This is cross posted from the Specialist Games forum (now I have posting rights here) - the original thread is here,
http://www.sg.tacticalwargames.net/foru ... opic=218.0 -----------
Greetings,
We have been playing a few games of Marines (codex) vs Tyranids (9.2.1) and we have some comments and request some suggestions, please.
Our currently feeling is that either Marines are hugely underpowered or Tyranids are hugely overpowered (and suspect it is actually a little of both). In one game the Marines were pretty much destroyed by the end of turn 2 and in another they were destroyed by two activations into turn 2.
Here is the lists we used for last nights game (3000 points).
Marines:
Landspeeder Tornado
Terminators + Chaplain
Tactical + 2 Dred + Librarian (garrison)
Devastators + Landraiders
Devastators + Razorbacks
Reaver Titan
Whirlwinds
Scouts
Tyranids (iirc):
Dominatrix + 2Trygons + guants
3 Hive Tyrants + 2guants + 3Carnifex
3 Tyranid Warriors + 3 Hauruspex + 2guants
HIve Tyrant + Tyranid Warriors + 2guants + 3malefactors
Harridan +2gargoyles
Genestealers
Lictors
Comments on Marines:
They sem to suffer from 'first army' syndrome in the fact that they have none of the nice toys that 'later' lists get - MW and RA creep seems to be out of hand with the 'newer' ERC lists that are comming out and MArines REALLY suffer for it, imo. Their tanks are all massivley expensive compared to other races (and underpowered) to the point where they are not worth considering in most circumstances (why would you ever take Predators or Vindicators?!), they get very few reinforced armour or MW attacks to be able to fight the Nids with (shoot the big stuff is all well and good but its all RA! and the Nids have a fair few MWs to hit you back with) and standard Marine tactics of being able to strike where you want is not really all that great against Nids because you get assaulted by massive broods vs your 4 to 6 stands of Marines.
Marines have come off the worst in 9/10 assaults fought and getting enough AT shots to be able to ignore the Gaunts and hit the big stuff is a difficult task to say the least when there are RA Tyranid 'tanks' in the broods to soak it up with.
I am at a loss as to what Marines are mean to do against Tyranids (though they do not fair that well against Guard either). We have considered an across the board reduction in points for Marines so they you have more of them on board (a c.25-50point reduction in the detachments was suggested).
Comments on Tyranids:
This list gets a hell of a lot of models for the points (too cheap). The fact that the Synapse can be REALLY effectivly screened by RA biggies (that can respawn) makes them very difficult to get to. They are massively fast - 40cm assaults is huge (guants/genestealers). Some things seem to have a lot of MW attacks that most of the time cut the marines down to a man (6 stands vs one of those broods). The WE in particulr appear to be quite cheap considering the amount of damage they can soak (the 'scout' bio-titan at 275pts is a steal!).
Overall, the Tyranids appear to have little weaknesses - considering that AP fire is almost useless against them and you need AT fire to kill the synapse stuff (getting through the RA tanks first) means the amount of shots a Tyranid army recieves is small compared to other armies - less AT shots in an army, harder to hit AT shots, RA armour saves; all compound so you do minimal damage to a brood.
It is also our feeling that the big stuff should not be 'brood' creatures (by the lists definition) - being able to spawn them and them not counting for BMs (these being brood creatures detracts from the 'Tyranid Swarm' feel that there should be tons of little creatures overwealming you and you need to shoot big stuff so staunch them).
Any comments or suggestions would be helpful as, at the moment, it seems a pointless match-up between these armies.
We are trying IG vs Nids next week so we will see if it is Nids or Marines at fault (but as said, we believe it is both).
Thanks