The Anti-Anti-Tyranid
Tactica
Apparently, we're just
so cool that the food needs to have tactica on how to beat us
when the ink is still drying on our new codex. OK, well let's
take the lessons taught in the AntiTyranid Codex [USWD307,
pp. 112-117] and turn them on their ear!
Don't Throw Away
Your Synapse
So the ATT points
out that a HT with TG is rock solid, but any other Synapse is
relatively easy to kill...and worth it.
- If a lone Zoanthrope
is there for Synapse, keep him out of sight from
the enemy. If that is not possible,
then keep him in cover.
- Warriors are hardier
than they used to be, but don't get sloppy with them. Use
cover and concealment until they are ready to be used. If
they are a fire support unit, then make darn sure they are
in cover and, if possible, out of sight from everything but
their target.
- Flying Hive Tyrant
- Nothing new here, really, he should be hopping from behind
one patch of cover to another, as much as possible. With
the 4th edition, you are much less likely to have Warp Blast
on him, so staying out of sight until it's feeding time works
well. Of course, if you gave him a gun, well...you're crazy,
but
we'll
tell
you that you should try your best to give him the best possible
cover save.
- Cover your bets,
only one model in a brood has to be in Synapse range, try
to stay in range of two Synapse creatures.
- Gaunts and Biovores
have Ld 5, so be extra mindful of their Synapse needs.
Some Nuts Are Harder
to Crack
Keep in mind the armor
save of your targets. We have an unfortunate preponderence of
weapons with AP5 or worse. It's
not a weakness
unless you make it one. Let's face it, Tyranids are here for
dinner, not target practice.
- When you do shoot,
make the shots count - using an AP5 weapon against a unit with
Sv 4+
when
you have a viable unit with a poorer armor save is just
plain bad planning. You trade straight kills for a 50% kill.
Unless
the Sv 4+ model is twice as expensive/important, you should
pick
the target you are more likely to kill and/or out.
- When charging units,
consider if you have the killing power to hold your own against
them. The more armored a unit is, the more suitable they become
for RC and MCs.
Chew Your Food!
Realize that killing
a unit in a single phase of assault will leave you hanging in
the breeze, ripe to be shot and counter-charged.
- [More niddy] Try to engage a second unit so that you are definitely
tied up in combat. This is especially useful when it deprives
a deadly counter-charge unit of its bonus attack from charging.
- [Less niddy] If necessary,
you can advance more dispersed (but not too much) or more
slowly to engage the target
with less than your full force.
Hold! Hold!
Consider this, if you
advance as fast as possible, and that leaves 2 or 3 gaunts up
front to get shot by a dozen bolter shots, then you have gained
nothing. You might as well give up that extra inch or two and
keep the brood strong. You might even inspire your foe to advance!
If you are really feeling like Sun Tzu, you can try to approach
them in a bow formation, so that the models in your brood are
all about the same distance from the target unit. Bottom line,
don't throw away your models in a fit of zeal.
Gaunts Bounce Off Tanks
Yes, we have no rending
gaunts anymore and 40k is still a beer & pretzels game. So, yes,
a lowly AV10 walker can tie up any number of S3 critters.
- Know your enemy;
avoid letting a huge brood of gaunts get tied up by a cheap
walker model.
- Toxin sacs are more
attractive, but there are still plenty of models that even
S4 will not help against. So its best to just avoid the walkers
with the gaunts.
- Get them before they
get you. Lightly armored walker you say? Sounds like a perfect
target for a Venom Cannon, RCs, or an MC.
Stupid Imperial Tricks
(Title inspired by David Letterman)
The imps have some special
guys for which you should watch out:
- Mystics allow a free
shot at Deep-Striking units within 4d6", so be wary of them
when you Lictor pops up his head.
- We all remember the
Culexus Assassin. It's crazy deadly against Psykers, so make
sure it fights everything else. Remember, at more than 12"
range, he's pretty much harmless to your Hivemind; 6"-12" is
ouch; and less than 6" is big time ouch! Feed him to the
lesser critters. Note that his Etherium ability requires
a Ld test to charge him, so Rippers, Gargoyles, or Genestealers
might be better against him than gaunts. Heck, you may never get
a chance to attack
him, but
a nice
circle
of gaunts will keep him contained if he doesn't want to play tag.
