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im trying to figure out what hurts nids most. everyone keeps telling me not to worry about the carnifex, but its gets close and kills everything so im beginning to ignor them. and whats best to bug the hell out of zoanthropes. and is there anyway to negate synapse?
im tau by the way =P
Last edited by mikey; May 19th, 2006 at 01:41.
Synapse is an 'always-on' psychic power. It can not be countered save by killing the unit that has it. Since there are no rolls for it to work a Librarian psychic hood is useless against it. And since Tyranid leaderships are so high it's rare for a Librarian to keep a lid on Zycanthropes.
The best way that I have found to kill uber nid creatures: Carnifexes, Tyrands, Zycanthropes with Warp Fields is a devastator squad with 4 lascannons. The high strength of the weapon will wound anything it hits on a 2+ (maybe 3+ if he really bumps up a Carniefex? Been awhile since our Nid player has gamed) and the high AP value will punch through anything, Warp Field/Extended Carapace or not.
They may get an invulnerable save but it's a 6+ so it's not likely to really help a lot, might save the odd wound here or there but thats what bolters are for.
In general, the best way to stop Tyranids is: Kill the Synapse
Kill the Tyrants. Kill the Warriors. Kill the Zycanthropes with Synapse. Kill the Broodlord. If you can make half his army nearly uncontrollable it'll either run off the board if you shoot it a little or sit there and do little or nothing and then you can beat on something else that's more pressing. Kill the synapse and it will buy you time you will desperately need.
Make sure the the Devastator squad is fairly large cause he'll throw a LOT of firepower it's way. And either give it a vet sargeant or take a captain because there will be a lot of things that will cause pinning and it may very easily have to take morale.
Also give it a screen of a tactical squad or two. First he'll have to take target priority checks and he might miss a few, second he'll likely dump Lictors, Raveners, the Broodlord, or any other deepstriking unpleasantness nearby. The Tac squads either shoot the nids to death before they hits the Devastators or they are nearby to pile into close combat and kill it dead before you start losing heavy weapons.
Dev Squad with 4 Lascannons and 8 marines ~ 260 points
Landspeeder Tornado Squadron w/3 Landspeeders ~ 240 points
Whirlwind ~ 85 points
Blowing all those bugs to hell ~ Priceless
That's what I have gleaned from fighting Nids. Your mileage may vary.
Last edited by Escaflowne; May 17th, 2006 at 23:10.
May your aim be true, and your targets plentiful.
I'm assuming you play SMs.......what hurts nids most in my opinion? If it is anything but a godzilla list whirlwinds are a huge pain. Especially when you only need to kill about 4 genestealers (everyone takes the carapace upgrade) to make up its point cost.
Other than that....killing synapse. Difficult because of their wounds but force weapons can be abused here if you have a lot of faith in your librarian. (if you need to kill warriors or broodloards just hit them with heavy bolters/whirlwind blasts)
be scared of the carnifex but do not devote everything to bring it down. they are usually just a giant fire magnet meant to stall for the probably more threatening genestealers coming. Know whats being more of a threat that turn and what it will take to cripple it so that if it does charge it has a high chance of losing.
landspeeders are nice if your opponent only uses CC.
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
Also don't forget to take out the genestealers before they reach you. A full squad of genes with scything talons and rending claws and high initiative can make short work of marines in close combat.
I couldn't figure out if a CC 'Fex or a Shooting 'Fex is better. So I got both of them!
the 2 most devastating weapons against nids are flamers and bolters without a doubt, for the godys it's probably the assault cannon
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
From what I've seen, flamers are nearly useless against the Nids for one reason: most of his critters can go from out of range to assault before you get a change to fire. A flamer only has about a 8" range. Some of his stuff get to charge 12", and everything fleets. So everything that's 18" away is a threat. Even if you move, the flamer will not hit from that range. If you're stupid enough to run towards him to try to use a flamer you're not likely to get a shot off that will hit a few models before you get swamped and killed.
Not even dreadnoughts are safe since nearly everything can get rending claws. Nids are something you want to pummel from as far away as possible. If he can hit your whole army with a majority of his 9 times out of 10 you're screwed.
Heavy Bolters and Assault Cannons are perfect to chew up horde armies and they can do damage to the larger things.
May your aim be true, and your targets plentiful.
And those star cannon whatchamajiggers.
Actually flamers still can be a pest. At least heavy flamers on speeders as they can choose fairly easily which unit they to attack and when to attack. Not to mention even with EC genestealers won't get a save against not to mention no cover save as well. Since they are skimmers CC units will have a hell of a time hitting them.Originally Posted by Escaflowne
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
And flamers are not useless. Here's an idea...put your squads in those transports that people don't use to transport but as extra tanks...drive them up...and unload them in front of squads! Rapid fire bolters and flame templates. Fun!
But seriously, that synapse thing only works so often. Yes, lascannons hurt. However, most players will either have their tyranids in cover or out of LOS unless they're fast gaunts.
There's really not much people can tell you because Tyranids have such a large number of play styles. Sure, you can target synnapse, but oops, the six genestealer troop choices that don't need it jump all over you.
Also, if all you do is sit in your deployment zone and shoot with devastators and indirect fire and what not two things can and probably will happen. One, it won't be a very fun game, so said player will have second thoughts about playing you again. Two, if you're playing with objectives, Tyranids, as the ones not hiding in cover, will most likely still win as they'll claim the objectives.
I really don't understand why marine players need help against Tyranids...
Well, it can be tricky. I witnessed a guy who hadn't played Tyranids in at least two years, took a huge Genestealer army, and completely annihilated the opposing Salamander player in 3 turns.Originally Posted by Atma