1. The lictor isn't really a problem, just keep your troops away from the cover its in (he wont risk moving a lictor out in the open - So yes you lose a cover bonus, but it also saves your troops from its nastyness (with that said, I've not been up against a lictor before, I just know if you stay away from them, they're generally harmless - no shooting)
2. As you should quite rightly fear, the broodlord and and genestealers are your biggest threat early on in the game, but he cant setup within 18" of you if place your models carefully, for example, by placing a fire warrior team in a building, that stops him infiltrating his broody, in or behind that building. For a HQ he's actually got quite a poor armour save, so simply firing an entire squad of firewarriors in rapid fire range should cause enough wounding hits for him to fail at least a few of them. If you're really lucky, he wont upgrade his genestealers with that +1sv, meaning the majority armour save will be 5. And what AP is a standard tau fire warrior gun? AP5 ! you're instant killing them! - Make sure you totally wipe this squad out, don’t even leave 1 alive, they are killing machines and will eat you for breakfast.
3. After those pesky genestealers are dealt with, I would put all your fire power on his warriors and eradicate them for the board. He'll probably upgrade them to be AP4 and you cant instant kill them thanks to the synapse rule, but missile pods, plasma rifles will instantly remove wounds. Pusle rifles have the strength for you to inflict wounds on a 3+ so also fire them at the warriors (force lots of armor saves which they will fail)
4. So now your problem is that 50 odd hormagaunts, but the beauty about taking off his warriors and his broodlord is, he now has no synapse creatures on the board. So those 50 hormagaunts are now Ld5 with a 5+ armour save, kill 10 of them to force a moral check, and what do you know, he'll fail it, and he'll start running off the board. Leaving poor lictor on his own
Make full use of terrain, if there’s some buildings on his side or in the middle, that’s a difficult terrain test, he'll generally get 3-4's which again will slow down his advance, (but give him an annoying cover save) so pop your army opposite this building (if its on his side, so on the first turn he'll have to roll those test to be able to move)
As for the infiltrating.. hehehe use yours to force him to infiltrate where you want him to
JoshoW wrote:I've played nids a thousand times. I can tell you right now, from experience, the weakest thing about his army is the lack of synapse. The infiltration remains a problem, but XV8's acute senses should keep it away long enough fof phase 2.
Kill the broolord and warriors. I don't care where he is, but with out him, the army will either run or be pinned and cut down. Use sniper drones, seeing as you seem to like the Kauyon technique.
With the brood lord dead, turn you snipers on the horde. Without synapse, nids are dumb and cowardly.
If they get pinned (At Ld 5, don't be surprised) they will be eliminated before they even get to make it to you firing line. Instant victory!
Missile pod, plasma rifles and rail rifles are all excellent warrior killers. Seeker missiles will get instant death on them.
Consists of about 40 hormaguants(not 50) 9winged warriors, broody and pals, lictor or some termagaunts.
Users browsing this forum: No registered users and 1 guest