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Need some help with nids


spartanhwt88

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Good day young one. Well... i guess you would notice that most nidz are low in Initiative.. JAW is your answer to all those creature. Tyronofex, Carnifex.. and the rest of the fex.. if any. I would suggest 2 rune priest with JAW x 2, Murderous Hurricane, Living Lightning & put them with Jump pack. Long Fang is a bomb!!.. put in those missile launcher and shoot all those nasty warrior with bone sword and whip. Coz those are the real killer. Another trick is to place a rune priest in a DP with greyhunter. Drop in beside those nasty fex n jaw them. Killed 3 fex with 1 JAW... purely wicked. But remember not to drop to close to the unit that has shadow of the warp.. coz you might fail your pyshic test.

 

So the must have:

 

Rune Priest

Long Fang

Sky Claws as body guards to the rune priest if they they jump pack.

Give anyone who can take it wtn wtt so u always hit on 3 + and u have a 5+ save against physic power cause they have a lot of nasty ones the one I think makes u we 1 so if u take those 2 items on ICs u try try and stop it with a 5+ save and if it goes off u will still hit on 3+ .

One thing to note- almost no tyranids have frag grenades- so use Tempests Wrath, Murderious Hurricane, and every bit of cover you can find to make them go through both your shooting AND your assault before they can try to attack you.

 

Also, a Chooser of the Slain on your Rune Priest is a very worthwhile investment, as infiltrating fleet genestealers are good for no marine.

 

I also cannot stress how useful a Whirlwind is against all opponents, but they particularly shine against horde armies like tyranids.

 

Lastly, Wildfire is spot on- dont take dreads. I might take Bjeorn, because hes incredibly tough, but even that... its a calculated risk.

You should take a ruin priest for Psychic denial if nothing else. Nid psychic powers are horrible. But remember that a few heroes in the right place can turn a battle. In my first game with my wolves (against nids coincidently) my wolflord and battle leader, after losing thier units proceeded to kill between them, twenty four devilgaunts, five raveners, three hive gaurd, two zoanthropes and a hive tyrant, turning a loss into a draw.
You should take a ruin priest for Psychic denial if nothing else. Nid psychic powers are horrible. But remember that a few heroes in the right place can turn a battle. In my first game with my wolves (against nids coincidently) my wolflord and battle leader, after losing thier units proceeded to kill between them, twenty four devilgaunts, five raveners, three hive gaurd, two zoanthropes and a hive tyrant, turning a loss into a draw.

 

 

Someone been reading fluff to their dice...

I agree with the others here in that a Rune Priest (or two) w/ tempests wrath and murderous hurricane is a must. The Chooser of the Slain is a boon, too, as it grants an extra point of BS. Remember that cover is your friend.

 

I also agree that dreads are not good against the 'nids b/c they can't stand up to their monstrous creatures. Unless you plan on using them as fire support platforms, i.e. twin-linked lascannon and missile launcher, or two twin-linked autocannons, I don't think they'd be much use. If you're wanting a mobile fire support option consider these.

 

I've found that Landspeeders, especially Typhoons, work well against the 'nids b/c they can fire both frag (for the little guys) and krak (for the big gribblies) missiles. Both types of missiles fire twice, so if you field a full squadron, that's 8 missiles flying per turn. The thing about speeders is that you have to keep them moving b/c they can't stand up to much of an assault.

 

Long Fangs are another option. You may have read about Long Fang missile launcher spam here in the Space Wolf forum, and it does work wonders against the 'nids b/c they also fire both frag and krak missiles. Long Fangs can work wonders, especially when in cover, or backed up by a Rune Priest with the psychic powers mentioned above. The thing about the LFs is that they are extremely versatile. You can load them out to deal with pretty much any opponent, but they can get pricey depending on what weapons you give them. The thing about the missile launchers is: They're cheap and effective.

 

Like Grey Mage said, Whirlwinds are awesome against hordes. Predator Destructors are good at thinning out hordes too, and the Predator Annihilator is good for sniping the monstrous creatures. Land Raiders are awesome too, but keep them away from the MCs. Just remember that against the 'nids, or any other horde army for that matter, weapons with high rates of fire or templates are your friends.

 

Here's an old adage that I heard somewhere here on the forum that has worked pretty well for me:

 

"Shoot the killy things and kill the shooty things." Hope that helps!

Yeah - lots to watch out for.

 

I know about the "shoot the assualty stuff, assault the shooty stuff" but if you have a mech army, you need to take out the Guard (with their assault 2 str8 no line of sight shots) and the xenonthropes as a priority, otherwise your vehicles aren't going to last long. If those xeno's get in close - forget about transports, cause you won't have any.

 

Tyrvigons are also a priority in objective based games, because they can poo out an incredible amount of really fast moving troops (spawn within 6" of the tyrvigon, move 6", run 6" - and that's just the turn they appear in.)

 

RunePriest is a must for me. I agree that JoWW and MH are probably the best selection here .... there are a LOT of nasty MCs now in the Nids list with Initiative 4, 5 or 6 - so don't rely on JoWW and pick your target with care (those guard I mentioned are I2 though ....)

 

WTT is also a good idea.

 

POWERFISTS are also a must for your GH.

 

Lastly, I totally agree with greymage on this. Use the fact they dont have grenades and make them assault you into cover.

 

H.D.L.

yes cover really hurts nids... Last time i used mine against the wolves he holed up most of his army on the temple of skulls thing, and i couldnt touch them. anything out of terrain i shredded but couldnt get into the terain as the wolves struk first and with so many atacks that i never survived into second rounds of combats...
lots of rune priests in packs of gray hunters with a flamer. keep them in there rhinos and make the nid dig you out of your transports. drive around firing jaws at the big beasts or/and hurricanes at the swams whilst flaming anything that gets to close. 3 packs of missile launcher long fangs pumping out 15 templates will help, also and if you have the points a few heavy bolter flamer land speeders. nids hate transports so keep everything in one.

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