Nids vs SM
Nids vs SM
Hi,
I have started playing as Tyranids recently and I find it difficult to deal with unit bleed and tier progression (in 1vs1 and 2vs2 games), especially when playing against SM players. Hormagaunts and Termagants bleed quickly under Scout spam fire, Warriors get suppressed by devs, and by the time I get to T2 I struggle to field better units (due to aforementioned bleed, which drains my req) and SM gets either Plasma Devs or Razor to finish off whatever is left. When I blob my units they get nades into their faces or end up suppressed, and when I disperse them they get focused fired one by one and die. So I would like to ask how do I play early game as Tyranids and which units would be useful in T2?
I have started playing as Tyranids recently and I find it difficult to deal with unit bleed and tier progression (in 1vs1 and 2vs2 games), especially when playing against SM players. Hormagaunts and Termagants bleed quickly under Scout spam fire, Warriors get suppressed by devs, and by the time I get to T2 I struggle to field better units (due to aforementioned bleed, which drains my req) and SM gets either Plasma Devs or Razor to finish off whatever is left. When I blob my units they get nades into their faces or end up suppressed, and when I disperse them they get focused fired one by one and die. So I would like to ask how do I play early game as Tyranids and which units would be useful in T2?
Re: Nids vs SM
It totally depends on what hero you are using. But the safest opening is starting Hormos + 2 Termigants. Spore Mines are just a bitchy unit for SM to deal with. They have tiny size so normal fire arms takes a while to shoot them down, makes it easy to get in them. It is DEADLY against SM. Just remember that it does friendly fire too okay. 
HIVE TYRANT : I honestly used Warriors very little when I played HT. He alreayd gives you the synapse you need. So I just go for Raveners to counter set up teams. Also, Extended Carapice is a good wargear in case of Devestators. But, don't get both of those unless you see double Devs. That is 70 power and you still need to upgrade your units. In case of double Tacs of massy Scout play, get Barbed S. Warriors and screw Raveners.
You can get adrenal glands on Hormos every time you agianst SM unless there is a good Scout play. If you just can't get into melee, then fuck it. Go hard core ranged. Toxin Sacks* is like no branier. It decreases your bleed with better health. And Termigants might pay off with Venom Brood support, but Raveners are better for this duty.
LICTOR ALPHA : Lictors itself is quite dangerous for SM. Infiltration and shit. That means there must be a good Scout usige. You better get Warriors. Sneak though Devestators under infiltration, unleash Hormos with Warrior support and it is done. Scout shotguns and grenades are still a threat. My biggest and the most broken suggestion is to use Phremones wargear. Infield reinforcement. Super useful.

HIVE TYRANT : I honestly used Warriors very little when I played HT. He alreayd gives you the synapse you need. So I just go for Raveners to counter set up teams. Also, Extended Carapice is a good wargear in case of Devestators. But, don't get both of those unless you see double Devs. That is 70 power and you still need to upgrade your units. In case of double Tacs of massy Scout play, get Barbed S. Warriors and screw Raveners.
You can get adrenal glands on Hormos every time you agianst SM unless there is a good Scout play. If you just can't get into melee, then fuck it. Go hard core ranged. Toxin Sacks* is like no branier. It decreases your bleed with better health. And Termigants might pay off with Venom Brood support, but Raveners are better for this duty.
LICTOR ALPHA : Lictors itself is quite dangerous for SM. Infiltration and shit. That means there must be a good Scout usige. You better get Warriors. Sneak though Devestators under infiltration, unleash Hormos with Warrior support and it is done. Scout shotguns and grenades are still a threat. My biggest and the most broken suggestion is to use Phremones wargear. Infield reinforcement. Super useful.
- Adeptus Noobus

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Re: Nids vs SM
What build are you struggling against? And what hero are you playing as? Every unit serves a purpose thus you can't just buy a unit because it is good.
Re: Nids vs SM
Recently I have encountered something that can be called as "Scout Wall of Doom", that is FC, 4xScout, then 1xTacs and sometimes a Dev (if the SM decide not to upgrade his Scouts). They shred my Hormas cause they kite them all day, Termagant can put up a fight but they sustain heavy casualties, Raveners are essential to knock that dev squad but they get killed due to shitty armor- the bleed is horrible, and in T2 my req is drained and it takes nothing more than a razorback to finish off whatever is left from my forces.
Against aforementioned army I build 3x Termagants with two upgrades, Ravenor or Warriors with Strangler, no upgrades on my HT. I try to focus fire Scouts, but when they get to nades + shotguns I am done in T1 and in T2 I have no resources to spare.
firatwithin Thanks for tips!
Against aforementioned army I build 3x Termagants with two upgrades, Ravenor or Warriors with Strangler, no upgrades on my HT. I try to focus fire Scouts, but when they get to nades + shotguns I am done in T1 and in T2 I have no resources to spare.
firatwithin Thanks for tips!
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Re: Nids vs SM
If he's getting quadruple scouts you can make him cry with raveners+devourers. Skip the third termagaunt squad and get those instead. They deal 255 piercing damage per burst, which is almost enough to kill 2 scout models. They'll also counter devs and burst down the force commander if he tries to approach. Remember to use crippling poison on him. If you get two ravourer squads you'll be wiping scout squads all over the place.
