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Okay there is a battle which I've been avoiding for a while cause the other dude is playing 'nids, am a bit scared of his Close combat skills.
But what should I do to stand a chance.
Fields my suits with burstcannons and flamers/missiles ??
any tips, don't hesitate
Since Nids are numbers keep lots of troops and stealth also equip burst cannons, no flamers because you don't want to get that close. Try to keep your heavier support equivilent to the Nid players bigger units or maybe even smaller because you know you'll win in that aspect. Most importantly you will need tons of shots and remember that your first tuns the most import espiacly agaisnt armies like Tyranids. Good luck
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I'd say tons of fire warriors, you are wounding on 2+ vs normal troops . Also, have some Broadsides, for taking down the big guys like the carni and tyrant. Oh and a Hammerhaed with its non scatter ordinance blast will be very tasty agianst Nids indeed, almost all their stuff gets no armour save against that. On suits, burst cannons and missile pods are good, but plasma rifle if you intend taking on the big things.
The troops are your best bet for the Anti nids...I think that the swarms are probably the most dangerous parts to your force, stealth troops are pretty good against the Nids too, especially because they are relatively cheap. Hammerhead with railgun would be very dangerous, because it can shoot a lot of models with a strong, decent AP shot or it can shoot one really powerful shot against Carniflexes, etc. You have to make sure that nobody gets assualted! Kroot will definately not win against genestealers in CC! Hormagaunts are not as bad, but a large number will be devastating if they get into HtH. Broadsides are good too for the railgunning, and their missiles will pack a punch against the nids. Firewarriors will give you the best results though against the troops; put them in good positions and fire away. I hope this helps!
Lots of Firewarriors and lots of Ordanance Weapons, (can you say subminitions shot)
Concensus is that Fire Teams are your best bet against Nids. As a Nid player myself, this is correct. Your pulse rifles outrange everything in the Tyranid army except Venom Cannons and Biovores.
Your opponet cannot outshoot you, so he's not going to try. He's going to Deep Strike, Infiltrate, Fleet of Claw, Leap his way into melee with you as fast as he can. Your job is to kill him before he gets within twelve inches of you.
Remember that he has some amazingly fast infantry in his force -leaping Gaunts (double charge range), winged creatures (double move), and Raveners, which are just plain scary with the damage they can do.
If you have the models, two full teams of Stealth Suits (5 Shas'ui, 1 Shas'vre with a Markerlight, Bonded; totals 205 points). They can lay down a hideous amount of fire, and their jump packs give them an effective 24" range with those cannons. For your third Elites choice, use a Fireknife-config (Plas, Missile, Mtrack) team to tangle with the Warriors, Raveners and Lictors.
Your HQ should be a Shas'o Fireknife with a HW Shield Generator. Attach him to the Fireknife team to bolster their power and protect the Commander.
Remember: Your battlesuits can scan for Lictors, so you have no reason to get ambushed by then.
For Troops, fill out as many Fire Caste teams as you can. Four would be nice, six would be better. Don't bother with Kroot unless you have no choice -all they are is a snack. The nids throw more dice in melee than Kroot do and they're better at it. Don't worry about Devilfishes.
Your Fast Attack should be Kor'vesa squadrons if you can muster them. Pathfinders are going to be useless; the drones are faster, tougher, and hit more often for far fewer points. Use the drones as advance elements. They should be the first thing your opponent engages, and they should take themselves a royal pain in the ass before they go down. Specifically, target them against any broods that are out of Synapse range. Tyranid leadership generally sucks, and you'll be able to pin a lot of his units this way.
Heavy Support is Hammerheads if you've got them. If you don't, ask permission to Proxy Devilfish for them and field them that way. The Submunitions round will consistendly kill everything that it hits, and is even effective against Warriors and Raveners. The slug shot is also an excellent anti-monster weapon -Remember that you can ALWAYS target ANY MODEL in his army.
If you don't have Hammerheads, Broadsides will do. Set them up as two teams in mututally supporting positons, but do NOT deploy them at the rear of your lines. give them Shield generators and deploy them up with the Fire Warriors, where they'll be able to make the best use of their Rails AND their Smart Missile Systems, which are amazingly effective against Nids as well.
Remember also that Broadsides are S5 with W2 and a 2+ save, so they can even hold thieir own in melee against Warriors. Don't trust them against anything else, though. The 96-attacks Hormagaunt avalanche is something that even Broadsides will fall to (but then, so will almost everything else in the game).
IF you get charged, pull everything back and reset your battle line far enough away from the melee to at least get one good round of shooting in before he crashes into you again. Units, particularly Hormagaunts, who charge almost invaribly leave Synapse range when they do it, so use that low leadership to your advantage while your Battlesuits deal with the bigger bugs. For this purpose, two or three Carbines per Fire Warrior team might be a good idea, but that's a tactical preference decision for you to make.
Since you're playing Tau it shouldn't be much of a problem. Use a lot of firewarriors, backed up by your heavy guns for the Tyrant/carnifex. Don't use flamers on your suits (you don't wanna come that close!. Instead, go for the standard plasma/missile combination so that you can use them all the game. Good hunting!
Dont bother twin linking any guns, just add an extra gun. I dont belive in not using flamers because although you may not want to get that close, inevitably its going to happen...........what the hell, there all good.
Try using your drones to out flank the enemy, he will try to egnor them because cc would slow him down. Remember that tyranids always want to reach you with their guys at the same time so they can smash you to pices preventing you from falling back. Do not let this happen, deploy in one corner of the battle field with your drones in the other corner, the longer you can stager his attack the better, and also never forget how much slower a Carnefex is compared to a swarm of gaunts.....dont be tempted to fire everything at the biguns......leave them for later.
A Rhino? SLOTH!
Read some stuff which I was thinking about myself( yes I can say submunition shot), so thanks for the confirmation!!!
and read some interesting new stuff ( shield generator on the broadside, haven't thought about that.)
Fortunatly he has not that many units to choose from
Thank all of you.
p.s. if you have more ideas, keep 'em comming!
p.p.s. Will tell you how it went.
just make sure that ur as far away as possible, if he gets into cc ur dead. field lots of drones, they pin and their a pain in the ass. have small 6 man squads of fire warriors, so you can choose different targets. equip one squad with carbines and put that squad in front so if he gets close its a last ditch effort to stop him for a while (pinning).