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I always have the hardest time playing Swarm Army Tyranid, because the units get close to me really fast. Only my crisis suit's have time to fire because of their jump pack rule. My FW are either trapped within the Devilfish, or trapped by oncoming assaulters so they have not time to shoot. It's hard to keep away form the Hormagaunts and Genestealers wither their Fleet of Claw, and it makes it no easier when my opponent keeps pressuring me with his Termagants and Monstrous Creatures. Is there any one with experience aginst Tyranid using Tau? If so, can I get some general help, like for deployment, and what I should be foucusing on doing?
Yeah, fighting tyranids is really hard until you learn a few tricks, and then it's really easy.
First of all, if you have FW in DF, that's great, just keep them there. There's no reason for them to get out until they both have a safe place to land and a clear shot.
Do you have stealths? I recommend them. They can both thin down hordes very well, and survive an assault by a moderate amount of gaunts.
Obviously, shoot the Hormagaunts first. Use masses of Str 5 shots and Submunition rounds. If you can a horde down to 1/3 it's initial value you've effectively neutered it, you can usually let either a stealth squad or Kroot get assaulted by them, they will then usually break and run away , especially if outside synapse range (often are after that first charge).
Kill Genestealers with missle pods and submunitions.
Ignore TMCs until you have all the faster threats neutralized, but try to keep your hammerheads out of LOS with Venom Cannons. If there's a winged tyrant, that has to be dealt with, which is a tricky business. Plasma rifles are ideal, I'been know to rush towards it with SUnfire suits but that's a delicate thing only for the experienced. It's worth putting Railgun slugs into.
The key is to prioritize, select tha fastest targets and eliminate them first (realizing that a gaunt squad often can't be completely eleiminated but cutting them down to 1/3 is enough). keep your Crisis suits out of CC at all cost, you need they're shooting.
Just keep calm and pick your targets. It's a delicate thing, and it usually either goes well or very wrong, but once you're good at it, you'll actually start feeling sorry for the 'nids.
as both a nid player and a tau player ill tell you what i always had problems with while i was using nids against tau.
First of all in deployment stay out of the middle instead use a split deployment and hug both sides and leave the middle completely empty. this way the nid player cant swarm your entire army, but instead has to first spend time attacking 1 flank THEN spend more time running down the long edge (which is sometimes not possible for some units IE. a CC carnifex or zoanthrope only moves 6" a turn and is physically unable to hit both flanks due to the fact the long edge is 6' long. any unit that has a 6" movment has a maximum movment of 48" in 6 turns and the long edges are 72" long).
If you're playing higher point games, like above 1500, definately take three hammerheads equipped with the all mighty railgun. The sub shot is devastating against nids.
TL missile podded crisis suits are good for nailing warriors in the back keeping synapes together.
Two warfish filled with FW and a squad of stealth is a nid killing machine.
Have your HQs target the big stuff from range, like warriors, TMCs, biovores, and zoanthropes.
Try to keep your vehicles away from genestealers. Just nail them with submunition shots, they fall pretty fast.
Kroot in cover, espcially in forests or jungles, do a pretty good job. Just keep shooting and let them get assaulted. I think this is the one time I wouldn't recommend taking hounds, you need as many guns as possible and their higher INT really isn't going to help much.
If you have cover in your deployment zone put something in it so raveners (I think) have a harder time coming in.
As have been stated before, target prioritization is key to success. No sense shooting things in the back of the board if the little fast guys are chewing you up in the front.
it is a good thing your friend isn't playing a zilla list, otherwise it might not be so easy.
I personally havent played against Tyranid with my Tau, but have seen a few games to know a few things. First of all you want to find whatever is going to be getting to you first, ie gaunts and gargoyles and genestealers. What you need is a good solid firing line, maybe split your fire warrior squads into smaller groups, then you are able to spread them out more, and have a few more squads to be able to target each turn. You wont have to worry about hive tyrants or carnifexs for a few turns, as they will generally be moving 6 inches a turn. What i would find a good crisis suit combo is burst cannon/missile pod, giving a large amount of fire power, plus the high strength for when you have to deal with the big guys. hammerheads with rail guns are a must, the sub-munitions will jsut blow holes through them all, with no save for stealers or warriors either. maybe try infilitrating a large squad of kroot, to tie the real fast ones in combat for a turn or two, so you can re-position your army for the incoming charge. im not too sure about stealth suits, for each one u could be adding a couple more fire warriors, which would be much more effective. well thats my two cents worth, hope it helps
But apart from that everyone here has given really great advice, take lots of hammerheads with railguns, prioritse your targets and you should be fine (hopefully).
I don't care what you say. I found a lightsaber in my garage and that makes me a Jedi
Firstly, a "firing line" is a hugely bad idea, you're just going to get charged. The only thing that should be static vs nids is possibly some broadsides, as the Rail guns are really good vs the MCs, and they're supringly durable when charged (which they will be).
Secondly, there's no reason to put burst cannons on crisis suit, almost ever, particularly with missle pods. That's what stealths are for.
And....thirdly, stealths are awesome vs nids. They're the best thing next to a submunition vs hordes, and with Fusion blasters they can me used on MCs.
A lot of the advice I heard is good, but I played a game yesterday against the Nids, and did what a lot of the people here mentioned. He got first turn, and managed to get into close combat one turn 1 with some kroot I had in cover. The kroot eventually managed to overcome the hormaguants (with FW help, in CC, lol) and I managed to effectively bring a unit of guants from full to four units, with a squad of stealth and FWs. But my question is, what do you do against Zoanthropes? My opponents fielded three of them, and somehow he managed to kill my crisis. While a lot of it was just my bad judgement, what is a good zoanthrope killer? 2+ save and can't be instakilled is just annoying.
I ended up winning the game because I managed to capture a table quarter on the last turn with a hammerhead with it's railgun out of commision. It was really cool because its two burstcannons managed to kill the warriors that occupied the quarter. I also only took losses of my crisis and stealths and devi. Along with nearly all my kroot, and like, 3 FW's.
Oh, and my FW's WON a CC against a squad of hormaguants that had lost about a quarter of their number, but I failed to hunt them down. But heres the question, if tyranids charge out of synapse range, and have to take a leadership test, do they automatically pass? They are out of synapse range, but not in instictive behavior. My opponent couldn't find an excuse to make him not have to take an LD test, which didn't really affect the game (only his pride).
In conclusion, STR 5 shots, submunitions rounds, and Devilfish for your firewarriors should do the trick. Watch out for Zoanthropes, Carnis, and genestealers for your vehicles and Crisis. And bring along Crisis for tougher opponents.
And stay out of CC.
Funny enough, i havent heard anyone mention gun drones. I play with nids and i absolutely hate them. Maybe its just my opponent's luck but they seem to kill a fair few models no matter what army i use against him. Use them as bait if you like, but remember that they can also do the whole move,shoot,move back behind cover trick.
And i also find that burst cannons with missile pods are a deadly combo on his battlesuits. Especially the ones with higher BS.
And so the Ultramarines Tyrannic War Veteran says to his friend "Lictor? I hardly knew her"Originally Posted by Karmoon