RE: [NetEpic ML] Weapons uniformation...
Hi!
-----Original Message-----
From: AntiChrist <seimejote_at_...>
[mailto:seimejote_at_...]
Sent: Monday, February 24, 2003 6:08 PM
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Weapons uniformation...
As I said, IMHO at least it should be an AA weapon...
Talking about Tyranids... how do you consider this army? I haven't
still played a single game with them, but they seems to me a powerful
army with some underpriced units, at the cost of nearly impossible
victory conditions...
>>>Powerful? Sure, all armies are that. But they aren't unbalanced just
less used and therefore more mysterious. I remember back when SM was new
every time a new boxed set came out for epic, those armies would
dominate for a time until people got used to them. It's the same with
tyranids.
Strength's
They are the number one close combat army. I have seen chaos players go
down the tube big time by thinking they can overpower the tyranids in a
close combat fight. They can't. Tyranids are immune to all the morale
effects of chaos, plus have their own powers that hurt chaos more than
they hurt tyranids. Chaos players need to adapt and actually play a
shooting game (chaos "shooty" army, heresy I say!). Orks also suffer
along the same lines, they are good at close combat, but tyranids are
better. Orks have a terrible time playing a shooting game with tyranids
because of their shorter ranged weapons. Remember tyranids get double
points for wiping you out completely, so playing a close combat game
with them toe to toe is not good, your handing those points on a
platter.
Weaknesses
Like chaos and orks, tyranids suffer from a "shooty" army, but
(unfortunately for the player of the shooty army) can use things like
bio-pods to disrupt the players baseline. I have seen tyranid players
throw an IG player off balance by a bio-pod drop to pin down the
artillery. Those units are sacrificial lambs, but they tie up an IG (or
squat player) until those massive termagant formations catch up....
SO how you exploit their weakness? Easy. The tyranids lack big weapons
of high weapons modifiers. Therefore, bring titans, especially gun
platform titans. They are immune to the bio-pod tactic and you can
punish them from a distance. Of course beware of the bio-titan. A smart
tyranid player will bring one to precisely counter this ploy. Don't take
the bait, fire at non-bio-titan targets. Kill his infantry and cripple
his ability to attack you. Use your titan on first fire, then on advance
with a straight backward move, always shooting at weak targets. Once his
bio titan is in range for a charge, drop onto first fire and GO FOR THE
LEGS. I cant stressed this enough. Study the bio-titan damage tables and
see why the LEGS are the way to go. A bio-titan that cant move fast or
at all, is a useless figure, you can then concentrate elsewhere (you can
finish it off later, weaker targets first remember?).
Playing a real big game? Bring an Imperator classed titan, its almost
impossible for tyranids to bring it down by shooting (and even a
bio-titan rush has its problems).
That ends tyranid tactics (and counters) 101.
One thing I have to say: with NO other army (I've played SM, TAU,
Eldar and some Imperial Guard 'til now) I've felt the real POWER when
making an army list... tons and tons of really, really scary units at
my disposal... yum!
>>Definitely, used well you can kick butt. Of course you can do that
with all epic armies if used wisely <grin>.
Ok, maybe I've an Hive Mind... O_o
>>Come and be assimilated <chuckle>
Peter
Received on Mon Feb 24 2003 - 22:40:59 UTC
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