Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
After reading Macewinds "Blah" post, I have to admit that most threads are stale rehashs of newbie questions, army problems and chat stuff. I suggest that we start a community tactics thread. These are the sort of areas of discussion I was thinking about.
- Army composition
- Common strategies
- Countering common problem units
- Sneaky tricks, fun, fair play and sportsmanship.
I have uploaded 3 setup maps into the gallery. As soon as the mod approves them I will write a short discussion on deployment and basic strategy.
Well, I guess this would fall under "sneaky tricks". Its something that I discussed in the lictor tactica but there is a lot more to it than that.
The purpose of this is to boost the natural skills of gaunts to help them to kill more. There are several ways to do this.
1. Feeder Tenderils: You can used feeder tendrils to boost the number of hits you get drastically. Against MEQs you can get 30 hits with 20 hormagaunts normally. With the help of feeder tendrils you get 40 hits. The easiest way to do this is to pop a lictor near the combat but there are other ways too, including broodlords and fast genestealers. Also remember you can use the stealers, broodlords or lictor to physically assist in combat as well.
2. Catylist: Hive tyrants and zoanathorpes have this ability. Although it isn't that useful in normal circumstances, it helps vs cc squads and squads in cover. You can have hormagaunts go up and assault a squad in cover, with a hive tyrant flying beside them and use the bone sword to give catlylist. This way you will strike last but you will still be able to strike back. You can also do the same thing with range with thorpes but because the bone sword doesn't need a psychic power slot.
Originally Posted by The Paint Monkey
Sneaky Tricks 101
We have been blessed with the ability to be an extremely annoying, almost mocking, army with several units.
Our prized sneaky unit in the lictor. Each lictor being a single slot means that up to three of them come in half the time on turn two. However, they *always* come in in terrain which is extremely useful as most tanks hide around terrain. Other useful facts to know? Most tanks have rear armor 10 meaning you auto-penetrate when you roll 6s to penetrate/glance.
Yes, it is a hideously expensive unit, but used right it can reap havoc in your opponents' army line. This is especially effective against static gunlines where lictors can pop out, assault weak close combat units (firewarriors, guardsmen) and drive them off. This is even more effective if you assault good CC units with two lictors (such as three SM [in the killzone] or devastators [gotta love making them move] or even, for the heck of it, an undefended ethereal).
The biovore is another "sneaky" unit. Sitting in cover, it can launch spore mines out almost on the entire board. It's absolutely lovely because you can hide your units out of LOS and force your opponents to actually move (as you pick off whatever). And, being a barrage unit, any model picked off must take a pinning test (assuming non-fearless and what not).
Now, the ultimate sneaky tactic--spore mines. Spore mines downright piss some armies off to no end. I'm talking about berzerkers, priest-included squads, sisters repentia, and all other holy-rage type units. Deepstrike or launch the spores and watch as your opponent is *forced* to assault the closest unit. And, as of the assault rules, you will get the *maximum* amount of troops under that little plate. Yes, you need 5+ to wound berzerkers but wouldn't you know, you have eight of them under the template? That's a shame. What's that? Another barrage of spore mines landed close to them again. Poor guys, going to have to assault again, aren't they? With this tactic, you could spend fifty or so points to nullify 250 points of berzerkers and what not? Sounds like a deal to me.
"Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children
You can still get the same effect with Spore Mine Clusters... but I find them very unreliable and typically not really worth their points.
Below is a diagram with the standard setup maps. The red line are suggest lines of advance for the senarios discussed below.
<img src="http://www.librarium-online.com/gall...ics_304845.JPG" alt="40K setup Maps" />
Before I start I am going to make some assumptions.
Thus we have to catch or trap our enemy in close combat, while avoiding casualties.
- Tyranids are an assault army with limited ranged fire power thus we have to advance.
- Most other armies want to avoid close combat as long as possible to allow range weapons to reduce 'nid numbers to a managable number.
- Tyranids must arrive in combat in sufficent numbers to continue their momentum into rear units.
Standard Cleanse mission, map A
"every battle is won or lost before it starts." quote some dead general
The first you should be aware of is the "can not deploy within 18' of enemy". What most people typically do is place a sacrifical heavy support unit as far forward as possible. This forces your deployment back another 12' from the 6' centre restriction, potentially costing you 2 turns moving. If you get first deployment choice place your 'fex or 'thrope far foward. This will restrict your enemies deployment choices, bunch up his units and maybe push him out of deploying in cover.
You will have to plan how to use the terrain. Will it block line of sight? How much will it slow your advance? How is your enemy going to use it? Your enemy will typically move out along the short edge to get better firing lanes and move defensive units into cover. He has two strategic options: 1) sacrifice units to slow your advance while slowly withdrawing 2) set up a defensive perimeter with overlapping fire lanes and counter charge anything that makes the perimeter. Tau and IG tend for option 1. Marines like option 2.
Deploy your slow broods as close possible to the centre. This will get them into CC and Devourer range sooner. Use your faster broods to sweep around the flanks. Tyranids move much faster than most armies and this can surprise people. Use your speed to advantage. For example when deploying, bluff your opponent into spreading out or on the other side of some terrain feature. Faster broods can quickly swing from one flank to the centre. Distant enemy units won't be able to draw LOS or make it into combat until to late.
Long Edged maps
Unlike deploying in quarters everything can get spread out. This is not good. You want to conctrate your forces so they can systematically smash each enemy unit. Ideally you want to take maximum advantage of cover. Is there any size 3 terrain to help your MCs? Where are the enemy fire lanes?
