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Need some tips for fighting Tyranids
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Old 14 Jan 2014, 18:27   #1 (permalink)
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Default Need some tips for fighting Tyranids

Anything would help. To describe, for the most part, the guy plays a 1000 pt. to 1300 pt. army (depending if he brought his flyrant with him).

Judging by how things have gone, I feel like Tau Empire works better than Farsight armies. That being said, flamers or burst cannons? Pathfinders worth it?
Should I bother with drones?
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Old 14 Jan 2014, 22:26   #2 (permalink)
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Riptides will have uses. Ions for shreading wounds off of the big ones. I would suggest bringing devilfish to keep up the mobility of your troops choices. That way if the big ones get too close you can hop in and reposition
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Old 15 Jan 2014, 07:39   #3 (permalink)
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Tough given that Nids have a bunch of new toys, and a lot of stuff is cheaper than it used to be, so you'll see more of it.

Sniper Drone Teams are an efficient way of putting hurt on the big critters, especially if an Ethereal's nearby. Kroot are pretty ideal, too, as you can afford to field quite a few, and they can switch between their AP6 mode for the little critters, and the Sniper mode for the big ones. A Fireblade backing up a Fire Warrior squad will also put out good firepower at long range.

I'd personally have Deep Striking Crisis teams flanking behind the oncoming horde, so if they fail, they're still slowing down the opponent by pulling some of his units away.
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Old 16 Jan 2014, 23:17   #4 (permalink)
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In all honesty the New Nids are not that much scarier than the old ones, and are arguably less so. I'll just list out some suggestions here, 3 of the 4 people i play regularly with use them, so I have a reasonable amount of experience.

1) Massed Fire warriors with an Ethereal at the back. In almost all cases the nids come to you, and they will go down to 36 accurate pulse shots. Given troop allotment there is almost no game I would not use this, an ethereal and 2 fw squads.

2) Pathfinders are a necessity. You cannot get by without them. I usually run 2 squads of four against nids, ideally behind an aegis or some other form of decent cover at the back, and use them to buff either the 2 FW squads or ignores cover on a template.

3) Flyrant dies to skyrays. You really can't go wrong with one of these against nids. Just pick a creature and it dies. Really simple way of breaking synapse too. If you see he brought a flyrant, take it without question. Similar results to most on foot monsters, except 2+ save tyrant. Bear in mind that after initial storm of missiles the 2 markerlights come in handy.

4) Piranhas are in my experience the best thing against nids. Give the back one disruption pods so the hive guard shooting at you are less effective and you are good to go. 40 exceptionally tough shots for 200 points that can never be caught in combat? You are laughing. If you have the models, these never go amiss.

5) As CoffeeGrunt said, snipers never go amiss in the gunline with an ethereal. remember that they can move shoot then jump back, and so usually have around 30" range. Be careful with deployment so they are and they will take down a monster or 12 guants every turn.

6) I'm not a huge fan of kroot, but thats only because I am yet to play on a board with any form of wooded/scrub terrain. I find the sniper drones more effective for sniping as well, and a lot tougher.

7) Riptides with Burst cannons will effectively take out swarms whilst being practically invincible themselves. Even if something like deathleaper turns up, with a smash attack it will safely beat it in combat.

Suggestions:

1) Make sure you kill the 3 biovore he will have at the back before they decimate your gunline. I sometimes use crisis suits for this.

2) Remind him that nids only have access to their own psychic lore now. This will save you from T8 Flyrants.

3) Try and focus one side of the board then slowly move towards that side as the nids advance. This should give you an extra turn or two of shooting before you get hit.

4) Try and keep things together. This seems counterintuitive but overwatch makes it worth it.

5) Happy hunting
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Old 17 Jan 2014, 07:32   #5 (permalink)
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Piranhas can be attacked in combat...
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Old 17 Jan 2014, 09:25   #6 (permalink)
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I think he means they are fast enough to avoid combat? I don't know why D-Pods would be good on them in a match up against hive guard though. Those suckers have ignores cover these days. I second nailing the biovores early on. They are much more resilient in the new dex and can really troll fire warrior campers. The thing is all of the MCs apart from the tyrannofex now have a maximum of 3+ on their saves. We can exploit this using seekers, ion cannons and accelerators all of which are fairly common in lists these days.
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Old 17 Jan 2014, 09:36   #7 (permalink)
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I've opted to take a Skyray after promises of Nids being much more prevalent in the coming weeks. A Seeker Missile can fire without LoS and kill a Warrior in one shot!

That said, I'll probably give the Markerlights LoS to most of the board, but hide most of the hull. With D-Pods, it'll get a 3+ then. I might even have it supporting a Sunshark in the air, just to see how it would go.
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Old 17 Jan 2014, 21:16   #8 (permalink)
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Emberkahn was talking about the fact that as vehicles, they can't be held in combat. Yes they can be attacked, but after the enemy's assault phase is done they move and shoot normally on your turn. Basically you can use them as a ram, holding ground and blocking the way of the nid footsloggers until they're too damaged to hold or have gone down.

Additionally if you have a good number of piranhas, as a squadron they can be arranged with up to 4" of spacing. Set up 4 in a line with less than 1" between them, and the last in back 4" away. If you spend the 15 pts to give that last one a D-pod, all the piranhas in the squad benefit from it. And from that arrangement once they're assaulted, the rear piranha can't be hit because of distance, AND your piranha models have more or less created a wall about 20" wide directly in the path of the oncoming horde. Shoot them repeatedly and laugh.

Also Coffeegrunt, remember that a Skyray only get's the D-pod bonus from moving. If it moves it can only fire one weapon at full BS, meaning that even without firing any seekers outside of markerlight chips, the two markerlights and SMS pods couldn't all be fired with full BS. When shooting the Skyray really ends up having to be stationary to be effective, so the D-pod is typically a waste of points on it. I typically move the Skyray in leaps when I use it, flatting out 18" into a new position and then sitting in place when it's firing anything the beyond markerlight-guided seekers.
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Old 17 Jan 2014, 21:27   #9 (permalink)
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Thanks everyone for covering my point on the Piranhas. The general idea is that if any of the footsloggers get close and you are scared of them you can theoretically just turboboost 30" away, although I've never found that necessary as with a 12" movement you can theoretically always keep them at 18". With this in mind the only unit that threatens you are flying gaunts and flyrants. The Gaunts will get shot up before they make it, and quite frankly I am yet to see them taken, and if the flyrant charges it gets stuck out of combat in front of the gunline and will probably die. Added to this, the disruption pods are a good idea based on the flyrant, as it is a very effective light vehicle hunter with those 12 shots at S6.

Furthermore against nids you needn't worry an aweful lot about long range vehicle sniping. As long as you kill the zoanthrope, which is always a given these days. I say this bearing in mind that hive guard ignore cover, and so the hiding thing is relatively pointless, as these are going to be their alternative source of Anti-vehicle.

Lastly, I've heard rumours about some easy access 2+ cover save that nids have access to for around 100 points of stuff (im guessing something like stackable venomthrope or meatshield+thrope). Does anyone have any knowledge about this? Not that it really bothers us with Markerlights though.
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Old 17 Jan 2014, 22:07   #10 (permalink)
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Quote:
Also Coffeegrunt, remember that a Skyray only get's the D-pod bonus from moving.
It's staying static for the reasons you posted, just that I'll put it in cover first. D-Pods are active all the time, not only when moving.

Remember that S3 models can't charge vehicles, as you cannot charge something you can't damage. Gaunts with Ad Glands can easily chew up a couple of Piranhas given their volume of attacks, though.
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