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Space Marines vs Tyranids

  1. #1
    Murkh
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    Space Marines vs Tyranids

    Anyone else having issues vsing the Tyranids.. Their teleport/burrow ability is totally owning me. It bascially negates all my cover advantages.

    I've tried getting flame upgrade and shotguns but the swarm effect usaually wins over it.. and end up having to retreat from every battle.

    Only real tactic has been to defend my plasma cannon squad and slow push forward... by the the time I get to that stage I've got like 100 points left on the ticker. Makes it really hard to win from there.

    any advice?

  2. #2
    Member Elanzer's Avatar
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    (I think this should be in the strategy section).

    It can be pretty tough. What I do in a pinch is just get a HB devastator to cover the unit that keeps getting ambushed from the rear lines as you advance instead of having them up front where you'd expect, whenever anything pops up to say hi again all that awaits is an unexpected hail of suppression from behind. Just pray they don't send anything immune to it through first.

    And be sure to relocate the HBD after.

  3. Modding Senior Member Dawn of War Senior Member  #3
    Father of Death Croaxleigh's Avatar
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    (I think you're right, Elanzer.)
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  4. #4
    Murkh
    Guest
    Sweets.. That makes sense.. I'll give that a try.. probably have some scouts with shotguns guarding them as well.

  5. #5
    SmackyBob
    Guest
    To add to what's already been posted, I recommend you watch films of others using the Ravener and pay attention to the range of the tunnel and the spots players like to pick out for an ambush (even if it's just "behind me", you get an idea of what information your opponent acts on). Then set up a Devastator squad (or turret) in the back to cover those hot areas.

    As a predominately 'Nid Ravener user, I can attest that that can be a pain to dig around, especially if it's on a map like Capital Spire where the back-most squad can be easily placed outside my effective tunnel range.

    If you can spare the req/pop, it doesn't hurt to have Scouts present to watch for Lictors and T3 Raveners later on as well. And don't forget about their grenades; a lot of what 'Nid blobs get away with wouldn't work nearly as well if SM players tossed 'nades more often. I hope this helps!

  6. #6
    Sory, if it's this is the wrong place to ask. . Though I had found out from not being able to play the demo, I won't playing this game anytime soon.

    My computer is under specs, though I would like second opinion from any of yous. It's my graphics card and lack shader, duel core processor that is my main problem. So I may share my computer details later if you may check them out.

    Other I don't think I will be playing this one.

    Anyway, having heard that the base building has been reduced in this version, I was wondering how Tyranids do their stuff.

    How do they stack up against the Mod version.

    What do they have for builder unit.

    Sorry, if this way off topic.

  7. #7
    There are no builder units, because you do not build bases. You can build forward defenses if you pick one of two heroes.

  8. #8
    @fleshhammer

    Base building hasn't beed reduced, it has been removed. some heroes can build a turret or support structure, but that's it.

  9. #9
    SM really, really, REALLY need a better couner for warriors, or Relic has to nerf them ASAP.

  10. #10
    Senior Member Chris's Avatar
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    Space marines have all the right tools for meeting the swarm head on. They've got plenty of AoE weapons in the form of flamers, plasma devs, scout grenades and the thunder hammer. Tac squads can take a lot of punishment and can tank gaunt squads in melee quite effectively, especially with with hero support.

    The problem I am encountering is map control. Tyranids will out-squad you almost 2:1, this is not a problem in combat since you get what you pay for with tactical marines, they're worth every penny. The problem is that tyranids will be capturing points almost twice as fast as you are. You could bully a gaunt squad off a point with your tac squad quite easily but another gaunt squad will be off capping un-molested. I am always on the back foot when trying to control VPs, nodes or req points and really that is what is most important. I have no problem winning the battles but I can't win the war.

    SM really, really, REALLY need a better couner for warriors, or Relic has to nerf them ASAP.
    Flamers and plasma deal with them just fine tbh.
    Chriss is that IG hater he wanted them to nerf everything about igs

  11. #11
    A single shot from a plasma dev can rape half a tyranid army. The next shot finishes them of shortly after the survivers are on their feet again unless they retreat. Warriors are no exception to this.
    ...

  12. #12
    Flamers and plasma deal with them just fine tbh.
    Flamers don't work so well on Warriors, and plasma is rarely (even wastefully) deployed against Nids. I try to tie them up with my FC, but they usually just ignore him and chase after the Tacs - who cannot outrun the warriors and get knocked down and raped - or they manage to bring down the FC with little difficulty.

    This is assuming the warriors have that adrenal upgrade or whatever.

    Also, is it just me, or is SM disadvantaged in larger maps due to fewer squads? The other races can quickly spread out and cap points all over the map. I win far more often on Siwal Frontier than I do on the other one.

