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Discussion Starter · #1 ·
so my friend is building a nid army, hes got :
2 hormagaunt squads (12 each)
2 termagaunt squads (12 each)
1 gargoyle squad (10)
1 gene stealer squad (8)
5 warriors
1 hive tyrant
1 doom of malan'tai

hes going for a 1000 pt army, and its stretched, so non of them will be upgraded at all.

i want 2 know what type of units i should put into my army 2 counter him. also are there any good strategies for fighting this kind of army... actually any strategies for fighting nids at all would be nice

if u guys can help, id be very thankful


plzkthx
 

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Massed Bolter fire and Flame/Template weapons usaually do the trick.
10 Man Tactical Squads with Flamer/Missile Launcher
Predator
Vindicator
Throw some Assault Marines at them if they manage to get through the wall of fire. Try to get the charge on them too as it can get messy if you don't.
Its going to be messy anyway but you may want to limit that...
Depending on placement you may want to 'Remove' the Hive Tyrant first. Putting TL LasCannon on a Pred helps. Save the Vindicator for the Horde's. The Doom of Malantai, if used properly, will be one hell of a Ba$£*rd to bring down, so attempt to take him out early on too.

SGMAlice
 

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#1 advice when fighting Nids at low levels (and all the time): Mech up. Those Gaunts and Gargoyles won't do jack shit against even light vehicles. The only problem you will have is the Doom, but that sucker can be insta-killed by S8 shots so Devs with Missile Launchers should do the trick.

In fact, heres a skeleton list:



Troops:
Tactical Marine Squad (10) /w Rhino, Flamer, Missile Launcher
Tactical Marine Squad (10) /w Rhino, Flamer, Missile Launcher

Heavy Support:
Dev Squad (5) /w 4xMissile Launcher, Razorback
Dev Squad (5) /w 4xMissile Launcher, Razorback

This leaves you with 210 points to spend on an HQ or other bits. Tac Squads might benefit from some upgrades on the Sarge, or you could give Twin-Linked Lascannons to the Razorbacks. You could even grab a Dreadnought and go with a bare bones Libby/Captain as an HQ.


This is a simple and balanced 1000 pt template. Tac squads are large anough to hold objectives effectively and rip up infantry with weight of fire, while Devs can take down anything using the ultimate versatility offered by the Missile Launcher. All your units are meched up so you can move quickly and safely.
 

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his army can't deal with armour at all. Only the Genesteallers and Hive Tyrant can do anything to you and they have to get close first. So here is what i suggest.

x2 Marine units w/ Flamer, Missile(or Heavy bolter if you want) and a Rhino(naked)
x2 Dev units w/ all missiles and a razorback each.
Lightning Claw Captain

Thge rest you can spend on something like Assualt cannons on your razorbacks and a few other things. You don't want to actually deploy your Dev's in the razorbacks and let them fire thoses missiles like mad. the razorbacks are there to keep the horde away from them...you cna also put your captain in one of them
 

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Massed Bolter fire and Flame/Template weapons usaually do the trick.
10 Man Tactical Squads with Flamer/Missile Launcher
Predator
Vindicator
Throw some Assault Marines at them if they manage to get through the wall of fire. Try to get the charge on them too as it can get messy if you don't.
Its going to be messy anyway but you may want to limit that...
Depending on placement you may want to 'Remove' the Hive Tyrant first. Putting TL LasCannon on a Pred helps. Save the Vindicator for the Horde's. The Doom of Malantai, if used properly, will be one hell of a Ba*rd to bring down, so attempt to take him out early on too.

SGMAlice
I agree with everything maybe except getting the charge. Most of his dangerous stuff is going to go at I5 or 6, so getting the charge, they are still going to go first with 2 rending attacks. Sometimes it is better to let him charge you into cover, because very few of his creatures have an "assault grenade" equivalent. (unless you are BA with furious charge, then you will get to go first against some things)
disclaimer: this is based on experience in games I have had against nids, and I have no idea what upgrades they had (although I know some of them had furious charge), as I have only skimmed their codex.
 

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That core list looks real nasty to face with that selection of nids... You've got to worry a little about the doom, but i suspect he wont be drop-pod-ing it so thats most of the danger gone (needs to survive a couple of turns of fire to be useful then).

Throw S8+ stuff at the warriors (krak missiles) and they'll melt - same with the doom.
Mech/stay in cover for the rest, and even being charged by genestealers wont seem so bad. Just be aware that he can cover a lot of ground with most of the assault broods. A dreadnought at this point level will only really be hurt by the tyrant, so it can happily wade into hormagaunts/etc.
 

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I agree with everything maybe except getting the charge. Most of his dangerous stuff is going to go at I5 or 6, so getting the charge, they are still going to go first with 2 rending attacks. Sometimes it is better to let him charge you into cover, because very few of his creatures have an "assault grenade" equivalent. (unless you are BA with furious charge, then you will get to go first against some things)
disclaimer: this is based on experience in games I have had against nids, and I have no idea what upgrades they had (although I know some of them had furious charge), as I have only skimmed their codex.
My SM army is also BA so i probably went from their Codex.
They only have I5/6 and possibly Furious Charge with !?adreanal glands?! I think thats what they are called, A biomorph (WarGear).
Recently had a List building session with one of my friends regarding whether or not to use them (He should have taken a Flyrant too but he was being stubborn)

SGMAlice
 
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