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I recently played a game against SW and I really didn't do well for a few key reasons.
1) Setup was dawn of war and my opponent didn't deploy anything so my squad had nothing to do for 1/2 turn.
2) SW really trump DE in CC. Lots of Special Characters (Ragnar/Grimnar) and standard bearers mean lots of attacks and counterattacks. Not much in DE can stand up to this except Wyches and Incubi (but with enemy characters attacking at I6 w power weapons incubi went down and wyches didn't have the strength or pw to kill a 10 man squad. Thinking about this again I wish I had grotesques
3) Drop pod armies allow a terminator squad to basically kill one squad of there choice upon arrival
4) 2 Squads of Longfangs w Missiles are just nasty
5) All 4 troops were inside a transport- Lots of transports and squads with 3+ armor mean DE must get quite lucky in shooting in order to put a hurt on enemy troops.
So what do you think are some things to bring to the table, focus on when shooting, and how to kill SW overall?
Well I play SW on occasion- an enemies perspective is worth 5 of an allies perspective.
Disable their vehicles ASAP. Can not stress this enough, if you remove the feet the fangs cant get to you.
Focus fire power on units, dont spread it out. Pump it all to a squad then repeat, focus on their rune-priests and key units.
You need a way of dealing with those long-fangs or they will spell your doom. I dont play DE so I cant recommend units to do this. Go for long range or outflanking units.
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whenever i have played space wolves i have always used the denied flank tactic. even if i spread out in deployment i turbo boost everything to the weakest side of the table. then i fire evertyhing at one squad at a time. then moving on to the next.
another usefull tactic iv used is surgical striking and tar pitting: for this ill send a squad of 7 or 8 wyches flying at a longfang squad, to hit it in the face. this stops it from shooting and often requires the SW player to throw another unit in to take out the wyches, even then the 4++ invul keeps them a few turns. they do little damage, but half the threatening units are tied up. longfangs cannot shoot and a combat squad is sitting on the side of the board your not on, the other strength of the denied flank is that often your opponents 2nd long fang squad (on the far side of the board) is out of range. this combined with a bit of overkill on the 3rd longfangs on your side from splinters/bikes/dissies removes the big threats. allowing you to much through your opponent one unit at a time.. just like pac man
We have no outflanking units and our longest range weapons (Short of missiles) are 36". I still think its absurd that the fastest most manuverable/tricksie race of the 40K universe is constantly out manuvered by marines.
I haven't played SW since the new codex, but I would think you should be able to take them out with wyches. Incubi are nice and all, but I much prefer that 4+ invu save, plus FNP that wyches get.
But yes, definitely cut off the mobility for his units. Ravager with dissies will eat those marines allive, if it can stay alive after concentrated fire from the long fangs. You really need to use the terrain to your advantage to deny them line of sight, or try to stay out of range while you blast away at other parts of their army.
I've been really fustrated with marines lately, but we have some really nasty stuff. Just need to be smart about how we use it.
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Sounds like a job for Hellions. Offensive and defensive grenades, and the ability to steal the IC. And 2 attacks at S4, 3 on the charge, and combat drugs.
If I've replied, i've probably used Italics...
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I have yet to try it but I've heard a voidraven with dissies and a splinter cannon can make short work of a longfang squad 1st turn. After a single skimmer wrecks their longfangs, it's probably going to become a high valued target (especially considering you are playing against marines and it has 6 Ap2 shots), and thus hopefully save your raiders a turn or two from being shot
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A voidraven with 4 of any of the large blast missiles (should) make short work of any infantry. Dissies or voidlances can't cause anywhere near damage as those pie plates. But they do add nicely to the chaos.
I want to try a list where I have maybe 1 ravager and 2 fighters with 2 dissies, 4 necrotoxin missiles, and the splinter cannon. Hold the fighters in reserve, concentrate on opening transports with other units (blaster or dl trueborn, reavers, the lone ravager) so when the fighters come in there's nothing but infantry to slaughter.
Age is right Mandrakes are your answer. Another option is deepstriking scourges w/splintercannons,