View Full Version : Strat for nid Ravenors
21st Apr 09, 7:39 PM
99% of the time I play 3v3. In annihilate games I notice nid players either go carny spam or ravenor spam. I find an apoth with missle tacs take out carnies fine. But as SM how do you take out a full ravenor spam short of an OB. I think nids are DOW 2 on easy mode as it is. But 15+ ravenors burrowing around under the ground then popping up behind a bases defenses is just ridiculous. Any suggestions?
21st Apr 09, 8:08 PM
Ravener brood, not Ravener Alpha?
That's an interesting something you bring up. Never seen it personally though. 15 means five squads of Raveners. They would have to tech straight to T3 to get those. And that's a lot of pop cap.
A plasma dev squad maybe? And if those raveners go out to try to attack your guys they'll enter base turret range.
21st Apr 09, 8:16 PM
Raveners are treated the same way as AG Warriors. Plasma Spam.
Just keep the scouts around so you can spot and shoot them when their burrowed.
22nd Apr 09, 3:49 AM
Aren't Raveners basically Tyranid jump troops that inflitrate while jumping (i.e. burrow)? Why would you want get a platform to counter that?
They are like *the* Tyranid counter to Plasma Devastators....
*Looking at stats, they are basically Tyranid Warriors that exchange Synapse and Weapon Upgrades for higher HP, movement speed, and Burrow ability. Think of it as a power hungry Warrior upgrade. Unborrowing deals 40 damage and disables infantry for 4 seconds. Damn...
**I am not whenever I should be happy or sad that more Tyranid players don't field them. They look fairly powerful, if expensive.
22nd Apr 09, 3:58 AM
get more than 1 plasma dev, 1 behind the other and camp hero around them. then they get plasma in the face! not very offensive though, so dunno how to win, as such.
22nd Apr 09, 1:08 PM
I've seen it and i have done it too. They are the T3 replacement for 'gaunts and they are pretty impressive especially with the ranged upgrade and synapse but they dont have the heavy infantry armor.
I would have to say though if he has invested 2000 rec and 375 eng in his army and you are expecting to take him out with anything less than an OB or terminators and some back up it is probably wishful thinking.
22nd Apr 09, 3:18 PM
I personally suggested a plasma dev because I think it'd be sufficient to deal with the threat while leaving the rest of your force free to battle it out on the rest of the map. That many ravener broods can't leave much pop free that much else.
22nd Apr 09, 8:10 PM
Actually, the nid ravenors only take up 12 population points. Which is kind of crazy seeing the amount of damage they can do. It's almost like devastators that don't have to setup and can cloak.
I took them for a spin for a couple games, the players I had the most trouble with was a apoth with two assualt marines and 2-3 tacs behind them. Oh and nids are so easy to play. like the polar opposite of Eldar.
22nd Apr 09, 11:37 PM
Only 12 raveners, but that's three per squad as I recall. OP talks of fifteen raveners. That'd be five squads, making it 60 pop. Yikes.
22nd Apr 09, 11:49 PM
The counter to raveners is scout snipers with squad leader. If you can detect them, and manage to target them in the midst of the swarm, they die fairly quickly... but the key is to target them first or you're units are going to be on their ass and getting gang-banged into retreat.
So far, the only success I am having vs. tyranids involves scouts and plasma devs, with the odd dreadnought thrown in just to give the zoanthrope something to shoot at. :p
23rd Apr 09, 6:31 AM
Add a detector to your army and just watch as they take huge damage from your army as the Ravs try to either scout, or rush you.
A spotted Rav is a dead Rav.
23rd Apr 09, 7:04 AM
Well, not really when there 5/6 squads of them (I've had that happen to me too on capital spire w/Ravener Alpha commander - eesh, it was nasty!!)
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