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Let's talk Nids


revnow

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So I got the opportunity to play against the new Nid Codex with my Daemonhunters on Saturday, and I figured I'd open up a thread for us to yak about puttin the hurt on the space Crustaceans.

 

Some thoughts.

 

- Proper Multi assaulting is key when using GKTs. Most things in the Nid Codex are I4+, so good target choice is essential when assaulting. Some critical things are I4, lie Trygons. That's what the GM is for (though its a bit more difficult with "Shadow in the Warp")

 

- Do not listen to anyone that says switch to plasma. Meltas are just as good against Nids as mech, you just want to choose different targets. They aren't immune to ID anymore and there are a lot of T4 multi wound threats in the Codex.

 

- Nids generally being Fearless (in synapse) is great because it plays right into Daemonhunter's versatility strength, especially GKs. You can be assured that with a "brain" bug around you will be able to light up a squad with incinerators, psycannons and stormbolters, and not have it run on you to avoid the charge.

 

- Zoanthropes HATE psycannons, and Nid players love Zoanthropes now.

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I also played against them on Saturday. It was a 2v2 game. I was teamed with a young marine player against 2 nid players.

My dh force consisted of GK with inducted IG, as to get some heavy support in the platoons. I wont go into a play by play, but just pass on what i learned(hopefully).

 

-an inquisitor with mystics (and maybe even 2 of these units) set up in your deployment zone is a must. Set them up near another unit that can shoot high strength low ap, as deep striking mc`s dont have inv. saves. I even moved my inq closer to the tunnel that the mauloc came out of-he didnt use the tunnel to send more troops through in fear of them getting shot up.

 

-concentrate fire onto one mc at a time and get rid of it. some have regenerate and you dont want to give them a chance to get a wound back. You also dont want to give the mauloc a chance to leave play and come back in a different location( like under your GM and retinue causing wounds).

 

-incinerators! ! ! !

 

-when going into combat with the hive tyrant, lash puts any models `in base` to initiative 1. not sure, but maybe this means the second row can attack at their init. order, so might want to put regular power weapons there. remember, IC`s must be in base contact to attack though.

have to go for now, but will try to add more later.

Oh lash whip, something I forgot to mention.

 

So, lash whip drops any model's in base contact with the wielder to I1. This isn't actually important on a Hive Tyrant (they go first anyway), but is on some other models like warriors, and against Mycetic Spores. If you are running a GK with retinue be sure to setup your assault in a way that the GM doesn't end up in base with whatever has the lash whip. Just be smart about moving all other models into assault first before moving the GM. His "sarg" status will still allow him to attack (@ I5), which is particularly important in multiple assaults where you may have potential target choice.

I had my first game against the new nids a few weeks ago, I won, but only because of killpoints, there were two highlights though, the first was were one my PAGK squads got charged by the new Hq monster that spans the little beasties, it dies two turns later, during which the Justicar took the the thing down to 2 wounds, which then meant when it charged my Imobilised Dreadnought, the Dreadnought killed the thing before it could strike. The second was when my Grand Master Valdor, took out the hive Tyrant despite Shadow in the Warp, and after his retinue had been killed, he got charged by 2 units of 3 Warriors, pulling a THIS. IS. SPARTA, lasting 3 turns before being killed, shrugging off a ridiculus amount of wounds, whilst continusly chopping up warriors, by the time they killed him there was only warrior left who got splatterd by a 3 man PAGK unit who hit and wounded with each of their shots. however by the end of the game my Land Raider was being chased by the Trygon and the brave 3 man squad was in combat with a Mawlock, luckily the Game ended ther.

Also I am trying to think of a name for the Justicar who took on the spawning monster, all suggestions welcome.

  • 2 weeks later...
Ha I would like to add a "awsome!"in for the GKGM. Turn three of a game vs my wifes Tyranids Trygon Prime appears from his deepstrike 6" from my IC GKGM, he shoots his 12 shots at the GM, GM shrugs off all 7 that hit, he assaults the GM and GM gets first hit, lands one wound and still gets the force weapon even on 3d6. Then turn 5 my squad of 4 pagk assault the remaining gaunts, my gkgm assaults the hive tyrant, deals one wound, shrugs off his wounds and the game ended. Still a great victory for the Grey Knights, I had a TLLC dread left, the GKGM and small PAGK turn 6 would have left me victorious.

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