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I Have No Exp. Against The Tyranid. Thought Maybe Someone Could Share Thier Exp. What Worked, What Didn't, And What To Look Out For. Figure A 2000pt. Army.(VANILLA ELDAR) AS I HAVE SEEN IT CALLED IS WHAT I PLAY.
This come up quite a bit, but just in case your not familiar with the search functio, it will be your friend if you hang around, i've taken the liberty to pull this one for you:
http://toplist.librarium-online.com/...hlight=tyranid http://toplist.librarium-online.com/...hlight=tyranid http://toplist.librarium-online.com/...hlight=tyranid
Any of those should lead to discussions on this topic, if more specificall what your opponents using doesn't come up there, just post on this thread again and i'm sure we can deal with your more specific nid based woes.
Hope this helps.
Oh, and welcome to the board!
Ask not a question of the eldar, for they will give you three answers all of which are true and horrifying to know.
The best advice is to know thy enemy. Know what to shoot and what you can get away with fighting in melee.
Other than that, guardian defenders are almost a lyability, odds are they are not going to get to shoot before they get charged (and you will get charged). However, initative is your best friend.
Scorpions can stand up to a charge by gaunts without too many problems (thanks to iniative and the 3+ save). However, genestealers rip them (and most things) a new one, so if he fields genestealers, try and charge them with Banshees, or at least ensure that if they get the charge it's against Banshees, that will make the Genestealer's initative of 6 or 7 go to waste.
Don't be afraid to use terrain to your advantage even if it does open you up to an assault by a lictor, lictors are going to get to assault anyways.
Don't be overly intimidated by Carnifexes, focus on Hive Tyrants and faster moving units such as Raveners, Genestealers, Gaunts, etc.
Everything I have told you, even this, is a lie.
I haven't played Eldar with my Nids in awhile, so I can't give you any Eldar tactics, but I can tell you about the new Nids.
Troop and Fast Attack
Hormagaunts are just as fast as ever. If you've never played them, they have an effective charge range of 24" (move/fleet/leaping) and have an extended effective range in CC so more of them contribute to combat. Their I and WS are hiked (equal to a marine now) and can be upgraded. Their armor is still paper thin, so massed fire will take them down.
Raveners are just as fast as Hormies, but have better armor and can get Rending Claws as well as guns. Their better armor can still be APed by a Bolter.
Gargoyles are also as fast as Hormies, but carry guns and BioPlasma (x2 Initiative spit attack in CC). You won't often see them as the models are too pricey to be effective.
Genestealers are heavily upgraded in the new dex. With Fleet and a Tau armor save upgrade, they more often than not cover the board to get into CC, and they are just as deadly as before.
Gun Guants have had some changes made to their firearms. They have remained mostly the same statwise, but have gained TL status to some guns and ReRoll wounds to others.
Rippers are exactly the same.
Spore Mines may now be purchased seperatly and Deep Struck in. There is some debate as to wether they can DS directly onto enemies or if they must DS and hopefully drift in (as normal DS rules dictate that they would be destroyed and not burst if they touched an enemy when the DS)
Tyrants are just as nasty as before, with the added bonus that they can get an INV save now, though it is fairly pathetic. Winged ones have been reduced to 0-1 and all of them have been reduced to 1 Psychic power now.
Warriors have been downgraded a bit. In 3rd, they could fill any Force Org slot except for Troops. Now they are HQ or Elites only (they may still be able to be used as HS, but I don't think so)
Broodlords are the new badass in the Nid army. ICs, forced to take Retinues, Infitrators, they have it all. They are equipped with power weapons and can be upgraded to a Space Marine save and go faster than an Archon (stat wise at least...stupid drugs). Think of them as an uber-Genestealer.
Zoans haven't changed much, they can just load up on more Psychic powers now.
Biovores were nerfed a bit. They are forced to be purchased as a squad and all of the mines now use the smaller blast template.
Canifexes were given the most love. Many more upgrades, demons in CC against non power weapon armies, and the ability to upgrade their toughness so that 90% of an Eldar army can't touch it in CC, they are truly beasts now. They may also be purchased as Elites under a certain points cost. so 6 Carnis in one army is not unheard of (just rare).
The Lictor has been given some new abilities. It no longer sets up secretly, it instead DSs regardless of the mission rules. You'll want to be careful of any area terrain now, as it's all viable entry points for a Lictor. They aren't all the scary in CC (low save and wounds) but a lone Dark Reaper squad or sniper team will definelty feel the sting if it pops up behind you.
Instinctive Behavior and Synapse are now much more central in Nid armies. They've eliminated mutations, and with it Hive Nodes, so now Gaunts must have Synapse nearby to be at all effective. Targeting the Synapse now takes a more important roll in stopping the swarm, but new additions to Synapse makes this harder. It negates InstaKill to anything that is under the influence of it, so Warriors and Synapse Zoans last longer than before.
That's everything I can think of off the top of my head (Codex is at home), but check through the Nid Forums. There are plenty of rules questions and tactics in there that will help you out.
Last edited by Gojiratoho; September 16th, 2005 at 14:39. Reason: Just makin' it all look the same
Gyauayuayuayua! Ja! Ve vill crush da little girly men in deir little girl men awrmor! Ve vill see owur enemies driven befowur us, und hear da lahmentaytions of deir wemen. Und from owur home planet, de stayte uf Califowurnia, ve vill lawunch owur mighty offensive. Even if you kill us, ve'll be bach!! Gyauayauyauyauyau!
-Arnoldunit Schwarzenecronegger; when questioned about the impending doom he would rain down upon the heads of his doomed enemies.
3 War Walkers with star cannons pound nids any day. If you want to afford the models.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
This is meant to be general against almost-all Tyranids, and it's simple for a reason.
~ Eldar really have an easy time against Tyranids, why? Most Eldar players (in general) have about 2-5 starcannons in their lists with it being str-6 and ap-2 it will negate the upgraded save of a Tyrant, Zoanthrope, which are key Synapse creatures. Thus, make sure you break the Tyranid synapse chain. If you can kill the Tyrant/Broodlord/Zoanthropes/Warriors, you will break the Tyranid regulars as they will be ld-5 and every time they fail, they fall back, and lurk. Just remember to shoot the Synapse and start 1" behind the max deployment allowed. If he starts up the full amount, on a 4'x4', he will be 25" away. Then, if he does get a 6 FoF, he still can't hit you first turn. Now, if he miraculously does reach close combat by 1"-3", you know he cheated and you should point it out right away, using the mathematics as your examples. Hope that helped.
5th E Sand(Grey) Knights: 11-3 (retired) 5th E Eldar: 37-4 (retired) 5th E Wolves 5-0
One thing I would like to add is that Warriors, while limited on their heavy weapons and limited on the slots they can fill in the Force Organization, are now immune to instant death. Good targets for Starcannons, but not the Bright Lance targets they once were.
Everything I have told you, even this, is a lie.