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Big Tyranid things that kill my tanks


ImperialReaper

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Bretheren,

 

sicne I dont have a Tyranid Codex - and especially no english one - unfortunately I cant tell you the name of bug that is bugging me.

To sum it up - it is HUGE, i comes out of the ground if kept in reserve, then it shoots a barrage of bioplasma (6 shots) somthing at my tanks (usually rear or side armor...). And when you try to kill it, you find out it has a high WS, high toughness, and also 6 (!) livepoints - and not to forget a 3 or 4 + armor save.

 

Is there a way in the whole warhammer universe to kill something with 6 hitpoints which cant be overkilled due to high toughness BEFORE it rips through all of my heavy supports?

Of cause a full grown WAAAGH could create enough attacks so that even after failing lots of hits and wounds there are enough wounds left he cant prevent with his armor. But our trys to recruit some orc mobs have not been to frutile lately...

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Ah the Trygon - my favourite toy in my Nids army! It is a beast no doubt, and you can forget about a killing it in one turn.

 

Lascannon' usually do a good job against the T6 and there's no save there either. Alternatively, try hellfire rounds - that's what they are for! And as Brother_Kluft says, you can't go wrong with assault Termies either.

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mephy...that and powerfists, thunderhammers, melta guns, plasma weapons etc. dont waste the likes of baals and vindis on it.

I've actually had good luck targeting Tyranid Monsterous creatures with assault cannons. Vindicators should only be targeting Monsterous creatures if there are no other targets.

 

Also have to add, Missile Launchers to Brother Nathan's list. Land Speeder Typhoons have done me well against MCs.

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Ummmm, guys. He means Hive Guard for sure. It's 3 individual models right? Trygons shouldn't be killing tanks with shooting. Also, they don't hit you on your side or rear, they hit you on whatever arc they are in, it's just hard to get cover from them unless you use Smoke Launchers or are inside of a terrain piece.

 

That said, Missiles, Autocannons, Assault Cannons and Lascannons do a wonderful job at knocking them out. They're only 2 wounds each, but T6 makes them hard to bring down with Bolters.

 

If you don't kill them quickly, they will, 100%, kill your Rhinos. They're not great against Dreads, and can barely scratch Land Raiders.

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Ummmm, guys. He means Hive Guard for sure. It's 3 individual models right? Trygons shouldn't be killing tanks with shooting. Also, they don't hit you on your side or rear, they hit you on whatever arc they are in, it's just hard to get cover from them unless you use Smoke Launchers or are inside of a terrain piece.

 

No. You can deep strike your Trygon so its facing the rear armour of the tank. Then shoot it with the S5 Assault 6 Chest weapon. Decent chance of popping transports with that... (also where did you get the '3 individual models' from?)

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I missed comes out of the ground somehow. Well then, I have just one question. How the hell does 6 S5 shots destroy enough tanks to drive someone to create a thread about it? I could see a glance or a pen if the Nid player got really lucky, but this sounds likes a consistent problem. Hive Guard, Zoanthropes, Harpies, and Tyranofes yes, but Trygons?

 

Weel, then, if he choses to Deep Strike it, it can't assault. It's better than you at assaulting, but doesn't shoot very well, so you want to shoot it. T6 and a 3+ armor save isn't too bad to bring down- some Missiles, Meltaguns, or even Autocannons will start plinking off wounds. Plasmaguns too if you have them. Don't charge it though, as no one likes to be on the receiving end of 6 re-rollable S6 hits that ignore armor.

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I missed comes out of the ground somehow. Well then, I have just one question. How the hell does 6 S5 shots destroy enough tanks to drive someone to create a thread about it? I could see a glance or a pen if the Nid player got really lucky, but this sounds likes a consistent problem. Hive Guard, Zoanthropes, Harpies, and Tyranofes yes, but Trygons?

 

Yes its not the most overpowered unit in the Nid Codex.

