFEXES ARE EXTREMELY USEFUL!
And I take Warriors, but between them and Zoanthropes, it's really a personal choice. The Warriors have the mutability that allows them to take many roles, whereas the 'thropes aren't so choosey. They MUST take warp blast if they want to damage something (albeit they CAN fight in melee, against marines they die quickly however - power weapons -.-) the Warriors can fly or leap, they can be totally ranged or totally melee, they don't need to spend more points to get synapse. (sounding very biast towards warriors, but i field both warriors and thropes lol)
Last edited by MindWar; August 15th, 2008 at 00:35.
Just remember if you field any Zoanthropes you can only take two 'Fexes as both are heavy support unless you field the Dakkafex as elite which means it has to be UNDER 115.
But if you're just looking for Synapse I would definetely reccomend just using the Zoa's. If you want some more support with your synapse it might be good to take some CC leaping warriors if you plan on running units into CC. If you're just looking for general synapse coverage though Zoa's are by far the most durable with a 2+ armour and the (damn but I wish they would make it 5+ already!) invuln save.
I meant to state warp field for the HT, not warp blast.
Thank you dark.