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counter to nyds?
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Old 23 Oct 2008, 01:33   #1 (permalink)
Kroot Warrior
 
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Default counter to nyds?

me and a few frinds just recently picked up warhammer 40k and started a tau army. got myself a starter kit and a few extra units. thing is, my friends have played warhammer before, myself, not so much. i know HOW to play warhammer, i am just not as well read on the finer things.

anyway, getting to the point, one of my friends is building an imperial guard armored company, i have a idea of how to stand up against that. another is making a well rounded eldar army. which i am also not to concerned about. the 3rd however is building a fast assault tyranid army. this has me slightly worried about repetitive ass kickings. as he is going to do everything to get within assault range as quick as possible. and well, tau... hand to hand combat... yeaah... kroots are nice and all, but i feel they may not stand too well vs a nyd army built for CC. any ideas? tips? help?
most important thing for me is to build an army that is fun to play. i would also like to win a few games too of course :P

thanks in advance.
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Old 23 Oct 2008, 01:40   #2 (permalink)
Shas'Ui
 
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Default Re: counter to nyds?

Consider having all mounted firewarriors and vehicles being able to quickly redeploy all over the battle field and lay down a good amount of fire to thin his advancing hords. Anything walking on the ground will be assaulted unless you have an insane amount of firepower. Or are hiding models in corners
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Old 23 Oct 2008, 02:52   #3 (permalink)
Shas'Ui
 
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Default Re: counter to nyds?

Having a full Mech army with suits is an easy way to beat a horde 'Nid army. This is because, even though we're one of the fatest assualt armies out there, our basic troops really can't reliable crack tanks (Genestealers are the exception). This means you can deploy your Fire Warriors as normal to get about a round or two of shooting, remembering to put your Devilfish where we can't assault your Fire Warriors. Then you just pack up, move far away and repeat till we don't have anything left to contest against you.

However, this isn't a full proof strategy, as we do have ways of cracking Tau tanks, leaving your Fire Warriors high and dry. Genestealers are still highly sussecful against tanks with a potentional 18" charge range with Rending. We have 24" Warp Blast from our Zoanthropes that can take your skimmers down. Don't forget that Venom Cannons, while they can only glance, might still be able to stun long enough to get our heavy hitters to you. Lictors and Raveners are both sneaky and quick enough to engage a tank in CC and take it down with lucky hits. Bio-Acid Mines and Biovers with Bio-Acid have the ability to roll a 15 on their armour penetration, which will drop your tanks if we can hit them.

One thing you'll have to be careful about is our TMCs. Railguns, Railrifles, and Plasma Rifles are recommended to counter our 2+ or 3+ SVs when we get close enough. Careful of the potential of Regenerating 'Fexes though, as all your hard work might go to waste if it gets it's wounds back. Aslo, T7 Carnifexes will only be wounded by Rail Rifles and Plasma Rifles on a 5+ which means that Railguns are you're best best against these guys.

When it comes down to it, tactics and deployment will decide how victorious you'll be against the Tyranid Hive Mind. Aim for the TMCs with your heavy weapons and wear down the little guys with a hail of fire, and you should see yourself safe if you're lucky.
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Old 23 Oct 2008, 03:58   #4 (permalink)
Shas'La
 
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Default Re: counter to nyds?

Didn't the Rending rule change hose this over a bit? I know you can still technically get a 14 Penetration roll but the odds are pretty well stacked against that now right?

As for the original question, massed fire and mobility. Flamers. Lots of flamers and template weapons. A Hammerhead on sub-munitions is going to jack a lot of 'Nids. Also, I love Flechette Dischargers. Look for the thread about masses Piranhas and the dischargers. messy.
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you should know by now GW likes to do it backwards... "Mr. Tank driver, drive me closer so I can hit it with my sword!"
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Old 23 Oct 2008, 04:00   #5 (permalink)
Shas'Ui
 
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Default Re: counter to nyds?

Rending is reduced because you roll a D3 instead of a D6 now. However, Rending is still powerful in close combat due to hitting tanks on rear army, which is usually 10 or 11.
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I'd like to call it... "Fair", I mean, she has boobs, how'd we compete?
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Old 23 Oct 2008, 04:16   #6 (permalink)
Shas'La
 
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Default Re: counter to nyds?

Thats true. The balance is actually kept!
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Quote:
Originally Posted by enderwiggin
you should know by now GW likes to do it backwards... "Mr. Tank driver, drive me closer so I can hit it with my sword!"
Hope. This is not a plan. This is not a solution. It is reaction.
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Old 23 Oct 2008, 04:38   #7 (permalink)
Shas'El
 
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Default Re: counter to nyds?

hammer heads and missile pods take care of everything nid related. However you need something specialised vs t7 or better with an ap lower then three to make those bigger critters fall.
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Old 23 Oct 2008, 11:35   #8 (permalink)
Kroot Warrior
 
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Default Re: counter to nyds?

wow, thanks for the massive reply guys. i had been toying with the idea of a full mech army. i had wanted to use some broadsides, but they seem to be kind of a sitting duck to nyds, might still use them for a static firing line list or something. at any rate thanks for the advice, ill probably post a list on the forums later on
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Old 23 Oct 2008, 15:41   #9 (permalink)
Shas'Ui
 
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Default Re: counter to nyds?

The broadsides may be sitting targets, but they can be sitting far away in a corner! If you want to reliably take down his monstrous creatures, you will need more railguns. Godfexes are sometimes hard to take down even when prepared for them (they have T7, regenerate, 2+ save, and wounds to boot). They are also expensive (regen alone costs as much as a small brood of spinegaunts) so drop em quick before they regen back from those railgun slugs.
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Old 23 Oct 2008, 17:42   #10 (permalink)
Shas'Saal
 
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Default Re: counter to nyds?

the smart missile systems are better than ever in 5th, and while the rail guns on broadsides are what normally draw our attention, the missile systems are great with their ability to ignore cover once they are closing in. In many cases they are better than a submunition blast. with 3 of them, that's 12 shots that ignore cover. pretty darn sweet.

Deploying them far off in a corner will force them to split their army if they wish to deal with them. Remember they have to deal with hive mind. force them to make the tough choices about what to go kill. Keep as much mobile as possible, and keep it far away from your static units like your broadsides.
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