But as I said - having one popping up behind your vindicators or predators and getting 6 S5 shots into you back can du quite some damage. And the main problem is - as I also stated - that you will not be able to bring it down in the following turn, so it is hard to stop it before it can make up for its points there. And if I turn my tanks so it can only hit the side armor next round, it can still co into CC and get the +2D6 bonus since it is a monsterous creature right?

 

So Veterans and Terminators with Thunderhammers sound nice am I am shure it works but...erm thats 200+ points of elite choices basicly hanging around on your cornor of the board waiting fro something to happen. And chances are if you have them at your tanks the Nid palyer probably just deploys them somewhere else since they are pretty much usefull anywhere.

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Why is why Missiles and Lascannons are worth it. Just about wherever he puts it, you'll have range and LoS. The things like 5 inches tall! If you don't have them in your list now, and it's a problem, then change your list. It's worth dropping a Vindicator for 4 Missiles in a Devi Squad for sure. Also, a Land Raider for those Hammernators will give them a huge 22" threat bubble, allowing them to hunt down the Trygon more effectively. Also, Nids have a hard time with armor 14 if you can shut down the Zoanthropes- not hard with a Psychic Hood, which you should have.
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You CAN bring it down in one round - it depends on what weapon you use.

 

My first advice would be Mephiston. He should be with your army against Nids anyway, so a Trygon more or less doesn't matter to him.

 

Then, you should try a flying DC. Jump packs, powerweapons, Lemartes. Not too many powerweapons, but one or two at a squad of 4-5 men should be enough, maybe a powerfist to kill the big stuff. The advantages of DC against Nids are a high number of attacks at init and S 5, and along with Lemartes or a Reclusiarch they can reroll to hit and to wound rolls.

Pray to the emperor that your opponent makes the mistake to deepstrike his Trygon behind your DC, and then laugh as they shall be the last that beast will see in its unfortunate life.

 

Briefly, what I am trying to say is that DC have a high number of attacks and are able to kill monstrous creatures in the turn they assault, especially with Lemartes or a Chaplain.

 

Also, with your tanks being fast, it should be no problem to keep the DC behind them to "cover" their back and wait for the Trygon to appear.

Watch out for the Mawloc, though.

 

 

Snorri

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mephy...that and powerfists, thunderhammers, melta guns, plasma weapons etc. dont waste the likes of baals and vindis on it.

 

Summed up perfectly. Assault cannons weather people say they are lucky with them or not are wasted shooting at these things if you have better targets to fire at. Meph will kill it plasma work great melta still good fists fantastic and TH/SS termies will annihalate it

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In an all-comers list its not so simple, but if you know you're facing nids consider loading up on HK missiles, especially on the tanks with guns like lascannons (which are great against t-fex and walking tyrants), because they absolutely destroy things like the T6 3+ sv MCs and hive guard (the real nid threat). On average 108 points of HK will drop a trygon or tervigon (if the tervi doesn't have cover), and while you won't do it with just the HKs it just shows that the burst they provide will help drop the trygon a turn before its becomes effective.

 

A trygon is not a very threatening model, especially if deployed by deepstriking. They have a base cost of 200 pts, are basically impossible to grant a cover save to, and with a 3+ save anything that has a decent enough strength to wound it should bypass the save. They aren't really very useful until foot slogged in pairs (so that one should actually hit your lines) and even then when attacking vehicles they won't be protected come your shooting phase (unless they can multi-assault a unit when charging a tank). So if you have the fire power to drop a trygon a turn (not too hard) even this should not be very threatening.

 

I would be more afraid of other nid critters like the hive guard (who are experts at popping rhinos from 24" without needing LoS and usually ignoring cover)

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You could always use a squad of speeders with meltas.

Or a couple of squads at 3 apiece.

Will take them a couple turns, but 24" range and s8 should light him up nicely.

And they would still be available after that to take down any other big nasties.

 

Attack bikes could do the same, but most likely won't be able to respond as quickly to the threat.

 

And then there's always the Storm Raven.

That thing could light him up in one turn and hurt him plenty.

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