Good Things About Tyranids - Warhammer 40K Fantasy
 

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  1. #1
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    what are the good things about tyranids?

    i have seen them in battles alot of times and they barely ever win.

    is this because they are a rubbish army or is it because of the people using them? if it is the people using them then what do you need to do to do well using tyranids?

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  3. #2
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    People are bad using them. Tyranids have among the games best CC units, hordes of cheap and good units, lots of flexibility and a coolness factor. Their artilliary is really great AI and they are very mobile and tough.

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    the whole army can be killed by lasguns as they have no units that have armour values. what stops that happening?
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    what other army can get 180 wounds for 600 points? none! thats 3.3333333 points per wound! nothin! trust me, its hard to kill 180 wounds in a 90 point hq choice (thats three warriors with nothing but 2 pairs of scything talons) and you got a 690 point army thats quite difficult to defeat with 690 points of anything else in 6 turns.... no? gotta get 30 wounds each turn to do it, not impossible, but difficult, oh, sorry, im blabing about the greatness of rippers

  6. #5
    Senior Member Hivefleet Hades's Avatar
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    Cover stops Nids from dying from mass Las gun fire,
    Tyrant guard can take the hits for the important Nids Like hivetyrants and carnifex's
    Lictors jumping out and assualting frontal units, blocking lines of site from all the troops behind... stops mass lascannon and las gun fire

    But the main thing that minimises the loss from Mass lasgun fire is getting into CC combat quickly!

    if a nid army is fast enough it should be in close combat by at least turn 2 with is fast units and turn 3 with the rest (dam i wish Carnifex's could have wings :huh: )


    The nids that you see getting beat all the time probably dont use any of the above tactics and thats why they die
    Army of the heavens, my army waits in hell
    To battle on the earth, for all the souls who fell

  7. #6
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    ok i have an army that can get wounds for 3 points each!!! grots!!! beat that.

    ok another problem i have found is that the hormagaunts go outside of the synapse range and dont do anything they are meant to. how do you stop this?
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    Then you are playihng badly. Its not hard at all to keep one synapse creature within 12 inches of the unit. Remember - its 12 inches of the UNIT. As long as ONE of the little guys is within 12 inches of your warrior the entire detachment of 32 is fine.

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    Senior Member Hivefleet Hades's Avatar
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    Hive Nodes help allot aswell, even if theres no synapse around, the little guys are still easy to controll
    Army of the heavens, my army waits in hell
    To battle on the earth, for all the souls who fell

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    Use Lictors, and deepstriking Gargoyles to tie up ranged units until the the gaunts and genestealers arrive.

  11. #10
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    does anyone know if GW are bringing out plastic gargoyles, cus i really need 32 of the little things, and i cant even afford 2 metal ones.

    Shame some ppl give adives to the poor that cant afford good models

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