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Beating Nidzilla


AngelsWithBaals

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So I'm going to play a good tyranid player sooner or later at my LGS league and he plays Nidzille. He plays: 2 trygons, 2 tervigons, flyrant, hive tyrant with guard. My list is posted in the army lists section along with my thoughts on how to improve it, my question now is what do you guys think are our best codex options for dealing with a MC heavy list with pooping scoring screens?

 

My ideas were missile devs and storm raven to provide most of the multi wound punch and tacticals with plasma/combi-plasma/missile to finish up at closer range. Hamernators have worked well for me in the past but never tried against this many MC's and mephy should insta kill with force weapon... Thoughts?

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Mephi, kills stuff even without force weapon (remember shadow in the warp). Missile Devs are of course awesome, stormravens as well. Hammernators and talondreads work wonders too. Honestly, it's not as hard as it sounds, they deal less damage than you might think and die easier than expected.
Biomancy aside, I'd load up a pair of Baals. St 5&6 weaponry go a long way against those beasties. Triple las predator helps too since you can fire all three on the move. Storm ravens with plasma cannons do well since you can't be assaulted and they come with the missiles for free. Lastly, you should be able to out maneuver him, you are a blood angel after all. Use that to your advantage and make him chase you while you shoot the snot out of him.
Combination of Mephiston and lots of Melta. MM Attackbikes are great in this fight since they can avoid melee while still shooting. In fact the full 9x MM Attackbikes might be an interesting counter-argument to Big Bug Nids since they almost never have cover-save since they're so big combined with Bikes ability to find clear lanes of fire. Sternguard sounds like a wonderful idea although I've never tried them out myself. Stormraven is nearly a must in order to swat down the Flyrant.

If you're not opposed to using some Grey Knights, that'll ruin Nids in quick fashion. Just basic Strike Squads can hurt, as even one pinprick of a failed save against a Nemesis force weapon, and the bug can disappear. A Grey Knight Raven (which looks suspiciously like our Ravens as well :lol:) can also be really nasty--strength 5 Hurricane Bolters mow stuff down, and their missiles are actually preferable to ours in this situation. Even touch a Tervigon with part of the template from a Mindstrike Missile and its auto-perils. Biomancy-fueled Toughness 9 doesn't help when your brain explodes.

 

And Warp Quake will play hell with Trygons.

I think massed plasma is the normal suggestion.

Melta lacks both range and rate of fire.

 

Definatly baals for fast attack.

Ravens, vindies and plain old devestator all have pros and cons for heavy.

 

If t6 is about the top, ten termies have serious shooting and combat effect

  • 2 months later...

death company and talon dreads can still play their part..its not as easy as usual but still def possible. DC with power swords will usually murder a MC due to 5 attacks each at strength 5 ignoring armour... im pretty sure most tyranid MCs have 3+ not 2+

I played in a 1000 pt tournament this weekend at ended up on table 1 in game three. I played a guy running a nidzilla list and got destroyed. Tervigons with 3 psychic powers are a pain. If they get Iron arm they are very hard to kill. I think your best bet is to take lots of melta guns as others have suggested. I'd also say use your mobility and pick your battles. We're faster than nids and you need to take advantage of that. 

 

@mechanicus I'd say ignore CC. If the nids MC get iron arm you're assault marines are either going to be hitting on a 6 or not at all. The best shot at taking them down in CC is with some hammer termys. 

 

You could always ally in eldar for a Farseer with runes of warding. This would shut down the Nids psychic abilities very fast. 

Tyranids have really big problems dealing with AV13+. If your running any preds you'll need to cover their side armor with rhinos. Twin linked weapons are your best bet versus Flyrants. Also pack some flamers to burninate their gants... They hate templates. I would make them come to you and pound them with firepower all game. I would also take plasma over melta for range. Kill the Flyrant first if it comes in range then the Trygons. Finally focus on the walking Tyrant and Tervigons.

I think putting down the tervigon may be more important. If you let them produce all game They'll control the board with a hoard of gaunts. There monster creatures can also take out tanks with a smash attack. If they have claws they can get up to 6 str 10 hits on the charge. 

ally in SW. jaws kills low I MC and the rune staff stops casting on +4 , so biomancy doesnt hurt as much .plus If you take them you open a slot for ultra devastators in form of long fangs . GH are realy nice and cheap scoring units to hang around with the Priest.

Against Nidzilla I would advise against going into CC. If you fail, all that AP2 and doubling you out will really hurt! I agree with the earlier posts in the topic - you need to concentrate on a single monster at a time. Pick whichever one is the biggest threat that turn or fails it's Iron Arm test and bring it down! I guess CC could be used to finish it off if you put most of the wounds on it from range.

I both agree and disagree about the Sternguard. The problem is that although you're wounding the beast, you then have to get through the decent armour save and probably through FNP too. This most likely means you won't kill the monster with Sternguard alone. If your target is still alive after this turn, then you Sternguard are going to get charged and die. It all depends on how you place them and whether you can kill the monster, in which case Sternguard become somewhat situational.

Bolters would be wounding a 6 though and even at str 5 depending on iron arm rolls your either facing hitting on 6's or not at all. Sterngaurd sound good, but when you're facing a "nidzilla" list your dealing with 5+ monstrous creatures and a squad of sternguard can only do so much. 

 

Also be aware of the zonthrope that has doom. It deep strikes and makes you take a LD on 3 D6 for any unit within 12 inches.  Whatever you roll over this you lose in casualties and the zonthrope gains that amount in wounds. This thing can take a pod so can place itself to maximize it's ability. If your opponent takes this make sure to kill it fast. 

I've noticed that combat squading is very useful against big bug lists, speed bump what you can't kill right away and make them pay for every inch of movement (combat squad tacticals in a rhino and disembark a bunch of bolter guys and serg. to tie something up while plasma/multi-melta drive around shooting).  Use our mobility/terrain to concentrate force without threat of reprieve.  I started this thread because I was terrified of a big bug list at the LGS because I play mech hybrid which stacks poorly against big bugs, but after playing a few rounds with that list against them I've learned that bugs are, for the most part, a lot slower then in 5th, advantage us.  They don't have that great of a chance to get iron arm on all their bugs so just focus down the ones that don't have it or wait till they fail their psychic test to get them.  Strength 8 weapons will ID all their multi-wound T4 stuff (warriors/zaonthropes), and of course the essential storm raven can usually help turn things around.

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