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I've decided once again to try and use Tyranids defensively. I figured that many points could be saved by not having huge lines of meatshields hivenodes, leaping, and winged guys. The games I play are usually free for all(elimination) with the odd one on one(no turn limit), now and then. My strategy is to stay fortified and in cover while shooting oppurtunisticly with both the HT and the biovores to effectively whittle them down. The gaunts/rippers murder any guys that breach my defensives with TMC's for backup and wait till my enemies are weakened with fighting each other and then attack. My Rush out tactic from my fortification is joining the 2 HT, Tyrant Guards, Old One Eye and Gaunts all in one brood(which i call the armored fist of Tyranny). The Old One Eye and Tyrant guard soak up fire when walking toward units and the gaunts provide the TMC's extra protection in close combat by acting as sacrificial lambs. This tactic has worked very well so far.
Was wondering if any other Tyranid player had any good defensive ideas or constructive Criticisms(CONSTRUCTIVE!).
HiveFleet: Armored Fist
1 Hive Tyrant(2x scyth, Imp Attack, and bioplasma) 124pts
1 Hive Tyrant (Dual Venom Cannons) 190pts
2 Tyrant Guard 90pts
12 plasmagaunts(scything, AG, Bioplasma, Ext caraspace, and toxin sacs)168pts
6 rippers 60pts
12 spinegaunts 60pts
1 Old One Eye 164pts
3 biovores with poison 156pts
(I know genestealer would be useful just i didn't add them in for a change of pace)
I just like to keep mine together and rush them forward in one mass. Nids are that great of a defensive army as their shooting(BS and range) leave much to be desired. CC is where they excel!
Here are some Tyranid items I have going on Ebay!
i would suggest a dual vc carni, the extra srength on the shots will prove better for disabling vehicles then the vc tyrant, and is about the same points.
I adopted a cute lil' dragon fetus
from Fetusmart! Hooray fetus! </a>
Nids can make a great defensive army but the terrain/mission has to be in your favour.
I have played a bunker assault against dark angels and pounded seven shades outta them, I was defending!!
I was using 2x VC fexs
1 x Winged HT
7 x Warriors
All that needs to be done is hold cover, pref so you cant be seen and wait for him to come to you. All the while glancing dreads/rhinos/whatever else with VC shots. When hes about 16 inches away. Send in the gaunts then the stealers. An easy victory.
You can't join multiple TMC's into one squad. No armored fist for you.Originally Posted by touel
Yeah what's up with that? You've been cheating! :p
You can put multi TMCs in one squad, but they can be shot as if they weren't in a squad.
Pg 6 in the codex say you can. Yes they can be soht at separatly but thats why i put tyrant guard in there! Guard for long range protection and gaunts for close range.Originally Posted by midgman8421
I would've put a dual VC carnifex in but i don't have any more venom cannons for my guys.
If you played a bunker assault and the guy came at you then he made a massive mistake. 'Nids basically insta-lose a bunker assault because they sit there waving their scything talons back and forth behind cover while the enemy stands still and annihilates them with long-range fire. The problem with "bunker assault" is that there's nothing compelling the "attacker" to actually assault the bunker...