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Thread: In game questions for No0B

  1. #1
    Librarian GlenMorray's Avatar
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    In game questions for No0B

    Hey guys,

    So I'm an old player back from 3rd edition, been doing a few of these posts about rules questions and I need a few more things cleared up for me just so they are crystal clear as my opponent has no interest in learning the rules just more interested in kicking my **** three ways from Sunday with his blasted Nids!

    1.
    If a model/ unit charges my Sentinels - or any vehicle, and he stuns one of them, can they still disengage from CC come my turn, or are they locked? I ask as I would like to shoot his face off in the following turn after he charges me?

    2.
    Hive Guard Weapon - 24" range, Str 8. So I just want to get this strait, his BS4 guard guys can move and fire at any unit within range, he needs 3's to hit with Assasult 2. Is this right...Last night he blew up a Leman Russ, a unit of Ratlings hiding and two Sentinels, they also have T6 and 2 wounds. They're cheep as well...Do they have any weaknesses? (I have IG)

    3.
    LD modifiers? If you take wounds on a unit and they have to take a LD check are there modifiers from shooting wounds, I can see the ones from CC wounds but not shooting?

    4.
    Yrmargral Gene Stealers? Can these chaps just pop up out of no where? we weren't sure if you needed to select a piece of scenery or if you can just choose anywhere on the board for them to pop up on? And do they scatter when they arrive? Also, if there is no space for them to be placed on the piece of scenery that isn't difficult terrain do they die?
    ...Man I hate these guys.

    5. (Terrain)
    I've asked this question before, but need a little more clarity.
    We only have a 4x4 board, is that the right size to play games on? We usually play 1k points.
    Also.
    If a 4x4 board exactly how many pieces of scenery should we go for?

    Thanks again chaps, and if you've got any advice on what to take as IG to kill Nids effectively then I'm all ears ;]
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  2. #2
    Commander Tethylis's Avatar
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    Re: In game questions for No0B

    1. Your walkers cannot disengage from combat whether stunned or not, the only way to disengage once combat has started is by using the hit & run USR.

    2. These guys still hit the armour value facing them, so keep the front end of your russ pointing at them and will have no chance of getting a penetrating hit.

    3. I believe the only modifiers to LD with shooting attacks are from ordnance barrages (also you have access to a psychic battle squad which can greatly reduce enemy LD's)

    4. Yrmargral's must secretly select a terrain piece they going to deploy from at the start of the game (write it down, or place a marker underneath it), if they can't be placed in this piece due to enemy models being within 1" they are destroyed.

    5. You should use enough terrain to cover 1/4 of the board, with a mixture of area terrain and LOS blockers spread out evenly.

    Make sure your opponent is using his synapse rules correctly too. One of the best ways to combat Nid's is to take out their synapse, this will greatly reduce his control of his units.

    Hope this helps
    Last edited by Tethylis; 01-06-2012 at 11:49.
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  3. #3

    Re: In game questions for No0B

    5. Technically speaking, you should have 25% board space as terrain. easy way to do this is to fill a quarter of your board with terrain then spread it out. 4 * 4 should be fine for 1000 points.
    Quote Originally Posted by Sarevok View Post
    use Grey Knight rules but with nid models
    And you people complain about Chaos space wolf proxies

  4. #4
    Chapter Master hazmiter's Avatar
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    Re: In game questions for No0B

    Best way to kill nids is weight of fire, his troops are mostly t3 and 6+ as gaunts.
    The hive guard can be killed using auto cannons.
    The yrmgrls are annoying, as once they come out, they munch things, best way to kill them is to have sacrificial units of conscripts, or 10man squads.

    Flamers and templates are a guardsmans best friend and nids worst enemy.
    Might wanna focus some heavy fire at his synapse creatures, once they are gone, he loses a fair ammount of control.
    Ie, hive tyrant, ap3 weapons should do it, unless it has a 2+ save...... Then you will need to meltavet it.
    If its a couple of broods of warriors, heavy bolters.........
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  5. #5
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    Re: In game questions for No0B

    I'll answer best I can Welcome back to 40k...ohh and 6th ed is just around the corner too......


    Quote Originally Posted by GlenMorray View Post
    1.
    If a model/ unit charges my Sentinels - or any vehicle, and he stuns one of them, can they still disengage from CC come my turn, or are they locked? I ask as I would like to shoot his face off in the following turn after he charges me?
    Walkers (Sentinels, Dreadnoughts, etc) cannot disengage from a combat. Even though they have "Vehicle" in their profile, they also have "Walker" and "Walker" rules surpass "Vehicle" with regards to combat. So your locked in until 1 unit breaks or dies.


