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Hey guys I just restarted 'Nids since 4th edition and I recently played a few games with the new codex. Unfortunately, in one of the games I faced a Space Wolves player. He completely decimated my army. No, decimated is the wrong word. Decimated is if I lost 10% of my army. It was a slaughter. His librarian priests tore up my my guys with lightning bolts and I lost my genestealers and carnifexes to his terminators, followed up by his CC Marines. I just have one question. How can I defend myself against Space Marines, specifically Space wolves, in 5th edition? What units and tactics should I apply? Thanks in advance!
You fought Space Wolves and have no complaints about JotWW?
What was the Genestealer/Carnifex to Terminator/Marine ratio?
What was your army list, and what was his?
I honestly don't remember, it was a little while ago, a friend told me to go onto librarium online again to see if anyone knew any general tactics.
I will use the Carnifexes as Tervigons and see how do they do, that if you have plenty of termagants or if your opponent lets you use other things to representate the termagants, and maybe a mawloc for the termies or a doom of malantai in a spore. But with new codex or not i think that the tyranids are better at shoting than at close combat.
BEST ARMY APPEARANCE AND OVERALL WINNER OF A LOCAL GW RTT (29-7-06) GODZILLA/CHOIR 2K ARMY LIST
I like to get real close real quick, and think the shooting capability for Tyranids is kinda meh. You're lucky to find a 'Nid with a BS over 3.
Wings, Spores and Tunnelling.
A Mawloc, if you can aim him right, could take out an entire Terminator squad anywhere on the board on Turn 2, or opt for anything that'll bypass armour (aforementioned Spirit Leech on the Doom). You could load up some Carnifexes with Devourers and bury the Terminators under a pile of Brainleech Worms if you do want a little ranged.
You might consider putting Toxin Sacs on your Genestealers too. It's a 50/50 chance for them wounding Marines and Terminators and Toxin will let them reroll the fails (without dropping the Wound roll) and increase the chances of hitting 6s for Rending.
Prime with Boneswords will also ignore armour, and is a decent unit for going against any multi wound infantry.
Mostly, SWs are just another Marine army. They have a few tricks, and their psyker powers are over the top awesome, but if you can learn to beat basic Marine armies you don't really need to do that much different to defeat most SW armies.
I would strongly recommend Deathleaper. Nailing Njal or a Rune Priest with the LD penalty is golden.
Take Hive Tyrants. Jaws isn't going to do much against them -- and they're darn tough to kill as it is (especially with tyrant guard) -- and they give you Shadow in the Warp for more psyker defense.
SWs are generally deadlier in assault than basic Marines. Be sure to have plenty of expendable screens of gribblies on hand so you don't take charges on your MCs from thunderwolves, lone wolves, or HQ characters. (Tervigons can generate more screens of poisoned gaunts, and they have Shadow in the Warp, too. Double-good choice it seems to me.) To beat those nasty assaulty things down, poisoned gaunts and MC gang-ups are required.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
sorry pup you cant the Sons of Russ will never fai .....(can you tell im a wolf player haha). id say numbers man
"I don't wanna kill ya, you're just too ugly to let live!".
Enough hormagaunts with adrenal glands + toxin sacs will kill anything. If he takes a Land Raider take it out with zoanthropes, but watch out because the wolf priests can negate psikic powers on a 4+. Tervigons and Carnifexes, while normally good, are not so good against Wolves because of "Jaws of the world wolf" which kills them instantly on a 3+.
--Famous last words of Asmodean
The Swarmlord with Tyrant Guard are awesome in close combat. The Swarmlord makes you reroll invulnerable saves and causes instant death. He also gets an invulnerable save in close combat. He will tear up anything short of storm shield Terminators in close combat. Termagaunts with devourers are great for taking out units with shooting. A unit of 20 can be put in a Mycetic Spore and get off 60 shots against something. You can also march them up the middle by screening them with Hormagaunts or Ripper Swarms and use a Tervigon to give them Feel No Pain. That will give them a 4+ cover save and a 4+ plus save from Feel No Pain. Tyranid Warriors with boneswords are a great counter charge unit. You keep them behind the front line and use them to counter attack your gaunts. Also Shrikes armed with boneswords and adrenal glands are great from taking out Space Marines. Against tanks, the Tyrannofex is a decent choice because it has two strength 10 shots aginst a vehicle 48'' away. Granted your not going to always hit, but he is a threat that your opponent can't ignore. Also, with six wounds and a 2+ save, he is really tough to kill.Zoanthrope are not as effective against Space Marines because they can be shut down by psychic hood. Big units of Hormagaunts are the best for taking out marines, they strike first, get three attacks on the charge, and wound on fours(with toxin sacs).Genestealers are good against Terminators, however, they should always be upgraded with toxin sacs, because that will give them rerolls.
I've found that against Space Wolves its pretty futile to try to beat their uber-units with your uber-units. I believe when GW made the Space Wolves codex they designed it to be for those who like playing Herohammer. The characters, psykers, and elite units they have are far and away more powerful than those of other armies but very expensive. This is especially true of tyranids which have almost no uber-units (bar the Swarmlord and Doom)
My advice is to do what I do when I play guard against any marines. Swarm them with huge numbers of models with lots of attacks. In my case its 4 lascannon shots, 6 autocannon shots, 9 heavy bolter shots, 6 krak missiles, and untold lasguns at ONE unit per turn until it dies. For you it'd be hormaguants, termagants, any guns with 3 or more shots, ripper swarms with spine fists, really anything you can field in large numbers with lots of attacks. Throw all that at one unit in his army and it will die. What's more that one unit may represent 1/4 or 1/5 of his whole army. You could lose two broods of termagants and still be in better shape.