Jump to content

help!


Recommended Posts

Im having trouble finding the traits for my army! Ive selected a few that I really like but I cant choose, and so might you help me? My army will all together be specialized against nidz!

 

these are the ones Ive been thinking about:

 

honour your wargear - see but dont be seen

 

see but dont be seen - take the fight to them

 

suffer not the alien to live - No mercy no respite

 

suffer not the alien to live - take the fight to them

 

No mercy no respite - take the fight to them

 

Drawbacks:

Eye to eye - die standing

Link to comment
https://bolterandchainsword.com/topic/79664-help/
Share on other sites

I think it's always best to get a real grasp on the background and fighting style of the force and then try to find traits that fit it than the other way around. Since all you seem to have so far is "My army will all together be specialized against nidz!" then "Suffer Not the Alien..." seems like the obvious starting point.
Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-919597
Share on other sites

Well, if you're all about anti-nidz, then the "Suffer Not The Alien To Live" is an almost definite.

 

The other one is a quandry. sorry, but I don't have the codex with me and can't recall which traits do what, so bear with my cryptic ramblings below...

 

If you do the one that allows tactical squads to use pistol/ccw instead of bolters, you'll get a slight advantage in hand-to-hand, but you'll kill any chance you have of softening them up with ranged fire.

 

True Grit (Trust Your Battle Brothers) may be a good way to both get that extra hand-to-hand attack (and also allow your unengaged minis to counter charge) and also keep the longer ranged standard bolter.

 

See but don't be seen (Infiltrate). I'd steer away from this - you'll likely want to soften up the bugs as much as possible with ranged fire before getting into h-2-h. Infiltrating is going to start you out just that much closer to the bugs. Not to mention that many times, you won't be able to infiltrate (you can only do so when the mission allows).

 

Isn't there one that allows tac squads to take 2 assault weapons (flamer, meltagun, plasmagun) instead of 1 heavy and 1 assault? Now there's one to consider. 2 flamers will really thin a horde. Of course, the problem is, you gotta be close enough to use them, and in my limited experience, if you're close enough to use flamers vs. nids, then its to late for shooting.

 

Maybe the one that allows your vet. sgts. to become apothecaries? You figure if you save one or two guys per squad then its almost like having a 12 man squad in the end.

 

I can't recall the other traits. Heck, I can't even recall what some of the ones you've listed do (hounor your wargear, take the fight to them).

 

 

 

Good luck. Choosing traits is sometimes kinda rough. If you've got a friend with nids and he's willing, try out some different combos (for several games each) just to see which are more effective - then decide.

 

 

 

Hope this helps.

Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-919661
Share on other sites

Well, mainly for nids you want lots of shooting, with sections which can counter charge. If your taking the basic Suffer Not..Alien then the following are good -

 

Trust Your BB - Keep ranged bolters and take charges better

 

Honour Your Gear - 6 4Hb's Dev squads really hurt Nids (thats 72 HB shots per turn, not including tactical squads)

 

The other two arent that good for anti-nids. They mean you charging, and with the nids better movement that is going to be hard to pull off

 

Ferrata

Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-919858
Share on other sites

I second the notion that going with traits that rely on you being the assault agressor don't seem like a good idea when facing 'nids. "Suffer Not the Alien," seems like an absolute must, fluff wise. I like Trust Your Battle Brothers, but going the devastator-heavy route of Honor Thy Wargear has some appeal. Even if you didn't go with 6 Dev squads, you could move dev squads into the elite section, and have heavy support left over for Whirlwinds, which seem tailor-made for helping out against 'nids.
Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-919964
Share on other sites

Trust in your battle brothers.

Suffer not the alien to live.

- To take charges whitch most of them will move up to a max of 24" a turn with best effect against them, striking their high Weaponskilled troops on 3's -

 

OR

 

Take the fight to them.

Clense and Purify.

- If you expect on giving the charge using terrain, vehicles and countercharging their units using a 'dummy' unit to recieve their initial charge then fall back -

 

Option 1: you expect shooting them down and lasting in close combat.

Option 2: you have a plan on having them charge you, then counter attacking them in the frenzy.

 

Those would be my two options since any good tyranid player will at least get one unit into hand to hand with you.

Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-920013
Share on other sites

  • 2 weeks later...
Your approach to choosing traits is pretty strange, as many of the previous posters have pointed out already. Seeing as how you're going to have Suffer Not The Alien To Live, Eye To Eye and Die Standing, you can't choose No Mercy, No Respite because you wouldn't need a minor drawback. I recommend Take The Fight To Them, because the nids will more often be charging you than you charge them.
Link to comment
https://bolterandchainsword.com/topic/79664-help/#findComment-929285
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.