Re: [Epic] The tyrannids are coming ...
Abso-friggin'-lutely not! Point for point, tyranids will overwhelm you in
assault. If you try really hard, you may be able to come up with an
expensive detatchment capable of meeting bugs head on in an assault, but
in the end the bugs will win. They are tough as nails in assault, because
of a relatively high assault factor, and a the fact that you should be
facing about 25+ stands in any assault. Your best bet is to blast the
hell outta them from far away. Devastator stands and whirlwinds are your
friends, as are dark reapers and those nasty disrupt weapons. You want to
add as many blast markers on them so by the time that they close to
assault range, you get a big fat bonus to your roll.
adam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adam Dixon | "There is no life I know to compare with
Lewis & Clark College | pure imagination. Living there, you
adixon_at_... | will see if you truly wish to see."
| -Willy Wonka
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
On Tue, 23 Jun 1998, Cedric Royer wrote:
> > I played Tyrannids (3,000 pts) at the last North Island Wargames Convention
> > with Marines and Guard.
> > Suggestion #1: A letter of surrender.
> > Suggestion #2: Don't show up for the game.
> > Suggestion #3: Call in sick.
> > Suggestion #4: Marines on Overwatch. Their Rapid Fire was the only thing
> > that saved my bacon. Possibly ditch the Guard unless you need their
> > artillery. You need LOTS of fire power to deal with them. Good Luck!
>
> Question as Eldar and SpceMarine player: so you shouldn't assault them,
> hit and run-tactic??
>
>
Received on Tue Jun 23 1998 - 14:21:29 UTC
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