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Trouble with Tyranids http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=15059 |
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Author: | Dominic [ Fri Mar 06, 2009 10:04 pm ] |
Post subject: | Trouble with Tyranids |
Having finally managed to win a few games vs various armies, I have encountered a fresh problem. Tyranids! These gits do me in every time. Just seen a whole IG heavy dissppear under a fall of drop spore thingys. And then there's the S&M horror that is the Dominatrix. Seems very hard to beat- and as for those special draw several every turn cards, they're bad news as well. Any ideas? My fave current armies are orks and IG. |
Author: | Warhead [ Fri Mar 06, 2009 11:06 pm ] |
Post subject: | Trouble with Tyranids |
There is a lot about the Tyranids that you can't do much about. You just have to endure it. The Cards are one of them and Biovore Spore Mines are another IMO. I've never played Orks vs. Tyranids so can't comment much but as a Tyranid player I would be wary of some of the special weapons but not the size of Mobz... just more targets in one place. Yum! I found a Dark Angel/AMTL Tech Guard army worked well. I always used a cheap SM scout company as my grab and hold road block. They would Infiltrate forward and act as a breakwater for incoming assaults. I would use my Devastators to shoot stuff from behind this and a fast company of bikes and Land Speeders to threaten his artillery and exposed Objectives or as a fast reaction force when my own flanks or artillery was threatened. I used Titans for artillery and firepower as they were less vulnerable to Mycetic Spore Pod assaults and could stand against Bio-Titans fairly well. Load up on Barrage Missiles and Plasma Cannon or Destructor and remember Chain Fist and Wrecker for the inevitable close combat. If you target his Dominatrix he will usually use the Warp Field to help protect it so you don't end up with a Warp Blast each turn. I also used Knights to help out my Titans against Bio-Titans and Carnifex... Razorfex and as other bigger nasties. I liked to use a pack of Scout Titans too to harass his sides or pick at his Bio-Titans. Claim territory early on and hold it with firepower. Use cheap troops to slow Tyranid infantry down and shoot them up. Break as many of the small broods as much as possible to gain points and try to ignore or at least disrupt or minimise the big stuffs effect by staying out of LOS or range or keep throwing stuff at them that it can't ignore or has to deal with. Take care of morale with Inquisitor or Psyker with "Embolden". Hope any of this is some help. |
Author: | zap123 [ Sat Mar 07, 2009 7:59 am ] |
Post subject: | Trouble with Tyranids |
Orks v Tyranids sounds fun, though haven't managed to get that one done personally.  A Slasher with 2 Ripper fists and some Stomper friends would probably be a must, along with the Bad Moonz, and a couple of other Shooty clans.  I'd leave the Goffs and KoS at home.  Build monster, impossible to break clans then hang back, shoot lots and don't go the boot until you've smushed 'em for a couple of turns.  Not all that Orky, but the normal rush forward would be bad. IG follow the same advice, and probably do it easier than Orks.  Tactical Co. screening a Heavy Co will mush bugs, and Hydras should solve nasty Spore problems too.  Have Roughies or Bikes to clean up you back field.  Bio Titans will be a problem, though you too can tool up a nasty Reaver to go toe to toe.  ![]() With the Dominatrix and Bio Titans, you decide each turn to go them, or leave them totally alone. If it's GO, then hit them with everything you can. If no, don't waste any shots on them. A Dom with shields up is almost impossible to shoot to death....but she can be swarmed in CC! |
Author: | Pettan [ Sun Mar 08, 2009 6:55 pm ] |
Post subject: | Trouble with Tyranids |
and Hydras should solve nasty Spore problems too. Hydras cant shoot that much, or well they shoot quite alot but still its only 12 shots with 5+ = 4 hits. Not too impressive.. How do you do if the enemy drops most of his army on your head in the first compulsary move and every spore tries to target your troops. 1/3 of the dropped spores will likely be hits. Can you choose to fire against those that land on your units? Not funny to see rhinos with the troops inside die in the first second of battle. Is the solution to start outside the transport and be on FF? |
Author: | Warhead [ Sun Mar 08, 2009 7:10 pm ] |
Post subject: | Trouble with Tyranids |
No mass drop on turn one? |
Author: | Pettan [ Sun Mar 08, 2009 7:32 pm ] |
Post subject: | Trouble with Tyranids |
Well, thats most often in the hands of the tyranids. ![]() |
Author: | Warhead [ Sun Mar 08, 2009 9:01 pm ] |
Post subject: | Trouble with Tyranids |
Ok, ok... You might think about cheap troops sitting about covering your deployment zone and artillery. Nothing too fancy, just enough to shoot a few spores and to attract the attention of the inevitable surviving Rampage nutters. Or lots of Cavalry prepared to charge the surviving landers. Concentrating on pinning targets. You only want to buy time, not win the close combat. I don't know what else you can hope to do. The First Fire thing does work... but it means leaving a lot of troops on First Fire to protect your artillery. I've wiped out an entire spore drop in one turn (approx 30 stands). Do that a few times and your opponent will maybe change his tactics. |
Author: | zap123 [ Mon Mar 09, 2009 3:37 am ] |
Post subject: | Trouble with Tyranids |
Yeup, you need to use different tactics against Bugs. The normal first turn Advance/Charge often no longer applies. If they've taken lots of Pods, anyone that can shoot ok should be on FF with only your fast attack guys on Charge ready to counter the drops. Remember to use the updated rules and the number of units that get "squished" by falling Pods should be very close to 0 (they have to scatter on to a unit). If your opponent spends lots of points on Pods that's a lot less Tyranids you need to kill! |
Author: | Warhead [ Mon Mar 09, 2009 10:16 am ] |
Post subject: | Trouble with Tyranids |
Remember to use the updated rules and the number of units that get "squished" by falling Pods should be very close to 0 (they have to scatter on to a unit). Cool... I'll need to remember that one. |
Author: | Pettan [ Mon Mar 09, 2009 11:31 pm ] |
Post subject: | Trouble with Tyranids |
Remember to use the updated rules and the number of units that get "squished" by falling Pods should be very close to 0 (they have to scatter on to a unit). Cool... I'll need to remember that one. So you cant target a unit with a spore or drop-pod? If so I think it sounds very good. They shouldn't be used as bombs. They should be used as a way to put your troops in the fray! /P |
Author: | zap123 [ Wed Mar 11, 2009 12:56 am ] |
Post subject: | Trouble with Tyranids |
Exactly. The pods have to be placed so the ARE NOT touching any unit. If they happen to scatter on to one then they smush it, but that should be uncommon. |
Author: | Pettan [ Wed Mar 11, 2009 6:20 am ] |
Post subject: | Trouble with Tyranids |
Thank you Warhead o Zap. A very good call. /Pete |
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