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Top Ten List of "Things that repeatedly happen to me, game after game that I really wish wouldn't."
1. The Broodlord losing every single one of his retinue before he gets into charging distance of anything.
2. The Broodlord finally getting into combat and failing to freaking wound on four out of five rolls.
3. Spending all the points on fleshooks for genestealers and then the damn Eldar get to go first every freaking time anyway.
4. My Lictor finally appears, rushes into combat, rends one marine and then lands four hits! The other four marines all make their saves, the power-whatever weapon or fist punches him once or twice in the stomach and then he dies. End of story. No more Lictor, wow what a nice way to lose 80 points to kill one freaking marine (This has happened to me with every Lictor on all 10 games I have used them.
5. Deepstriking my raveners. Raveners dying and doing nothing.
6. Moving my winged Hive Tyrant an inch or two out of his hiding spot and him getting lascannoned to death in one turn.
7. Missing three out of five times with my Carnifex I've been waiting the whole game to use and then only landing one wound.
8. Shooting with my Venom Cannon and only hitting once.
9. Shooting with my new shiny Twin-Linked Venom Cannon, hitting twice but then rolling double ones when trying to glance armor.
And my number one pet peeve of being a Tyranid player is....
10. Starting the game off with fifty bajillion models and ending it with a lone ripper swarm.
Wow thats quit a good B#%@.
I love it.
Would you like any tips on changing the probability of these things happening again.
Well, I know one of the things you might say is to put Acid Maw on, but seriously, when rolling 2's to wound it really just shouldn't be necessary to use points.
But yeah, helpful advice would be cool.
Often my opponent does things like: keeps his guys just on the other side of terrain so that when I have to rush him with my genestealers out of the terrain I was hiding in he still gets to go simultaneous (or first if I don't have fleshooks.) with me. I could stay in terrain but then I'm getting rushed by furious charge from assault marines, or worse, Death Company. Or just getting shot to hell while I sit there.
Lictors aren't really very good against MEQ squads. But against ICs and vehicle rear armour, they're pretty damn cool.
Lictors are really designed to kick the poo out of Guard aren't they though? Instakilling any T3 model is quite a nasty surprise.
The dice rolly thing is a bit annoying.. and for that reason, i must confess that gunfexes aren't my favourite and i get more casualties with them when i send them to go and nibble on someone. But on the flip side i've had devil fexes clear out a squad of CSMs by shooting and them failing their save throw.
Fexes and Tyrants are pretty tough buggers, but they're totally victimisable too if you're enemy has the right guns, so it's best to hug cover whenever possible.
Just my 2 pennies. I know how you feel, but.. also think that some of these situations might be avoided and others are purely luck based, in which i can only say, tough cheese old boy *puts in monacle*
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Yeah, I have to agree with you about the Broodlord. The whole infiltrating thing is practically a disadvantage, and his retinue is always shot to crap before the game even begins. If I'm lucky, he'll manage to survive long enough to charge, maybe accomplish something, and then go down under the sea of lasgun-butts...
But I just can't stop using him... he's my best conversion! (sorry, no pics yet)
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Against most opponents my broodlord only has one game where he reaches their lines. He then proceeds to tear three or four squads appart and kill their HQ. After that they're so afraid of him the pour way too much fire into him and ignore those other nasty things that aren't quite as flashy.Originally Posted by knightenfexIf you've given him toxin sacs than this is nothing more than plain bad luck. I've charged my winged tyrant into a 5 man dev squad, hit with 5 out of 6 attacks, then rolled 5 ones to wound. Sometimes it just happens...Originally Posted by knightenfexSave the ponts on flesh hooks, and make sure they have EC. T4 with a 4+ is pretty suvivable in CC. as long as you've go good sized stealer broods, 8+, you should be able to charge anything hiding in cover and take few enough casualties that you'll still win CC.Originally Posted by knightenfexNever, ever, ever throw lictors at marines. As you say the die very quickly. You're better off just deep striking them into cover infront of your lines to make enemies take target priority checks and have to shoot at you 2+ cover save lictor. Use them to knock out indirect firing tanks or the rear armor of anything (land raiders aside). They're good at killing guard, but then what isn't, unless you're tieing up a fire support squad, go for their tanks first and let your little bugs kill thier little men.Originally Posted by knightenfexNever deepstrike raveners. You only have limited control of where they end up and they have to sit for a turn before doing anything. Best case scenario with DSing, arrive turn 2, charge turn 3. With out DSing, turn 1 6" move + fleet, turn 2 6" move + fleet then 12" charge, an average of 31" in 2 turns. Thats enough to be careful about where they move so they dont take too much fire before they charge.Originally Posted by knightenfexYou deploy your tyrant last-ish because he is an HQ. Whatever you do, don't put him in the middle of the battle field, put him all the way to one side and out of LoS if you can. It should take you 2 turns to reach enemy lines meaning he only has one or two shooting phases to survive before charging.Originally Posted by knightenfexIt's very frustrating when you're playing guard or orks and you can't seem to hit with that S8 pie plate, but sometimes the dice just aren't with you. In CC fexes can either be incredibly destructive or not do too much, it's mainly up to the dice.Originally Posted by knightenfexIf it's a fex shooting this is pretty normal, venom cannons aren't really worth it on anything else in my opinion.Originally Posted by knightenfexWhich is why twin linked venom cannons are no good. Remember these are tyranids, go for quanitity of shots over quality of shots VC + BS is way better than Twin-linking either.Originally Posted by knightenfexEveryone has these games, whenever I play orks the first 2 turns are usually the last two also as by then one of us is more or less completely destroyed. When I play dark angels it's similar also, either he shoots the crap out of me and I barely make it out of my deployment zone, or he has a bad round of shooting and there's a broodlord + tyrant + a crap load of stealers all over his lines. I play very few games with my 'nids where one army isn't completely destroyed.Originally Posted by knightenfex
Last edited by Bugs_n_Orks; August 29th, 2006 at 21:01.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
1. Broodlords are too slow for my liking.
3. Guardians shouldn't do much damage to Genestealers in the first place.
4. Lictors aren't good against MEQs. Use them against units that usually don't have powerfists and power weapons like devistators.
5. Raveners are fast enough to not deepstrike. If you DS them, will will die from shooting 9/10 times.
6. Why would you move him and inch or to? Why not just flying right over the terrain?
7. A Carnifex is not good for combat. Its way too slow and its WS is too low.
8. Why not make it TL? If its on a 'fex, it won't hit most of the time, but if its on a Tyrant, you have a better chance.
9. Thats just tough luck, it happens to everyone.
10. There must be something up with your playing style. I've never lost everything, most, but not all.
Never deepstrike raveners. You only have limited control of where they end up and they have to sit for a turn before doing anything. Best case scenario with DSing, arrive turn 2, charge turn 3. With out DSing, turn 1 6" move + fleet, turn 2 6" move + fleet then 12" charge, an average of 31" in 2 turns. Thats enough to be careful about where they move so they dont take too much fire before they charge.
Dont raveners move 12" ?? (sorry for jacking)
Another thing I find a bit vexing with the broodlord is his high initiative, funnily enough. It allows my opponent to remove the BL's kills in such a way to limit contact with his retinue, denying me a not inconsiderable number of attacks.
Against MEQs I'd run a pair of lictors, which is very expensive. It might have a worthwhile psych value against certain opponents though.