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I seem to be having problems in my tactical department. While my lists are usually very good, I still seem to be on the losing end of the stick. I think the main reason is the environment of the board we play on. It is a mock up of a ruined city. Therefore there are alot of building sections, sand bag walls, tank traps that sort of thing. In fact there is way more than the usual 25% terrain. So my question to you all is: If my nids are facing a shooty army that will basically hole up in one or two broken buildings for cover, what tactics should I use to gain an advantage.
Even with my nids having fleet of claw and move through cover, the first strike usually doesnt hit til turn three sometimes, though rarely turn two. Thats two sometimes three rounds of firing with a generally stationary army. The fleet rolls help and the move through cover rolling 3d6 helps too, but that is not guaranteed a full 6" move each turn. Otherwise I could avoid cover altogether and get bottlenecked, especially with large broods like the tyranids are supposed to have.
I need some help in this matter because the more I lose(especially times in a row without a victory) the less likely I want to keep playing. Losing is fine, but when you dont get the occasional win to help lift your spirits it doesnt seem worth it.
If someone is beating you in this environment, chances are your not using Lictors... If he is hiding behind terrain, Lictors attack while the main bulk of your force rushes in: Slaughter.facing a shooty army that will basically hole up in one or two broken buildings for cover
Nids have a huge advantage in terrain such as this, just make sure that he doesn't get line of sight to your units and tie up his front line with gaunts of some shape or form to ensure he doesn't get line of sight
What type of terrain are you playing everything as? If you're playing the ruined city structures as area terrain (and why wouldn't it be if it's ruined?), then remember the line of sight rules. If the terrain is big enough to be classified as size 3, then nothing can shoot over it at all. Sure, he can shoot 6" in, but not through it even if it's only 2" wide. If it's size 2, you can only shoot over it if you or your target is taller (typically vehicles / TMC's).
Use the line of sight blockage to your advantage by not giving as many of his units as possible anything to shoot while you're charging.
I have one Lictor that I use often. It works great, however it is rather short lived. Usually it will hit one unit before dying horribly.
The terrain is several different things. With the buildings, what generally happens is, its not area terrain to speak of because its a corner piece or something. Sometimes we put four large corners together and make an area terrain, but in general its a corner here a corner there. What my opponent does is stack his defenders against the terrain so he can shoot out of the holes and windows and still use it for cover if I assault.
I know in the last case the answer is, use flesh hooks, but i need to get there before he shoots me down. I use Raveners too, but their deep striking has caused nothing but trouble for me. They would get in, maybe drift a bit, then get shot to hell as they cant do anything that first round. To me its just too crowded, but making excuses on thats the only reason Im losing is not the answer. If that is the way the table is set up I just need better strategy for beating it. I wish I have pictures of the board to show you all what I mean, but try and think of any WW2 video games that you have played where the streets are littered with broken things and the buildings that are left are usually just one side or a corner or something. That is how the board is. There is plenty of cover, but the cover slows down my advance and doesnt seem to give me that much in return(making me roll to see if I even get 6" move versus a 5+ cover save). Check out places like Forgeworld or something and see the buildings and fences they have there. I believe that is where he gets his things from.
How many Raveners do you have? I use three, each as a separate squad of one. This means that an entire enemy squad has to be dedicated to killing each model. I also never deep strike them. It takes two turns to get into combat whether they deep-strike or not, so there's really no point in not deploying them up on my front line.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
I currently use 5 Raveners in one group. Though your suggestion of smaller groups has been a thought of mine. How is the group of one doing for you? Im normally playing against armies Like Necrons, IG, Sisters, and on the rare occurance Eldar. In my head I cant see one lone Ravener doing much damage even with 5 rending attacks on the charge. I can see your point however in that the entire defending group must shot at the one lone Ravener and it will stop them from shooting something else for that turn, which is basically the whole plan for tyranids anyway. Anything that stops the opponent from shooting for a turn makes it that much easier on me. Ill think about splitting them up maybe in two groups of 3 and 2. I dont use any other fast attacks so filling the slots wont be a problem. The only one I can see is if escalation is used then I might be a bit taken back as they would have to roll seperately to come in and may only get one group in on the second round. Thankfully I usually play with one lictor so my chances are better.
On a similar note: Lictors Pheremone Trail: Do I get two rerolls if I have two Lictors in my army or still just the one? Also if the Lictor goes into play and then dies on turn two, does the reroll still stay in effect for any units still not in play? I can see a fluff reason why it should. The pheremone trail is like an ant trail where a lone ant sets down the trail. Now if that any dies, the trail doesnt leave. Also the rules say that if you have a lictor in your army regardless if its on the table or not, you get the one reroll.
Keep the recommendations coming as I believe I have a battle on Friday
To answer a couple of questions... split the raveners as much as you can, if you have 3 free slots, then make them 3 groups. 2,2,1 is fine, or 3,1,1. Also, giving devourers to your raveners is not bad, 'cause as you have 5 you can dish out a lot of shots re-rolling to wound the turn they appear. If you're not shooting, then try to fleet into cover. They may not move normally the turn they get in, but I think (correct me if I'm wrong) they can still fleet, and cover greatly increases their survivability.
Maybe I've been lucky, but I always manage to kill my bro's necron lord with my single ravener lots of rending luv!
And finally, you do get two rerolls if you have two lictors. I guess that the pheromone trail still works even if the lictor is still dead, as IIRC there is no rule saying otherwise, what matters is that you've taken the lictor.
Last edited by kalender; December 21st, 2005 at 11:05.
Ummm.... In most mission, there's some sort of objective that needs to be fulfilled. If you try to go more for the objective, it might be better. Plus if there's lots of busted buildings, fn some that can block LOS and just sit behind them. They will have to come to you eventually, especially if the mission is objective based and your closer.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
I shall definitly try the split raveners next time. Seems like a good idea.
LOS blocking buildings arent that numerous. There might be one or two that area considered area terrain and therefore block LOS. Most of them are just bits of buildings. These my opponent uses as basically bunkers. He positions as many of his troops right up against it that he can, mainly near windows or cracks in the walls and shoots from them.
Ill try to find more LOS hiding buildings, but im more concerned about the majority of the terrain. It slows down the tyranid rush. Should I try and avoid going into the terrain or over the terrain altogether or should I just keep ahead and hope for the best rolls.
flesh hooks on stealers. they then can pop over a wall and smash stuff with rending. use the walls to block LOS at all times, and then just jump over them and into the enemy ranks.
another dangerous combo is fying tyrant and gargoyles. they can move 12" over terrain, and smash most shooty units. if it is SM, then use the stealers as a second wave after them.