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Post by Captain Zapp Brannigan on Sept 15, 2013 3:55:47 GMT -5
As per above.
I regularly play 2000-3000pt battles with a friend of mine who collects Nids however I am undecided as to what Special Wpns Teams work best against him, if any.
The only unit that has cemented it's place in my army list are my ridiculously successful Mortar Teams-Their s^#t don't stink.
Brannigan's Law is like Brannigan's love, hard and fast.
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Post by Rommel's Eighty-Eights on Sept 17, 2013 10:38:35 GMT -5
AUTOCANNONS....All day, everyday, verses Nids. I usually run two Heavy weapon teams of three, and then on top of that all of my vet squad also have one, so about nine total in a 2000pt game. Works great for clippin' the wings of Nid's flying beasties and multi-wound models. They are also alright at eating away at the swarms. I hope this helps.
88's
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Post by Ponen19 on Sept 17, 2013 11:22:08 GMT -5
Yep, autocannons and heavy bolters. Anything that has the potential to do more than 1 wound is great for nids. And a squad of AC's and HB's is relatively cheap when compared to lascannons.
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Post by dangerrod on Sept 17, 2013 21:06:13 GMT -5
Autocannons are great, BUT missile launchers kill Trygons quickly!
I've used two missile launcher HWT dedicated kill those things along with any other 3+ MC
Also, Psyker Battle Squads really can mess with Nids, as long as they don't get within Shadows of the Warp
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Post by hendrik on Sept 19, 2013 5:12:20 GMT -5
flamer special weapon teams! these guys are the expendible troops that will stop the first wave of assault. they will die, and will do so most likely in the nid players turn, meaning you can shoot those nids who were just hiding in close combat with all you've got!
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Post by Captain Zapp Brannigan on Sept 19, 2013 8:03:00 GMT -5
Yes I quickly learnt the benefit of AC over Lascannons...
I love the idea of bringing flamer special weapon teams to bear against these bad boys however they always seem to go to mush before any real benefit is made.
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Post by Captain Zapp Brannigan on Sept 29, 2013 10:02:29 GMT -5
So what do people usually employ as their tactics against Nids?
The static gunline in order to maximise shooting or does anyone actually race out to meet these bad boys further up the battle ground?
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Post by Warsmith Wolf on Sept 29, 2013 15:42:05 GMT -5
Yes I quickly learnt the benefit of AC over Lascannons... I love the idea of bringing flamer special weapon teams to bear against these bad boys however they always seem to go to mush before any real benefit is made. Valkyrie hot drop 'em. I once saw someone Valk-drop a SpecWep Squad with three democharges against Grey Knights, and killed an entire unit of Paladins. Imagine what that could do to a 'Nid blob, or even an MC.
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Post by dangerrod on Sept 30, 2013 6:58:24 GMT -5
I used to like flamers against Nids, until I realized that if your're relying on killing them with flamers, its too late!
Hit them hard with ML and AC from distance, let them come to you!
2-3 rounds of solid shooting should see them off!
Also, Vulture gunships kick a## against massed Nid troops, just be sure you've killed any HG first!
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Post by that1guy on Sept 30, 2013 21:24:04 GMT -5
HG? What are those?
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Post by dangerrod on Oct 1, 2013 5:02:19 GMT -5
HG = Hive Guard, along with their nasty Impaler Cannon!
S8, AP4 Assault 2, Ignores Cover and doesn't need line of sight to their target!
(NB, I really hope these guys get smacked with a nerf bat in their next codex)
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Post by Captain Zapp Brannigan on Oct 2, 2013 8:10:46 GMT -5
I used to like flamers against Nids, until I realized that if your're relying on killing them with flamers, its too late! Hit them hard with ML and AC from distance, let them come to you! 2-3 rounds of solid shooting should see them off! Also, Vulture gunships kick a## against massed Nid troops, just be sure you've killed any HG first! Oh yesssss..... It normally is way too late. For the hell of it I still Outflank with 3x Scout Sentinels usually sporting Heavy Flamers however I might need to switch to AC...Just to keep my mate on his toes and try to wound his MC and HG early on, that'll make him panic!
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Post by Adkenpachi on Oct 2, 2013 8:57:42 GMT -5
Would quite Large line of hwt's help? Fitted with mortars, bolters or auto cannons?
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Post by Adkenpachi on Oct 2, 2013 8:57:58 GMT -5
Would quite Large line of hwt's help? Fitted with mortars, bolters or auto cannons?
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Post by hendrik on Oct 2, 2013 9:09:17 GMT -5
how about heavy artillery carriages? at 75 pts the earthshaker canon is a steal,considering you can give orders to it with a company command squad!
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Post by Captain Zapp Brannigan on Oct 2, 2013 18:51:17 GMT -5
Heavy Artillery Carriages... Never really have given them a thought.
Adkenpachi- I have fielded 3xHeavy Bolter Squads, 3xMortar Squads, 2xAutocannon Squads, 2xBasilisks and 1xLascannon Squad (Useless) and he still reached my lines on the two occasions and messed me up. He just had too many targets too and many wounds.
The problem with HWTs is that they die REALLY easily :/
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Post by WestRider on Oct 2, 2013 19:46:56 GMT -5
Especially to all the S6 shooting than Nids can toss around. I prefer to take relatively few Infantry-based Heavy Weapons, and keep them safely buried in a Platoon. For the really concentrated damage dealers, I generally turn to Vehicles (Vendetta, Girffon, Manticore, Hellhound, a couple of the Russ options), and Melta/Plasma Vets.
The main place I find Flamers useful against Nids is on Overwatch against the little guys. A Tyrant or Trygon doesn't care, but 3d3 S4 AP5 Ignores Cover Hits will generally add at least a couple inches to the Charge Range of a Gaunt Brood or something.
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