    Quote Originally Posted by GlenMorray View Post
    2.
    Hive Guard Weapon - 24" range, Str 8. So I just want to get this strait, his BS4 guard guys can move and fire at any unit within range, he needs 3's to hit with Assasult 2. Is this right...Last night he blew up a Leman Russ, a unit of Ratlings hiding and two Sentinels, they also have T6 and 2 wounds. They're cheep as well...Do they have any weaknesses? (I have IG)
    OK, so yes he can move and fire, as "Assault" allows this. He's 3's to hit, due to BS4 and Assault 2 means each model with this gun can fire 2 shots; so 3 models with this gun can fire 6 shots. Now, Str8 weapon firing at Armour (AV) 14 is a glance only on a roll of a 6, THEN you have to minus 2 from the damage roll (due to glanceing hit). If you penetrate, meaning you roll MORE than a glance, then the damage is dice result - ie: a 6 = boooom, but for a glance you go "Str8 against AV14" and he rolls a 6 = minus 2, becomes a 4 = immobilised


    Quote Originally Posted by GlenMorray View Post
    3.
    LD modifiers? If you take wounds on a unit and they have to take a LD check are there modifiers from shooting wounds, I can see the ones from CC wounds but not shooting?
    Ld Modifiers in shooting.....mmm not too sure sorry.....


    Quote Originally Posted by GlenMorray View Post
    4.
    Yrmargral Gene Stealers? Can these chaps just pop up out of no where? we weren't sure if you needed to select a piece of scenery or if you can just choose anywhere on the board for them to pop up on? And do they scatter when they arrive? Also, if there is no space for them to be placed on the piece of scenery that isn't difficult terrain do they die?
    ...Man I hate these guys.
    Answered above already


    Quote Originally Posted by GlenMorray View Post
    5. (Terrain)
    I've asked this question before, but need a little more clarity.
    We only have a 4x4 board, is that the right size to play games on? We usually play 1k points.
    Also.
    If a 4x4 board exactly how many pieces of scenery should we go for?

    Thanks again chaps, and if you've got any advice on what to take as IG to kill Nids effectively then I'm all ears ;]
    4x4 is great for 1k games, but the bigger the points, the bigger the warzone/playing surface. If playing over 1k, go to fullsize table. The table should have about 15% terrain of LOS blocking, difficult ruins and hills.....just for variety
    Last edited by 1 ++; 01-06-2012 at 13:08.
    Dark Eldar...

  6. #6
    Librarian GlenMorray's Avatar
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    Re: In game questions for No0B

    Right ok, so good points there thanks chaps!

    Cant see the Physker battle squad helping all that much as Nids are immune to any sort of morale test due to Synapse creatures...Right?

    So focus on the big guys, use less scenery that blocks LOS (all out stuff is woods or buildings) get some bloody flamers!

    Cool thanks guys.
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  7. #7

    Re: In game questions for No0B

    Quote Originally Posted by GlenMorray View Post
    Hey guys,

    So I'm an old player back from 3rd edition, been doing a few of these posts about rules questions and I need a few more things cleared up for me just so they are crystal clear as my opponent has no interest in learning the rules just more interested in kicking my **** three ways from Sunday with his blasted Nids!

    1.
    If a model/ unit charges my Sentinels - or any vehicle, and he stuns one of them, can they still disengage from CC come my turn, or are they locked? I ask as I would like to shoot his face off in the following turn after he charges me?

    2.
    Hive Guard Weapon - 24" range, Str 8. So I just want to get this strait, his BS4 guard guys can move and fire at any unit within range, he needs 3's to hit with Assasult 2. Is this right...Last night he blew up a Leman Russ, a unit of Ratlings hiding and two Sentinels, they also have T6 and 2 wounds. They're cheep as well...Do they have any weaknesses? (I have IG)

    3.
    LD modifiers? If you take wounds on a unit and they have to take a LD check are there modifiers from shooting wounds, I can see the ones from CC wounds but not shooting?

    4.
    Yrmargral Gene Stealers? Can these chaps just pop up out of no where? we weren't sure if you needed to select a piece of scenery or if you can just choose anywhere on the board for them to pop up on? And do they scatter when they arrive? Also, if there is no space for them to be placed on the piece of scenery that isn't difficult terrain do they die?
    ...Man I hate these guys.

    5. (Terrain)
    I've asked this question before, but need a little more clarity.
    We only have a 4x4 board, is that the right size to play games on? We usually play 1k points.
    Also.
    If a 4x4 board exactly how many pieces of scenery should we go for?

    Thanks again chaps, and if you've got any advice on what to take as IG to kill Nids effectively then I'm all ears ;]
    1: Sentinels are walkers, you get locked in combat.
    2: Hive guard are great, but not impossible to deal with (Unless he keeps them out of LOS, seeing as they don't need it but you do...) Focus fire until they are dead. T6 is not that hard to wound, and most of the stuff that does will ignore their armour save. Their LD is not very high if they lose synapse.
    3: No LD modifiers from shooting afaik.
    4: At the start of the game(during deployment I think off-hand) the owner decides where they will come on, it must be area terrain and they can only appear there. The owner does not have top tell their opponent which terrain piece he has selected until they arrive from reserves. Any that cannot be deployed in the area terrain auto-die. I recommend having the owner write down which piece of terrain the ymgarls are in during their deployment phase so as to prevent cheating (I always do this when I use ymgarls edit: write it down, not cheat...)
    5: 4x4 is fine for 1k points but can favour heavy reserve armies like tyranids. That said, 6x4 at 1k favours shooty armies too as it gives them more space to hide in. I like 4-5 pieces of terrain on a 4x4 board (and 6-8 on a 6x4)
    Last edited by sycopat; 01-06-2012 at 13:54.

