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SW vs NIDS!


Necron God

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grey hunters in cover with melta guns and flamers, if you prefer to let them come to you. Most things nid don't have frags.

 

lone wolves can be good to hunt MC's.

 

That's about all I've needed, but my local player hasn;t bought any new nids stuff, so the new toys aren't getting used yet.

 

Archonbrujah

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i fought 2k of nids yesterday my list was

 

ragnar- 4 wolf guard 1 bp fb,2 pla p fb,1pf pla p

njal- termie

 

grey hunter pack alpha

10 pla g

grey hunter pack beta

10 2 meltas,pla p,pf

grey hunter pack eniar

10 2 flamers pw,pla p

blood claw

15 pla p wg bp wcl

 

long fangs

6 3 ml 2 las c wg ta cyclone pf ,stm b

pred des-las pods

vindi storm sh

anhilation /dawn of war

i set up three pockets in my base area pred left with pack enar in support,center was lf with pack alpha and njal right was the vindi and pack beta the blood claws sat in the gap between the right and center ragnar sat between the left and center

 

i shot up his big nid swith the pred and lf the vindi dented the steelers and the gh layed down some fire into the horde njal messed up deep strikes and when what was left reached me ragnar sorted that out

casultys were 6 gh from alpha and einar 1 wg from ragnars squad

enermy was totaly wiped out

#this was a dull game more the way i use to fight in 2nd but it got the job done,gold stars as ever to ragnar and eniar squad and njal was cool

 

(i name my squads if they do some thing fun and then dont get wiped out squad einar drop poded in front of 2 big guardian squads last week and wasted them )

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I played nids twice at an event recently, my first and second games against them. Lost the first game as i didn't really know what they did. Got a very big win in the second game.

 

Admittedly i used twin lash chaos but i learnt loads from a wolves perspective as well (all through both games i was thinking about how my pups would handle the situation).

 

The first thing that struck me was that they have a stack load of psychic powers so a rune priest is a god send.

 

The second is that with all the melta and plasma we can pack taking down the big bugs should be ok. The gaunts aren't that great (hormagaunts aren't bad but no match for hunters in cover, particularly with a wolf standard) and the stealers no longer have 4+ saves so the meta game on melta doesn't bite because bolters will happily take them down.

 

I've no doubt there is a tasty build or two in there but i think, based on what i've seen so far, wolves should be able to handle them.

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There's really a only a few things to be really afraid of - assuming you keep yourself IN COVER.

 

Stealers w/ Broodlords will smoke you if your not in cover. Either way, Broodlords are awesome. They have great Psychic powers and can be used combined with some other stuff that will really hurt.

 

Trygons are the gem of the book. They are insanely good. Especially trygon primes. When people start buying the models you'll see this. - They will almost never have cover but JoTWW will never kill them. (1/6 if you can get it off) Plasma is your best friend. a GH pack with 2 plasma guns and a PP combined with the Bolter fire should reduce then down quite a bit. But they'll need some help. - And chances are you're going to get ONE round of shooting before it charges. (Deep strike, HAS grenades, fleet, I6, 6 Attacks, Etc...) They are discusting. When they pop up - Kill them ASAP. And don't forget they have 12 Str 6 shots at range 18.

 

Doom of Malantia (However you spell it). Is absolutely insane. One if these in a pod can take out more than you'd imagine. Assuming you play anyone with half a brain and rolls are average, it's wounds will but up near 10 on the drop. (It should be in a pod if they are smart). Either go the ML route and hope it fails a save. Or sheer volume. I warn you though, if you charge it, kill it. Else it will continue to suck life out of you and gain wounds back as you fight it. - If broodlords are near by your LD will continue to fall if they get their powers off.

 

Tyrants are great. They lack an invul in CC is pretty much their only downfall. But one with wings and Psychic scream is basically another Doom of Malantia that is also CC monster. Apply normal MC killing rules on this one. (No JoTWW though). Kill flying ones ASAP. - I wouldn't recommend the hopes that your hidden powerfist will kill them. Even if you're waiting in cover for the charge it might suck wounds back to itself (lifeleach) Go in a full strength and reduce you to I1. - That being said they are very costly and though they have great psychic powers - no invul saves. Shoot with Plasma, repeat, gone.

 

Deathleapers are good. Them combined with shadow in the warp makes your rune priests pretty much on one duty most of the game - Keep your tanks alive. I'll show you hereafter.

 

Zoes are also unforgiving but as SW we have the gem defense - Rune priests. Keep your rune priests by your Raiders at all costs - he's better standing next to you 500+ point sink land raider and keeping it alive than trying to cast psychic powers he can't get off. - They will kill whatever tank they shoot at if they can get a good round of shooting at it.

 

Tervigons as troops are awesome. They are a scoring MC that create more scoring units that have Furious charge, always wound on 4+, and can give feel no pain to ANY friendly unit nearby. That being said, they suck in CC. If you have to shoot down one MC and charge another to kill them both, Charge this one - it won't do much back. JoTWW - if you keep out of shadow range, will smoke this dude in one round. He's I1 and can't take a hit. Though I imagine many players will keep them back and just send gaunts so be aware you may need to go get him.

 

I've covered most of what I think are the best things in the book but I'd still watch out for Ymgarl stealers and a few other choices. - If you let a Swarmlord get to you with his guard, it's most likely over. Even your Thunderwolf Lord W/ a TH and SS and saga of the bear probably won't make it unless you're lucky.

 

The reality is huge lists changes aren't needed. - I'd say less melta and more plasma and flamers though. In game tactics will require MUCH better use of cover or even Hormagaunts will tear you to pieces. - If you're in cover there is no need to worry though. MoTW and Banners should be in EVERY squad IMO. Ran 5 squads in razorbacks last night with both those in them - paid dividends. Rune priests are a MUST. For their anti-psychic ability more than anything. To be honest Njal is an awesome option because of his 'passive' ability and Zoes will hate their meaningless existence around him. As said before, Lone wolves in Term W/TH and SS are great for taking out MC's but may need a few rounds to do it depending on wounds left. If you plan on seeing a lot of Nyds - I'd leave the scouts in the Fang personally. As SW, Lots of high strength volume shots are needed - even in the form of plasma GH squads. All you have to really worry about killing with shooting is MC assuming you keep to cover. - You can take those small bug charges if you're in cover.

 

You'll have a lot of deep striking Nyds in one form or another so keep your forces generally consolidated well. Target priority is key and again must I say it, stick to cover.

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