  13. #13
    Plasma is honestly the most effective thing you could be putting up gainst tyranid archaon. HPD can wipe out entire squads of Tyranid with little to no effort. I've dropped an entire attack force with two deployed HPD squads. Admittedly, one burrowed squad could probably have stopped me.

    Does anyone know if a scout leader can reveal burrowed enemies? Or is burrowing perfect infiltration ? Playing as tyranid I've found burrowing invaluable against all races, even other Tyranids.
    "Si vis pacem, para bellum"

  14. #14
    Oakwarrior
    Guest
    "Does anyone know if a scout leader can reveal burrowed enemies?"

    Yes. Anything that sees infiltration sees burrowed units as well.

  15. #15
    @ Sandanjuu

    I meant plasma guns for Tac. Squads. I know plasma devs are great against Nids. :P

  16. #16
    Murkh
    Guest
    I've been finding scouts with shotguns + use gens, Tech Marines (Flamer) and plasma devs you can slowly keep them at bay.. but the main problem is the nids map control.. I cant sucessfully hold a position well early game.. the tunnelling totally negates the cover advantages..

  17. #17
    No base building!

    The way it should be.

    I was wondering if there were like ruined buildings that your could enter and shoot from.

  18. #18
    @ Chris

    Agreeeed! Right now, it's just those ripper swarms. There's not much of a way to deal with them unless you use shotgun scouts . =( But even then you'll have to get more scouts and then you'll be out forced in a fight . =(

  19. #19
    karahasan
    Guest
    Flamers and plasma deal with them just fine tbh.
    Plasma devs? Maybe. Flamers? I sent two Tacs with flamers on a squad of Warrior Broods...no dice.

    My biggest problem with 'nids at the moment is at tier 2. I can hold them off well enough in Tier one with 2 flamer tacs, but once he reaches tier two, and has a squad of warrior brood (to go along his other units), I'm basically screwed. Tried countering with Plasma devs, but once they see that blast of light hit them, they immediately ignore everyone to seek my dev squad.

  20. #20
    Tried countering with Plasma devs, but once they see that blast of light hit them, they immediately ignore everyone to seek my dev squad.
    If they completely ignore everyone else when you use your plasma, just retreat it right away and shoot em to pieces with tacs/HB or whatever you got, while they chase around to find the plasma.

  21. #21
    @ karahasan have you tried a scout squad with sniper rifles? Last couple of days i have actualy been hearing good things about them use a sniper rifle on the warrior then hit them with the flamers have your plasma devastators draw the bugs into the snipers feild of fire setting them off to a side natuarly so the nids dont eat them on the way.

    As for the Tunnels if it is the tunnel system as eldar i just blow those up every chance i get, then again Eldar gaurdians grenades are great for that. If it is the Tunneler unit try and keep Assault marines and shotty scouts near you fire base so they can stop your fire power from being rapes long enough to flee.

  22. #22
    Senior Member Chris's Avatar
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    Flamers don't work so well on Warriors
    They work great in tier 1 but as I said once they have adrenal glands you wont want to get that close. The key to using flamer tacs is to use another unit as bait, the bait gets engaged and then the flamer moves up and roasts the shit out of whatever is attacking you.

    About the FC - you really, REALLY need to get the thunder hammer. I would suggest making this upgrade your top priority when hitting tier 2. With battle cry activated adrenal warriors can't knock him down, so his survivability is heavily increased, plus the thunder hammer damage and disruption is monstrous. Not to mention the bonus given to your surrounding troops, the radius is quite impressive.

  23. #23
    ydejin
    Guest
    Quote Originally Posted by FleshHammer
    No base building!

    The way it should be.

    I was wondering if there were like ruined buildings that your could enter and shoot from.
    FleshHammer, if you haven't had a chance to play the Beta, there are indeed ruined buildings you can enter and shoot from. In fact I've heard a lot of players have used these successfully against 'Nids, since 'Nids have relatively poor anti-garrison capabilities. Retreat into a building and then thumb your nose at the 'Nids as you hose them down.

    As I understand it the only 'Nid weapons really effective against units in buildings are Spore Mines, which apparently are toned down far enough post-patch that they aren't that good at anti-garrisoning, and Lictors.

  24. #24
    Senior Member Chris's Avatar
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    Tyranids only have trouble against garrisons in tier 1, in tier 2 they have just as many options as any other race. In most situations garrisoning is over rated in my opinion. I think the most you can ever cover with 1 garrison is either 1 VP and 1 power node, or 1 VP and 1 req point. Obviously with tyranid mobility, they can take full advantage of your static defence and take the rest of the map.

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