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Mode of Transport Vs. Tyranids?


Joasht

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I did a searchy in the forums and most of the nid-related threads involve people saying meltas are good, Arjac is good, etc.etc.

 

However, I only came across one thread that mentioned Drop Pods aren't ideal against the Tyranids; after reading their codex today, I can certainly agree. However, given that many of the "suggested means" of disposing big scary nids (short of the Long Fangs) are very short ranged or close combat, the question is; how do you get those things to the opponent and make sure that he doesn't charge you before you get your shots off?

 

Drop Pods would put you very much at risk of being obliterated on the very next turn and Deep Striking is always a gamble.

 

Rhinos/Razorbacks might fall very quickly given the huge number of high-Strength guns the nids can take.

 

I've never gotten the Meltagun to work properly on a squad that isn't in a transport.

 

 

So what do you guys suggest?

 

Thanks!

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Rhinos/Razorbacks might fall very quickly given the huge number of high-Strength guns the nids can take.

A pair of BS3 Lascannons only has an 11% chance of taking out a Rhino with a cover save compared to 43% against a regular trooper with cover save. If the Nid player doesn't shoot your lovely Marines then you're still in the game. If they deploy by Pod they are in the open and surrounded. That's bad.

 

If they're inside a transport they are mobile and cannot be harmed unless the transport is blown away. That's good.

 

Pods suck ass.

 

It's mobile transports all the way.

Drop Pods are the current list I'm using, and I'm certain my first encounter with nids will be brutal. Of course as always Drop Pods are half placement, and half scatter dice. If you're aiming to deal with Nids, take vehicles for mobility. As Bartali said, a Runepriest is key for ruining the main nid anti-tank weapon. Besides, runic weapons just ruin a nid players day in general.
I always used razorback mit twin /link/lass's. Always good for the big fascists !

 

I always had Tyranids down as members of the green party rather than having any far right leanings

 

The Orks run the Green Party though... Or Party Waaaaaaaaaagh! as it is known by it's informal name.

Aside from Tau everything in 40k is fascist.

 

Back on topic I roll 6 tlac rb's against nids. Chew apart just about anything whilst keeping my hunters rather safe till its clean up time. I like to think they're getting drunk rather than hiding :to:

Yes, I'd definately go with the Rhinos / Razorbacks on this one. At least if the Nids Drop Pod in - all they have to shoot the daylights out of is your transport, leaving you to dust off your marines in your go, then shoot / assault the hell out of them.

 

Like Bart says ... RP should be good. One question - do any of the Nids count as "demons" for the rune weapon? (I thought I read somewhere one of them did.)

 

Slightly off topic - but still to do with Nids .....

 

Clearly your LongFangs are going to be great at taking out those pesky MC. BUT with the Nid army drop podding / reserving in all the time now ..... what tactics do the Wolves have for defending your precious LFs?

 

H.D.L.

How big of a game do you plan on playing? This will have a bigger baring than you could ever think on what you should include in your list. Everyone is goin' crazy with rune priests and long fangs. If you are playing a larger game, they will have plenty of options and tricks to mess up your plans.
Rune Priest will help again here as you can cast the deep strike dangerous terrain thingy making it very dangerous for them to land close to your fangs

I'm pretty sure this ability only affects INFILTRATE, not deepstrike (unfortunately). Plus of course, with the "hes out to get me" -d3 leadership and perils of the warp, we are going to be lucky to get ANY psych abilities off once those babies have landed.

 

I am playing 1000 - 1250points Commander Alexander

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