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Hey all, my question to everyone is; what do you reccomend for nids who will be fighting against SM? As strange as this sounds Ive played against 5 different opponents so far and havent played against an SM army. So I have no idea what to expect. Keep in mind however, we both only have our respective battleforce box sets so im limited in troops and so is he. thanks for input!
Against SM's take advantage of 2 things: Rending and "My stat is greater than your's by 1!"
The first is self explainatory.
The second one refers to hormagaunts with +I and +WS. This hits on 3's and goes before the marines.
As always, build a good synapse backbone and just use numbers and superior stats to your advantage.
Last thing, but Possible Most important. USE COVER. NIDS wear cardboard for armor.
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I really do need to put more rending claws in my army.
And I was already planning on taking the 12 pt hormies
synapse is annother issue; since the only synapse I have is warriors I will need to keep all my other units within range of them (obviously I am planning on expanding my army so synapse wont be a problem in the future)
Yes cover seems very important to nids especially with the move through cover rule.
And lastly my 'fex will hopefully dish out large ammounts of S10 and S7 shots to elminate those hopeless SMs
If you've just got the BF set, use cover to advance and keep your Gaunts close to the Warriors. Kitting them out with Leaping means you can support the gaunts on the charge. Don't bother with FoC until the turn you plan on charging, to maximized your Synapse effectiveness.
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I generally just take a brood of stealers, a fex or two, shooty tyrant, zoan, shooty warriors, rending warriors, and then try for as many gaunts as possible.
A word of advice: stay away from bikes! I've had a squad of bikes kill a 6 man stealer squad that had a 4+ cover save in one turn of shooting, and then massacre a squad of horms in cc (I didn't roll a single 6 to would...), and then proceed to kill a zoan, and wound a rending warrior before they died to rending claws from leaping warriors. Of course I did roll badly that game (the only damage I did until turn 4 was take the Assault Cannon off a dred), but somehow I still won... With both fexes alive! Also, don't bother with the +1 T upgrade. Except for Powerfists everything either would wond on a 6 anyways, you would get a save, or the +1 T doesn't matter.
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