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I will admit that I am extremely new to the Nid army. I have bought the codex and am now just trying to understand the uses of the Tyranids strategically. I have one problem, I don't understand the Tyranid Anti-tank game. What units are used to penetrate the mechanization that is soo common these days?
So tell me, what are the best Anti-tank Nidz and in what ways to you implement and attack with them?
Thanks to the update, anti tank isnt really that much of a problem anymore, theres quite a lot of solutions to it and the main two are zoanthropes and hive guard.
Zoanthropes pack what is probably the heaviest anti tank weapon in non-apocalypse 40k with their warp blast. With S10, Ap 1 and the lance rule, they will kncok out anything in their path, unless your opponent packs some psychic defense. Theyre very simple to use, put them in a mycetic spore and drop them somewhere near a dangerous tank, and theyll fry it to peices most of the time. Unit sizes come as 2 or 3 and then theyre good to go. Also try and put the pod near to the tank if you can, those ripper tentacles are actually quite useful.
Hive guard are the light vehicle/transport poppers. A unit of 3 will throw out 6, S8 shots a turn at BS4 which will quickly destroy any transports or light skimmers. Again quite simple to use, make use of the 24" range and destroy what needs killing. Just make sure theres some synapse nearby to avoid them cowering in cover and wasting their shots on infantry or something.
The other option is to use one of the plethora of Monsterous creatures available. The downside to this is that most will strugle to catch a speeding vehicle, and may struggle to hit it once there. However the use of 2 pairs of sything tallons will mean more often than not, you can get at least a cripliing hit. The best Mcs for up close vehicle killing are Winged hive tyrants and trygons, because they are fast enough to keep up, and strong enough to rip them open when they get there.
There are yet more options, but they either dont work as well, or are a bit inefficient for what they do. These include;
Heavy venom cannons: A decent enough weapon, but the blast can be unreliable. Some people like them others arnt so keen.
The Tyrannofex: the S10 2 shot gun is great, the Bs 3 not so. Also for 265 points, theres a lot better you could take.
Lictors: not so much an anti tank weapon, but the flesh hooks and a good rending can put some hurt on a vehicle.
Doom of malanti: very dangerous when the S10 shot gets going, but it takes a while to get there. Also is more of an infantry killer.
Trygon Bio feilds: Again, not so much an anti tank weapon, but they do nicely in a pinch. S5 can do some damage against light skimmers or if you get a side or rear shot. This is especially true with Trygon Primes.
Carnifexs: Great at killing tanks, not so good generally though and better choices are available. However if you can get to the tank intact, it WILL die to a carnifex charge. Most of the time.
Theres actually a lot of things that deal with anti tank in the codex, maybe if you have a more detailed look through youll see it a bit better. Find something that works for you and happy hunting.
Last edited by Heirodule; April 10th, 2010 at 23:09.
Your friendly neighbourhood gargantuan creature
i think lictors are a bit under rated by lots of people. they can pop up anywhere on the table. so they are very good at popping rear armor.
The key thing about Tyrandis and vehicles is that the goal is rarely to blow them up. The goal is merely to pin them in place and/or prevent them from shooting. Just about everything not a gaunt or gargoyle can tear into vehicles if it's not moving too quickly ... and any decent sized Tyranid with 2x scything talons will still be able to hit even fast vehicles.
You just don't want to them to be faster than you. And you just don't want them shooting at you.
Heavy Venom Cannons can reliably damage vehicles. Again, killing them isn't that important. Just stunning them or immobilizing them is plenty good.
Don't underestimate the tyrannofex, either. Most people complain about its expense, but they do so ignoring the context of the army in which you include a pair of these monsters. Think about it. Nothing can kill tyrannofexes from range. Nothing. Not if they want to survive the other 1500 pts of your army list, that is. The only way to reliably destroy tyrannofexes is to assault them. And t-fexes have significant anti-infantry firepower at their disposal as well. Plus the benefit of being a MC. And most importantly of all, all t-fexes should have an entire tyranid army between them and the enemy. If your t-fexes are getting assaulted (as opposed to doing the assaulting when you're good and ready for it), you have a poorly built army, or are playing poorly, or perhaps both. At the very least, you'll be losing.
This segues nicely into how you should prioritize your anti-armour efforts. Always go for the weak transports first. Always. No exceptions. The tyranid goal is to strand infantry on the ground where you can eat them. The Tyranids are the most efficient infantry-killing army in the game. Once you strand your opponent's infantry in the open, you will be well on your way to winning the game.
Once you destroy the infantry, once you remove its protection, once you limit its mobility ... how will they win the game? Who cares if they have a really nasty hammer unit like TH/SS terminators in a land raider? That one asset (or two assets in a decently built Marines army) cannot win the game if their support units have been destroyed by your Tyranids first. What are they going to do? Tank shock you, get out, and destroy one unit? Yes. Yes they will do that. Then you will swamp them and eat them alive. You can give up a unit or two to those guys without breaking a sweat.
The point is to render enemy hammer units useless by destroying their support structure first. In this example case, the point is to make disembarking too dangerous to consider. You do that by going after the weak stuff, the stuff you can most easily and quickly destroy and consume.
So units like tyrannofexes with 48" S10 guns ... oh yes. They fit in very nicely with that plan. They'll be damaging one transport per turn on average as well as advancing closer every turn while they do it. Combine with a few heavy venom cannons and some assaults by MCs (e.g., carnifexes)....
'Nids can handle mech. Mech is the 'nids greatest weakness, so I'm not saying this is going to be easy every game. But it is entirely possible and definitely doable. But you have to prioritize your targets correctly. Always keep in mind: weak transports and their cargo first. Ignore hammer units. Delay those hammers with expendable screens. You should be able to do this indefinitely ... or at least long enough for you to have dealt with the rest of the enemy army and then you can swamp the hammer units on your own terms on your own time when you're good and ready for them.
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
I'm surprised nobody has mentioned this. But genestealers make excellant anti-tank in a pinch. Granted it is not their ideal use but everytime I've put my stealers up against a tank, they destroy it in one round of combat.
In one game in particular I was being torn up by two whirlwinds, my two squads of steals (one was ygmarl stealers and I know I just butchered the spelling) outflanked/popped up out of cover on both sides of the board and was able to take out both whirlwinds that turn.
Pretty much anything with rending can do a pretty nasty job on tanks.
Stealers have a difficult time taking out high AV tanks. Granted they can, it's just not easy.
Lets not forget drop pods. A few pods with top mounted guns and fexes inside can really ruin the day of a tank-heavy army. Couple that with a few thropes and hive guard and you'll have a stew pot filled with the soft insides of the enemy armor in no time!
Your key in any nid fight vs. tanks is to stop the tank. A non mobile tank is one that isn't delivering it's payload. Plus it's sitting there waiting for you to get into assault with it. If you're able to blow it up while shooting at it, great, just be sure you don't lose sight of what you're really trying to do.
So to sum it up, some of our best AA units:
- hive guard
- any other nid MC.