  8. #8
    Librarian GlenMorray's Avatar
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    Re: In game questions for No0B

    Cheers Syncopat.

    Nice to get the POV from a Nid player ;]
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  9. #9
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    Re: In game questions for No0B

    I'm just going to add some thoughts here as the rules explanations seem adequate-

    First- I feel that for whatever reason guard tend to struggle a little against Nids (due to the fact that IG suck in CC, and Nids excel at it) but we tend to walk all over other armies

    Second- a 4x4 board, even at 1000pts I think will tend to play to the advantage of a Nid player- they want to get close to you and it's easier to do on a smaller board

  10. #10
    Librarian GlenMorray's Avatar
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    Re: In game questions for No0B

    Well I tried to incorporate Chimeras against Nids and suffered really badly as a result, on a 4 x 4 there really arent that many options for me other than stand and fire! ...Which sucks!
    As our feet sink in the snow. We build a snowman no one will know. For the snow will melt away. As the night turns to day

  11. #11
    Chapter Master FraustyTheSnowman's Avatar
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    Re: In game questions for No0B

    I think a larger board will help a lot. In my experience nids aren't much to worry about as a guard player, but it's tough to guage. One of the worst players locally plays nids, and one of the best does also. I regularly stop the hell out of the one, and tie with the other. From what I've seen target priority is king when fighting nids. Knowing what you have and who it'll kill best, and then using that to kill the guys who need killing soonest basically.

    What kind of guard list do you run?
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  12. #12

    Re: In game questions for No0B

    Gryphon Mortars make a mockery of the little bugs, though with no LOS needed str 8 shots youll be hard pressed to hide it. Might just be better off with several leman russes, with just battle cannons and heavy bolter to keep them cheap. Armor 14 doesnt care much about str 8. With 3 russes you can lob an awful lot of str 8 ap 3 templates their way. If he brings a lot of those str 8 guys, it might be best to not bring any vehicles, or to bring only av14 vehicles, that way you kind of meta game him. What are they going to do if you go full blob guard, with like 100 + models and loads of heavy weapons mixed into squads? Kill 4 guys a turn, lol ok they are 5 points. On the other note if you do try the full infantry dont take heavy weapons teams on their own as they will get shot and instant deathed from the bugs, I suggest putting them in the infantry squads.

    If you brought ALOT of auto cannons, and or missile launchers, keep in mind you can use a company command order I think called Bring it down, to make them twin linked against a big bug. Also there are melta gun wielding veterans or storm troopers that can deep strike or be dropped etc back there by the big bugs. And finally if he has those genestealers and you are all infantry, consider some special weapons teams with demolition charges, its a suicidal strategy but they are not that expensive and can toss a very large high str template.

    To do that move right I would try to push 10 regular guys in their face, with the suicide squad right behind. Then when he eats all your mans on the first turn it goes to your turn and they are out in the open and eat a 10str ap2 template and kerplode.

    Just some thoughts, not claiming these are even the best strategies, I've not played against the nid meance very many times.
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  13. #13

    Re: In game questions for No0B

    I know the general rule of thumb is loads of chimeras with vets in them, but at 1k points I dont think they will be efficient versus the ammount of those guard bugs he can field to blow them all up. In bigger points where he hits his upper limit of them while you can still bring SOOO many chimeras I think that might have been a viable plan.
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  14. #14
    Chapter Master FraustyTheSnowman's Avatar
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    Re: In game questions for No0B

    Mechanized platoons could work. Cheaper (per chimera) than vets, so you can overwhelm him with av12.
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  15. #15
    Chapter Master hazmiter's Avatar
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    Re: In game questions for No0B

    Mortars are cheap, indirect fire, and low threat barrage.
    60 points for a heavy squad of them. I run 6 mortars, 3 autocannons, 3 lascannons (only if I have points), 3 heavy bolters.
    Most of these are taken as situation requires, the closer the enemy gets, the more painful I become.
    Gunline guard list should do quite well.
    Just focus fire the closest and work your way out.
    Basilisks help too, as do Russ, and funnily enough, hellhounds.
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  16. #16
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    Re: In game questions for No0B

    I think Ratlings would be good against his hive guard, not many people seem to like them though.
    A thousand pigeons, each with a two ounce explosive capsule, landed at intervals on a specific target might be a seriously inconvenient surprise.

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