Re: Nids vs SM
Thanks, Crewfinity!
Few more questions:
1. How do I deal with heavy walkers (Dread, Wraithlord)? It takes forever to take them down with venoms...
2. How do I deal with tanks? They are really painful to catch with their speed;
3. Is Neurothrope/Carnifex worth buying? When do I use them?
Few more questions:
1. How do I deal with heavy walkers (Dread, Wraithlord)? It takes forever to take them down with venoms...
2. How do I deal with tanks? They are really painful to catch with their speed;
3. Is Neurothrope/Carnifex worth buying? When do I use them?
Last edited by Xeno on Thu 28 Jul, 2016 8:33 pm, edited 1 time in total.
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hiveminion

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Re: Nids vs SM
Xeno wrote:1. How do I deal with heavy walkers (Dread, Wraithknight)? It takes forever to take them down with venoms...
I heard from Floid that Stealers can destroy melee walkers but I prefer a Tyrant Guard. It won't beat a melee Walker solo but it can bait it into combat while Venoms/HT/RA fire from range. Two Tyrant Guard have a fair chance of beating a melee Walker.
Xeno wrote:2. How do I deal with tanks? They are really painful to catch with their speed;
Your best bet is just ignoring it and keeping it at bay with Rippers and ranged fire. A T3 Lictor can help on rear armour to try and trap it, but you should not take too much risk chasing after a Tank, there is no reliable way to counter them effectively.
Xeno wrote:3. Is Neurothrope/Carnifex worth buying? When do I use them?
Neurothrope can be very powerful vs heavy infantry blobs or SHI, but you need to be very careful if the opponent has jump troops or any form of knockback from range. Teleporting FC with a hammer can also pretty much get a guaranteed kill on a Neuro. The energy drain ability locks your Neuro in place without the option to retreat so only use it if you have stuff around it to defend. You need to be sure you have enough AV before investing in a Neurothrope.
Fexes are your best bet if you're not sure what to get in T3 unless you're opponent has invested in lots of AV+snares already. I would advise a Thornback as your first Fex choice in 90% of occasions, Strangler in the other 10%. I would never ever advise a Venom Fex. TB serves as excellent linebreaker, free Ripper factory, melee counter and decent AV. Strangler is great for crowd control, does good damage vs SHI and vehicles, is cheap and poops out Mines (not as useful as Rippers but they're free). Never stop crapping with your Fexes unless you're popcapped.
Re: Nids vs SM
I disagree with crew saying get ravs asap vs scout spam. 3x terms + ravs with devourers and improved synapse scales stupidly well vs that build and the term snares stop them getting too close with their shotguns and grenades. Improved synapse on the HT is key though. Also brood nests.
Walkers are really easy to beat as nids, just get a TG! TG + venom will beat any walker with ease. And the TG is way harder to force off than genes. Genes only work vs isolated walkers but any good player won't leave it alone. They'll at least cover it with suppression and that makes the genes useless as their adrenal frenzy can be baited and the walker moves away from them until it ends... Then they bleed. The TG doesn't care about suppression team damage, hell, even lascannons barely scratch it. As HT you wanna get the crushing claws too most of the time vs wraithlord or dreadnought builds. And then you've got another source of ~100dps heavy melee to frighten away the walker from tying up your
The only time this doesn't work is if they don't need to charge you with melee because they can beat you at range with artillery/set up teams/ranged squads. That's when you get either T2 raveners (such as vs warp spider spam) or a zoanthrope (such plasma devs and devastator spam). That way you win the ranged fights and you just send your TG to guard one section of the map alongside your horms which can cap it. The foe will have to dedicate A LOT of squads to deal with a TG + horms. Meanwhile your ravs/zoan/venom/terms/ht can dominate most mobile infantry forces elsewhere, if you can't beat them out-right just cap around them - nids are the fastest race in the game.
Tanks you have no reliable counter to - and that includes the falcon. They are the bane of your life. So you should be so grateful to see a wraithlord instead of a falcon. Best bet against the falcon is to get charge+a venom cannon on your HT. Otherwise you have to flank it - TG coming one side, venom the other. It's really hard to kill. As a nid you should pressure your foe so much that they can never afford to tech up to t3 and get out a tank because if they do they should lose all their map and their power...
Agree entirely with HiveMinion concernin the fex/neurothrope. Fex vast majority of the time tbh. Even vs terminators. Neuro is more of a 3v3 creature when the enemy has multiple SHI squads and endless set up teams.
You'll notice a lot of these counters rely on the HT. The HT is by far the strongest tyranid hero atm. So if you're struggling with nids, for now, stick with the HT.
