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I'm just curious about what people would hate to face the most using nids, including forgeworld things. For me, it would probably have to be a super-heavy MBT, like a baneblade or a shadowsword. Land Raider Promethius looks like it could be pretty annoying, too, with all of it heavy bolters.
Warhound titans, however, don't seem that intimidating. They have a minimum range, so if you get within that their pretty much helpless, and though they can tear apart grunts like stealers and warriors, they can barely scratch TMCs unlike baneblades and stuff with their several high ap weapons.
As for heavy fliers, we're pretty much better off against them then any other race as we can only glance anyways, so nothing to be worried about there, either.
So, what units would others hate facing?
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Actually warhounds can swap MC even easier than a baneblade thanks to their anti-titan weaponry.
AS for heavy fliers you sould be scared as we basicly have nothing that can deal with them we lack the range to attack them and our only AA options are either to expensieve in money ( Harridan ) or to random ( sporesacs ) I would be terrified an opponent deceided to bring in a marauder bomber and began a bombing run through my lines.
The unit my tyranids fear the most is a Sisters of Battle squad with a heavy flamer and three regular flamers in a rhino. Its hard to kill that rhino with nid weaponry (even the gunfex misses alot) and it can hide behind enemy lines, then drive up and incinerate me.
I'm not keen on Terminator squads with multiple assault cannons and heavy bolters. Sure I can handle them with 'stealers, but the trick is getting enough 'stealers past the utterly withering hail of bullets first. They can even put the hurt on my MCs.
if your playing a horde type army you probably don't want to see some IG player pull out of a few heavy bolter stands.
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Have there been any rules changes to titan killer weapons? I'm not aware of any special rules against monstrous creatures or multi wound models in general, only against structure points.Actually warhounds can swap MC even easier than a baneblade thanks to their anti-titan weaponry.
in the IA update books there's optional rules fortitan-killer weapon, one beeing that any non gargantuan creatures is killed instantly when wounded by such weapon, these make far more sense than normal and over here all people use them as it's strange for a carnifex to survive a direct hit from a volcano cannon better than a baneblade.
I don't think you can have 3 normal flamers and a heavy flamer in the same Sisters squad... normal Sisters squads can take one heavy and one special (i.e. Heavy Flamer & Flamer), Dominion Squads can take 4 Special (i.e. 4 Flamers). Of course, that squad of Dominions can be mounted in an Immolator tank with a twin-linked heavy flamer on top...
Sisters are indeed scary to 'nids. No other army gets more bolter shots. I don't have the codex on-hand but I think if you took 6 full Sisters squads for troops, 3 full Retributor squads for Heavy Support, 3 full Dominion squads for Fast Attack, 3 full Celestian squads for Elites and 2 Adeptus Sororitas Heroines with Celestian retinues for HQ you'd have around 230 power armor-wearing bolter-carrying models on the board... throw in the assorted special and heavy weapons those folks are entitled to and you're looking at some serious dice! All of which is AP5 or better. And outside the sheer amount of bolter fire a Sisters army can put out, there's always the Exorcists to worry about shooting up your carnifexes (d6 missiles each per turn, each 3+ to hit, 2+ to wound, no armor save) and since all our synapse count as Psykers the various Witch Hunter goodies (Stake Crossbows, Culexus Assassins, ...) screw with us pretty good.