orionburn Posted September 7, 2017 Share Posted September 7, 2017 I've been really struggling with any of the maps that force us to play long way which leaves a ton of open ground to cover. Played one of these maps again this week and got absolutely crushed (quick side note: thought we were not doing anything that allowed deep strike so came unprepared). The SM Agressors are just brutal when those guys are sitting still doing double shots. Had one a blob of 30 gants and a blob of 30 gaunts. Both got shot off the board as soon as they got close. Most of my stealers got wiped out as well. They made it into combat, but after falling back his other units shot them off the board as well. What's the best counter? I've been thinking of either two Trygons with 20-30 devilgaunts or 2 pods with 20 devilgaunts each. The potential to put out 180 shots is something that has to worry the opponent. Most guys I play are smart enough to deploy leaving deep striking the backfield near impossible, so it is worth sacrifcing two units like that by dropping them in the midfield? It's a lot of points to see get chewed up but I'm struggling at how to survive getting across the field and into combat. For what it's worth I've been playing 40k off and on for years, but only starting playing my Nids in 8th edition. Link to comment https://bolterandchainsword.com/topic/339148-surviving-bad-maps/ Share on other sites More sharing options...
Xenith Posted September 11, 2017 Share Posted September 11, 2017 (edited) The best counter is terrain. If you have to march 30" across open ground, then you're doing it wrong. The table should be minimum 25% covered by terrain, i.e. before the game start putting terrain on the board until one board quarter is chock full of terrain pieces touching one another, then add a little more. Then remove the terrain, roll off and alternate deploying pieces until it's all on the table. Terrain should be a mix of cover, obstacles and totally Line of Sight (LOS) blocking objects. Agressors are shooty, but to get all those shots, you have to be within 12", and they aren't allowed to move, right? That means you dropped your 'nids within 12" of them and left them there. Don't do that. Use catalyst or hive commander to get them into combat. Edited September 11, 2017 by Xenith Link to comment https://bolterandchainsword.com/topic/339148-surviving-bad-maps/#findComment-4882821 Share on other sites More sharing options...
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