If you get first placement in Seek & Destroy or Recon missions consider placing a 'Fex or 'thrope far forward to push enemy deployment back. Again try to bluff your enemy into spreading out his units. Placing a Gunfex away from where you want to concetrate your forces won't disadvantage it much. Similarly placing a small ripper brood on a flank doesn't give away what you are doing. In most cases 'nids have more units. Place your best broods last.
Tyranid strategy on long edged map is dictated by your enemy.
Marines, Necrons and other elite armys will stay close together to provide mutual fire support. Usually they will pick a corner to defend and setup perimeter defense. In this case just all out attack the main force. As shown by the red arrows on map C. Place your slow broods as close as possible and deploy your faster broods on the flanks to stop a fighting withdrawal. There may be scouts or heavy support on the flanks. Don't get too distracted by them. A small brood of 'stealers, Raveners or lictor can distract them.
Tau and Eldar are highly mobile and you can end up chasing them around the board. This is very bad. IG have so many troops they can absorb huge loses and still have tremendous fire power. I haven't had much luck with any of these armies. I can suggest that you deploy your shooty 'fexs and tyrants in the center to get the best field of fire. Concentrate fire on transport vehicles and heavy bolter type units to stop any counter offensive. Deploy the fast units on one flank then sweep along the enemy lines. As shown by the red arrows on map B. Remember that CC blocks LOS. Hopefully you can leap frog along his lines behind cover. You will want to place a small defensive brood on the other flank to hamper any withdraw or reforming the firing lines. A dakkafex, 'thrope or lictor should do.
Secure & Control, map B
Placing loot counters
Typically you want to place your counters in the best terrain near your side of the board. This makes it very easy to plant a Gunfex on it and let the rest of your army secure the other counters. As with most long edge deployments you don't want to spread out too much. Try to place loot counters close together near favourable terrain.
Recon, map C
I have only played 2 of this missions. In both of them my opponent formed a defensive perimeter then advanced in the last 2 turns of the game. Watch out how your enemy deploys. If he is in a tight group play to destroy scoring units. Park your gunfexes and rippers to delay or damage any leakage. Having lots of small scoring broods (like Raveners) will help.
Take & Hold, map B
Taking the centre is easy. Keeping it 6 turns is hard. Typically your enemy will hang back and try to shoot the c$%p out of you then move in the last turn. Kill or at least reduce to non scoring status as many units as possible. Try to keep your broods in scoring condition and move near the centre turn six. As you can guess starting second is good.
Who goes first?
Remember as you advance you will come into range of medium and short range weapons. If you go first you will move 6' to 12' closer. In your enemies turn he can move 6'. This gives him more options for targets. Give considerable thought to going second and reducing his target options.~~~
The comments here are my general veiws my various 40K fortunes. Any and all constructive comments are welcome.
"All plans survive intact until contact with the enemy." quote by some other dead general.
Last edited by Zerling; October 29th, 2006 at 05:27.
Another thing I would like to add to this. Set up your weaker less essential units before you set up things like tyrants, warriors and other more important guys. This way you can prevent the opponent from being able to set up an amazing defense against your guys and can cost them a turn or two of movement, getting into position.
Originally Posted by The Paint Monkey
Sound advice Warrior but dont you usually start by placeing heavy units? I usually set up my heavy shooters (Gunfex etc) at one side of the board, knowing my opponant is going to place something valuable opposite to take him out (predator etc). Then ill place the rest of my troops toward the middle or far side, usually ensureing he matches my deployment, leaving my heavy side fairly clear of enemy troops. then finally place a nice fat broodlord and ret right in front of my heavy shooter.
Now my opponant has a problem, Does he use his pred to take out my gunfex or broodlord? Whatever he aims at the other is likely to wipe him out.
He also has two other choices, move his troops across the board to back up his pred, leaving him spread thin for my troops to swamp him. Or stand fast and sacrifice his pred.
Then by turn two/three He'll have the added headache of a few lictors jumping out at him!
With this much to think of, backed up by a large swarm advancing, the battle is already looking pretty grim!
I hope i explained that so everyone can understand, i had real trouble wording some of it, it makes more sense in my head!
Well, I was mainly talking about specialists and synapse. You don't want to put your warriors or tyrant up first because then your opponent knows you are going to have a large invasion from that spot. You also want to hold off on placing things like thorpes until the end so that you can see where the most tanks are going to be and things like that. Carnis are a special case because unlike the tanks in other armies, they don't fear much. You never want to set up a russ or chimera first because then your opponent can take it out easily take it out but carnis are hard to kill with anything, even concentrated lascannon fire.
Gaunts don't really matter where they are put first turn as long as they aren't just out in the middle of nowhere. Remember they fall back towards the nearest synapse creature so they will be able to adjust their position very quickly if they are out of synapse range.
Originally Posted by The Paint Monkey
If my army(nids) is behind terrain or in it for the cover saves then I would let him go first.Who goes first?
Remember as you advance you will come into range of medium and short range weapons. If you go first you will move 6' to 12' closer. In your enemies turn he can move 6'. This gives him more options for targets. Give considerable thought to going second and reducing his target options
Alot games I had very little terrain to start in then I would try to go first simply because he is going unload on me. I might as well be close for charging then take 2 nasty turns of blasting my troops(nids) to kingdom come. Against very shooting armies(IG,Tau) I will always try to go first.
Last edited by bonekrusher; October 30th, 2006 at 13:06.