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What are the different strengths and weaknesses of the various common types of tyranid armies? (Nidzilla, swarm, CC, shooty, balanced, etc.) What I mean is what types of armies will each have trouble with and what types of armies will they be good against. I want to know this becuz im building a fast CC tyranid army and Im wondering what types of armies I would be good against and if I might want to switch the type of army I build based on the armies i fight the most often at my local GW store. Any help even if it's just a tiny small bit is appreciated. Thank you.
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Soul Reapers Necrons 8-14-2 Hive Fleet Behemoth Tyranids 21-7-1 Raven Guard Marines 12-6-5
Well first off with some luck or skill any army can be any other army
Nids do very well against most other armies, and because of the difficulty level of playing nids, you will quickly learn how to use them effectively or swear off them.
But there will be some armies that will be tougher, but once you learn how to beat them, you will gut them the next time.
Nids in general have problems w/ skimmers, so Mech eldar armies can be tough. Stealers have a pretty easy time with skimmers, and its a cake walk for raveners to get lighter skimmers like vypers and landspeeders. Devilfexes have a good shot at taking out anything, i mean anything as long as it isnt Av13 or higher. Other than this we do well against other armies.
Last thing i just want to reiterate that with some luck or skill any army can beat any other army. I also consider it a bit on the cheesy side to tailor your army to kill the enemy every time you play someone new, unless of course it mutually agreed upon and you are both doing it.
The problem with going with extremely one sided armies, like Godzilla or massive swarm, is that they are based on a gimmick and will often leave you in a sink or swim type of situation.
You will either totally crush the enemy and the match will be boring, or you'll be totally massacred by the enemy and the match will be boring.
There's a LOT of good advice in Wishpoosh's post, especially the final sentence. Tailoring your army to fight an opponent is bad manners I reckon. I mean, just think how you would feel if you have a swarm army and you see your enemy desiging a list with as many heavy bolters as humanly possible?
That's why it's generally better, more fun, and makes you a more skilled player to take a balacned army and enjoy ALL the many many aspects that Nids have to offer. Even in my limited experience with them, there's not really a reason why even in a 1500 point list you can't enjoy the massive beasts and hordes of little gribblies too.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Alright, as to specific weaknesses though...
Few models, typically slower.
Against attacks that single out single models for particular nastiness, this is an exceptional weakness. (See Eldar, Subparagraph MIND WAR),
Robs us of our mobility advantage against a few armies.
Just as easy to shoot a lascannon at a Carnifex, and just as effect most of the time.
A lot of models, counter-intuitively robs us of our mobility options by flooding the field with our bodies.
Become exceptionally reliant on fleet rolls.
Troops aren't worth much against MEQs unless they survive in sufficient numbers.
Almost criminally reliant on Synapse.
Inability to deal with skimmers.
Able to be out manuevered.
Spend the first turns on the game unable to do anything except take a beating.
I agree that tailoring your army for every opponent isn't a good way to play. I prefer to design my lists with the hope of finding the "perfect" tournament army - a perfectly balanced list, tailored to my playstyle, that can respond to whatever my opponents can throw at me.
Even a Deathwing army maxed out on assault cannons, and 2 whirlwinds... :x ... what a cheeser!
EDIT: He was also fielding a Land Raider Crusader... unfortunately for him, he forgot to ever set fot outside of his deployment zone, so win for me!
But on the other hand, it is a good idea to figure out exactly how your army plays, and what to look out for and whatnot, and therefore I think I'll actually try to answer your question now:
1) Swarm armies/Genestealer Cults: I'll lump these two together, because they both have one thing in common - they rely on many, many cc-troops, without any TMC's to back them up. While all of our troops are beautiful in their own unique way, they all work similarly: move fast, out-manouvre your opponent, and pounce. Drown him in a sea of gaunts, or a bloody cloud of rending attacks, and consolidate into the next squad.
So, their strength is against troop-heavy armies. I sort of have the impression that gaunts prefer GEQ's with low toughness and saves, while genestealers prefer MEQ's, to make the most of their rending attacks, but that isn't a strict rule.
Their weaknesses are against heavy firepower, ESPECIALLY AP4, and against skimmers. The big problem with not having Fexes is your whole army gets butchered by AP4 weapons, and your ability to return fire is greatly reduced. This means that until you reach combat, you're going to be brutally shot to shreds, and not be able to do a thing about it. Cover helps loads. As does running very fast into combat, while avoiding ending your turn in that big open field right in front of his firing squads.
And skimmers is the same deal. Zoanthropes help, as do shooty warriors, but I don't think that either of these units are as durable, powerful or reliable as sniperfexes.
2) Godzilla armies: I don't regularly play zilla lists, mostly because I find them really boring. Their weaknesses are almost the opposite of swarmy armies - they suck in combat, they are always outnumbered, and they are very slow. They do pump out a lot of firepower, so skimmers and tanks beware. But we don't have ANY guns with beter than AP4, so it's really risky getting into a firefight with marines. Their only advantage is that they are very hard to take down, anything short of a lascannon is rarely going to wound them.
3) Balanced Armies: I have to go now, but I'll just say that balanced armies are best. By combining cc-swarms and shooty TMC's (and a winged hive tyrant, of course!), you have units that can take on any enemy, and you have diversity so you can protect the weaknesses of some units with the strengths of others. The important thing to remember with balanced armies is to go easy on the upgrades, so you can squeeze as many bodies into the list as possible, while still sporting a couple of beastly Sniperfexes.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts