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Thread: Tyranids vs Imperial Guard?

  1. #1

    Tyranids vs Imperial Guard?

    Hi,

    What should a Nid player field versus Imperial Guard?

    ................

    Some context:

    I finally played my first Nid versus Imperial Guard fight, 1000 pts.

    I didn't want to play cheesy, so I had only ONE winged tyrant with three T-guard. My anti tank operation was pretty much just a single carnifex, with double venom cannons. Backing them up I had two 20 packs of spine gaunts, and one 24 pack of hormagaunts.

    My opponent fielded two tanks (one a Leman Russ) and a chimera, some small troop units, two, filled, autocannon heavy support choices, and some badass commissar / officer sorts.

    The venom 'fex failed to wound the tanks, as did the psychic blasts of the Tyrant. By the time I got into cc, he still had his heavies, and my carnifex was down.

    My troops did fairly well against his troops, but they could not deal with his tanks / chimera, and I didn't have anything heavy nearby that could support them (poor placement on my part).

    My winged Tyrant did only so so (dice luck), and then got taken down by statistics of shots being fired, and of course the heavy firepower of the unharmed tanks.

    .......................

    What should I have done? (within 1000 points). I pretty much have any unit type I would need - I just need some nudges in the right direction as to what I should be fielding...

    Thanks,

    Navin

    PS: Thanks to all of you for the earlier advice I got on taking on Tau

  2. #2
    Chaplain Wolflord Bloodangel's Avatar
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    Re: Tyranids vs Imperial Guard?

    Id recommend getting 3 Zoanthropes into your army.... theyre absolutely brutal tank killers on a good day (and worse than useless one a bad day). Id also recommend more hormies than spinegaunts, or at the very least 50/50. Also those venom cannons arent necessarily effective weapons on a Carni, trying to get him into combat generally works better, maybe with just the one venom cannon (as its glancing only I find Cannons generally useless weapons).

    Those guard arent needed on the Tyrant as itll only slow him down (though Im not a fan of winged tyrants at all) but would probably be effective on the Carnifex (maybe even just one)...
    Quake! For here walks a Son of Russ.

  3. #3
    Chapter Master Str10_hurts's Avatar
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    Re: Tyranids vs Imperial Guard?

    One word...'Rending'.

    I suggest lictors and raveners and tool up on hormagaunts. leave the bigger stuff at home. there is no need for a bad ass hivetyrand to kill a commisar or a tank what an other model with rending can do just as good.

    1 cheap hivetyrand with flying to keep up.

    pare or so zoantropes for keeping your army from falling back and fear factor.

    3 lictors, if you can manage.

    rest of the points spend on hormagaunts.
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  4. #4
    Librarian N'bel's Avatar
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    Re: Tyranids vs Imperial Guard?

    maybe some biovores with those giant ap 5 ordance blasts
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  5. #5

    Re: Tyranids vs Imperial Guard?

    biovores with acid mines against the tanks (2d6+2) also take some warriors just in case you lose the tyrant as it will help stop the smaller beasts from reverting to their ineffecctive intincts.

    good hunting

  6. #6
    Veteran Sergeant john-connors's Avatar
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    Re: Tyranids vs Imperial Guard?

    Quote Originally Posted by N'bel
    maybe some biovores with those giant ap 5 ordance blasts
    Not in 4th edition, they are back to small blast templates.

  7. #7
    Chapter Master Great Harlequin's Avatar
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    Re: Tyranids vs Imperial Guard?

    Firstly whenever I'm going against Guard with Nid's I take the following:

    a.) Make sure I have alot of Biovores to cause merry hell in the Guards firebase. Guard have low leadership and pinning tests can really take their toll against them. But, Guard use officers to boost their leadership which leads me to my next point.

    b.) An assasination unit. Lictors or a Broodlord would be ideal. Get in close against the officers with the high leadership. Kill them. Kick their corpses and move on. The Biovores pinning test sucesses will increase noticabley.

    c.) Many fast gribblies. Hormaguants and Gargoyles are great for this.

    d.) Zonathropes are there to provide anti tank capabilities.

    e.) Babrled stranglers are essential for any of your monstorous creatures. These Ordanance blast template shots really rip holes in any Imperial Guard army. Funny to watch them burn in a pool of acid really....

  8. #8
    Commander Negafex's Avatar
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    Re: Tyranids vs Imperial Guard?

    if yer usin the new dex i reckon a fex or two with stranglers as they now have ap 5 wich takes care of guardsmen unless they have carapace armor. i always use a squad of 9 winged warriors with rending claws and they tear through anything regardless of how tough it is. they also tend to do well against vehicles. biovores are good at causing chaos and mayhem without actually doing much
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  9. #9

    Re: Tyranids vs Imperial Guard?

    Im seconding some of what has already been mentioned here, but: hormagaunts. Waves and waves of hormagaunts. Theres nothing I hate more than having a wave of similar troops heading my way. When you have so many specific typed units target selection for a shooty army is alot easier. As for tank killers, I think the folks above covered that pretty well.

  10. #10

    Re: Tyranids vs Imperial Guard?

    if your using 3rd edition use biovores frag mines, for 150 pts easily kill his command squad or special weapons.

  11. #11
    Chapter Master Tyra_Nid's Avatar
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    Re: Tyranids vs Imperial Guard?

    Quote Originally Posted by Great Harlequin
    Babrled stranglers are essential for any of your monstorous creatures. These Ordanance blast template shots really rip holes in any Imperial Guard army. Funny to watch them burn in a pool of acid really....
    Just a bit of nitpicking- The Barbed Strangler actually crushes them to death with viscious tendrils . No acid involved (unless theve changed background in new dex...)
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  12. #12
    Commander predatorsown's Avatar
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    Re: Tyranids vs Imperial Guard?

    Quote Originally Posted by jesters89
    Im seconding some of what has already been mentioned here, but: hormagaunts. Waves and waves of hormagaunts. Theres nothing I hate more than having a wave of similar troops heading my way. When you have so many specific typed units target selection for a shooty army is alot easier. As for tank killers, I think the folks above covered that pretty well.
    Have to agree with that hormagaunts as far as the eye can see, it scares the hell out of most guard players me included. The guard simply weren't meant to be outnumbered by such troops.
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  13. #13

    Re: Tyranids vs Imperial Guard?

    I dont know, me personally the more the merrier! I actually get to see my flashlights kill stuff but not often vs tyranids.

  14. #14

    Re: Tyranids vs Imperial Guard?

    A dual dual dev tyrant will kill about 6.7 guardsmen a turn. If their using close order drill though you'd be better off with Barbed stranglers and what not. Also spinegaunts with the horms as you can have 2 for the price of 1 horm and in close combat are better and cheaper than a guardsmen.

  15. #15
    Chapter Master Scythe's Avatar
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    Re: Tyranids vs Imperial Guard?

    Quote Originally Posted by The Beast
    A dual dual dev tyrant will kill about 6.7 guardsmen a turn. If their using close order drill though you'd be better off with Barbed stranglers and what not. Also spinegaunts with the horms as you can have 2 for the price of 1 horm and in close combat are better and cheaper than a guardsmen.
    6.9136 Guardsmen to be exact (assuming BS4). Still, a barbed stangler/devourer tyrant would probably work slightly better, and give you something to do as long as you're not within 18". Plus pinning is never a bad thing.

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