Oh, and remember the reduction to Ld 7 applies to all units within
12"
of the assassin, friend
or foe. NEVER LET HIM NEAR A LARGE BROOD OF WARRIORS!
- Furious Charge can
be scary, especially when it pushes a unit (very common) to
I 5, which means a whole lot of high speed pain for most of
our little ones. Be sure to charge them first and deprive them
of this benefit.
- Suffer Not the
Alien to Live may sound scary, but hey, it's less points,
which means less models to kill. Also it has no effect
on basic Troops which were getting hit on 3+ anyway. This
is also a place where high initiative is good, as their improved
chance to hit counts for squat if they are dead when their
initiative point comes around.
Embrace the Flood
The food has guns, it
will use them. You have numbers, use them.
- Don't present your
units in nice little
packets
that
can
be eroded by concentrated fire.
- Send enough models
after a target to ensure someone gets a snack.
- Keep the enemy weapons
range in mind as you move. Don't slide into their optimum range
if you can't survive the coming firestorm.
Asymmetric Threats are Handy
Spore Mines, Lictors,
and Broodlords with retinues can wreak havoc with rear lines
and sit and shoot units and also complicate "strategic"
withdrawals of
closer
units. Consider taking
one or more of them in your list.
Barrage Weapons can
Always Reach Out and Touch You
Be mindful of your model
spacing as you move. Don't be caught off guard by barrage weapons
raining down fiery doom.
Fast Food is Bad For
You
Fast-moving transports
are often pretty easy to pop, so use your VC to shut them down
if they try to flank your lines. You don't want to get spread
out and distracted back-tracking and sidestepping to get every
last tasty morsel.
Psykers in the Hood
When faced wargear that
can cancel Hivemind Powers, remember:
- Psychic Hood (SM)
can only be used once per turn by a given marine on a given
power.
- Warp Blade (CSM)
has a 12" range, so you can mitigate that somewhat.
- It's only going to
affect Catalyst and focused Warp Blast, so why are we really
worried about it all?
- The Shield of
Faith ability of the Sisters of Battle is pretty hefty
too. Check out our interpretation of its effects on our Codex
Clarifications page.
Chewing on Toasters
Can Get You Electrocuted
Some things to consider
when facing Necrons:
- If there's any one codex I would recommend you read ahead of
time, this is it. It could have been subtitled - "The Big Book
of Rules Exceptions". It's no Codex: Eldar, but it comes close.
- Lightning Fields can be nasty to small weak guys that dish
out truckloads of attacks, but against a tough critter with
a high toughness, it's little more than an effective carapace
cleaner.
- A Monolith portal
that is clogged with a huge brood of Spinegaunts really isn't
all that useful. And that means no second chance at We'll Be
Back rolls.
- A Carnifex's VC can
be useful against a Monolith; even if you just stop it from moving
(which is great if you get the Spinegaunt part going in front
of the portal), that can be tactically beneficial.
- If they have their
back to wall, be sure to hit a unit with enough models to make
it run away and keep running away. Cowards won't be back. ;)
- Pray that he brings
the Nightbringer then actively ignore him while you work towards
phasing out his army. I mean come on, he gave up 18 Warriors
to take that big honking point sink, make him really pay for
it!
- Remember - phase
out is your friend and C'tan, Pariahs, Scarabs, Monoliths,
and Tomb Spyders don't count towards the body count!
It May Take A Lot of Shots, But You Can Die
A break neck run across open ground is not always the best idea.
Keep your mission objectives in mind and use cover when it's beneficial.
Muck about with their ability to shoot you before you charge and
watch them sweat.
We'll Make More
Always remember the
golden rule - we'll make more. Don't get stressed. Stay focused and
let them freak out. They have to deal with the horde after all. If
you lose, that's cool, you're here to play and hang out. Shake your
opponents hand and envision your hive fleet churning out the
next implacable wave of stabby death. |