Close combat or shooty? - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Hive Fleet Macarbe's Avatar
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    Close combat or shooty?

    Well. Upon reading a post by Tau Beast in the vote war saying:


    I'm gonna have to go with Hive Fleet Macarbre

    The Nid's will be able to take out all of the BA's anti-infantry really quickly, which pretty much leaves everything else up a creek, what with all those biovores. Too much fire from the Nids(which sounds really odd) for the BA to deal with.

    So the last bit got me thinking. What do you guys think is a more competitive build? The old faithful mash them up or the newer aim and shoot method.

    Personally I have been using the shooty build more often. I like to run:
    Swarmlord
    "Patronus" 2x Tyrant Guards w/ Lash Whips
    "Tres Fatum" 3x Hive Guards
    "Tres Fatum" 3x Hive Guards
    "Bi Fatum" 2x Hive Guards
    "Alma Mater" Tervigon w/ Catalyst, Cluster Spines, Toxin Sacs
    "Turha" 13x Termagants
    "Patta Mater" Tervigon w/ Catalyst, Cluster Spines, Toxin Sacs
    "Turha" 12x Termagants
    "Requiescat" 13x Genestealers
    "Impatus" Tyrannofex w/ Cluster Spines, Desiccator Larvae, Rupture Cannon
    "Amplus Ray" 3x Biovores
    "Vexco Motus" 3x Biovores

    Mind the trippy Latin words in front of it, I couldnt be bothered hunting for my other set out list.

    But please share your views!

    Last edited by Hive Fleet Macarbe; March 8th, 2011 at 11:25.

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  3. #2
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    Despite not having my codex yet, I think I will probably use an army with lots of close combat, backed up by some strong shooty units for good measure. (Although for all I know that could work out bad )

  4. #3
    EWOP adamwelton's Avatar
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    Spore mines from the Fast Attack selection might be finite but they're just as accurate as Biovores and you don't lose the Biovore models to enemy action because they're not on the table, and you can have loads of mines on the table when they drop in. That's a points saver for a start. They're superb at breaking up defensive positions. Zoanthropes are also extremely useful shooters thanks to their Invulnerable save and can guarantee to attract fire that would normally be directed at your assault models. You can safel;y dedicate shooters now and leave the rest to assault at your leisure.

    A typical Swarm uses fodder to screen the larger models, and you've the choice of Hormagaunts which are now an assault victim's nightmare, or Termagants which can drop pod in with S4 ranged kit giving you the chance to apply pressure where you want without losing twenty models to shooting before they're in range. Genestealers are of course anyone's worst enemy and are extremely useful when flanking. You can now apply both ranged and assault dice where you want them rather than just lobbing stuff at your opponent, which is the delight of the Swarm. How to fill out with specialist kit is up to you.
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

  5. #4
    Member frogman_00123456789's Avatar
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    I think the best part about tyranids is that we can run 3 very tactically different lists that can all be competitive if built correctly. Shooty, Fast/Assaulty, and All-Deepstrike. I personally am a fan of the Fast army that is based around assault, but with enough shooting to take out armour before you charge in to eat the remains. The only problems I see with this list is against a superior fast-assaulty army (certain blood angel compositions). The same problem I have encountered for shooty nids, in that they generally work great, but have troubles against imperial gun line armies that can outshoot the. All in All I think it just comes down to preference, and mine is claws and wings over guns. (exclaimer: all lists need both good shooting and assault units to be viable)
    Hive Fleet Barbarossa: 1700 points
    Lizardmen: 1500 points

  6. #5
    EWOP adamwelton's Avatar
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    The net result is the same-overrun your enemies; don't get into firefights with them as you'll never win. Shoot your way in by all means, but if you look carefully at Tyranid ranged weaponry it's not that good just like Orks or Guard in certain respects. Our lists are tailored to closing with the enemy and dealing with them that way rather than shooting first then assaulting what's left.
    Last edited by adamwelton; March 8th, 2011 at 20:40.
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

  7. #6
    Senior Member Hive Fleet Macarbe's Avatar
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    Yes, I completely understand. But I have been having a blast playing with shooty nids. Unpacking all your guns and the look on your opponents face, priceless. Since nids are steryotyped as cc monsters.

  8. #7
    EWOP adamwelton's Avatar
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    That's a fair one. I do like to fire in my swarms with Warriors, Spore Mines and in fourth ed, several twin-linked Barbed Strangler Carnifex. Spore mines are still effective but across the board, Tyranid ranged weaponry has been reduced in effectiveness. However the weapons do still work well against the worst kind of enemy, the horde, whether ranged or otherwise.
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

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