Walkers are really easy to beat as nids, just get a TG! TG + venom will beat any walker with ease. And the TG is way harder to force off than genes. Genes only work vs isolated walkers but any good player won't leave it alone. They'll at least cover it with suppression and that makes the genes useless as their adrenal frenzy can be baited and the walker moves away from them until it ends... Then they bleed. The TG doesn't care about suppression team damage, hell, even lascannons barely scratch it. As HT you wanna get the crushing claws too most of the time vs wraithlord or dreadnought builds. And then you've got another source of ~100dps heavy melee to frighten away the walker from tying up your
The only time this doesn't work is if they don't need to charge you with melee because they can beat you at range with artillery/set up teams/ranged squads. That's when you get either T2 raveners (such as vs warp spider spam) or a zoanthrope (such plasma devs and devastator spam). That way you win the ranged fights and you just send your TG to guard one section of the map alongside your horms which can cap it. The foe will have to dedicate A LOT of squads to deal with a TG + horms. Meanwhile your ravs/zoan/venom/terms/ht can dominate most mobile infantry forces elsewhere, if you can't beat them out-right just cap around them - nids are the fastest race in the game.
Tanks you have no reliable counter to - and that includes the falcon. They are the bane of your life. So you should be so grateful to see a wraithlord instead of a falcon. Best bet against the falcon is to get charge+a venom cannon on your HT. Otherwise you have to flank it - TG coming one side, venom the other. It's really hard to kill. As a nid you should pressure your foe so much that they can never afford to tech up to t3 and get out a tank because if they do they should lose all their map and their power...
Agree entirely with HiveMinion concernin the fex/neurothrope. Fex vast majority of the time tbh. Even vs terminators. Neuro is more of a 3v3 creature when the enemy has multiple SHI squads and endless set up teams.
You'll notice a lot of these counters rely on the HT. The HT is by far the strongest tyranid hero atm. So if you're struggling with nids, for now, stick with the HT.
Lets make Ordo Malleus great again!
Re: Nids vs SM
Okay, I came up with more knowlage, wisdom and shit.
HOW TO DEAL WITH WALKERS?
Walkers are a big threat in melee combat. So going for Jeanstealers might sound a bad idea. But somehow, they can solo down a walker with their Klaw upgrades. Of cource there will be support for that walker. So, just don't use them as a main AV source. If a walker goes for a ranged weapon ( Assaultcannon for SM Dread and missiaelz for CSM Dread ) they loose melee resistance. In that case, it is a much better option for going heavy melee weapons. Tyrang Guard, Chrushing Klaw HT, Jeanstealers are quite useful. Warriors with steroids has heavy melee too but I am not sure about that idea. Those walkers has less but good melee damage. It is risky to try it all alone with them. Btw, Wraithlord never looses melee resistance. Keep that in mind.
HOW TO DEAL WITH TRANSPORTS?
Good news is; transports has less health than walkers. Yes, Tyranids don't really have a hard counter for fast transports, but under just a few moments of AV fire they go down. You may say the hardest transport to deal with is Falcon, I belive no such thing.It is the Land Raider. All types.
Some Venom Brood shots, focued Warp Blast from Zoan is like 80% health is gone. Quite dangerous if you think about it. It requares good micro to get away with transports and everybody can't have that. You must born with it...
EUROTHROPE AND CARNIFEX?
Neuro is good for 2v2 and 3v3 big heavy infantry fights. I haven't seen a good benefit of that guy in 1v1 yet. It has no AV power so keep that in youır mind. Carnifex is Carnifex, what can I say?
If you have good income and enough time, you may want to go for a Swarmlord. If not, go for Carnifexes. All weapons are good on those guys.
HOW TO DEAL WITH WALKERS?
Walkers are a big threat in melee combat. So going for Jeanstealers might sound a bad idea. But somehow, they can solo down a walker with their Klaw upgrades. Of cource there will be support for that walker. So, just don't use them as a main AV source. If a walker goes for a ranged weapon ( Assaultcannon for SM Dread and missiaelz for CSM Dread ) they loose melee resistance. In that case, it is a much better option for going heavy melee weapons. Tyrang Guard, Chrushing Klaw HT, Jeanstealers are quite useful. Warriors with steroids has heavy melee too but I am not sure about that idea. Those walkers has less but good melee damage. It is risky to try it all alone with them. Btw, Wraithlord never looses melee resistance. Keep that in mind.
HOW TO DEAL WITH TRANSPORTS?
Good news is; transports has less health than walkers. Yes, Tyranids don't really have a hard counter for fast transports, but under just a few moments of AV fire they go down. You may say the hardest transport to deal with is Falcon, I belive no such thing.It is the Land Raider. All types.
Some Venom Brood shots, focued Warp Blast from Zoan is like 80% health is gone. Quite dangerous if you think about it. It requares good micro to get away with transports and everybody can't have that. You must born with it...EUROTHROPE AND CARNIFEX?
Neuro is good for 2v2 and 3v3 big heavy infantry fights. I haven't seen a good benefit of that guy in 1v1 yet. It has no AV power so keep that in youır mind. Carnifex is Carnifex, what can I say?
If you have good income and enough time, you may want to go for a Swarmlord. If not, go for Carnifexes. All weapons are good on those guys.Re: Nids vs SM
Thanks guys for your help, I think I know a little more how to play now 

Re: Nids vs SM
firatwithin wrote: You may say the hardest transport to deal with is Falcon, I belive no such thing.It is the Land Raider. All types.![]()
Never saw Land Raider parked in my genfarm in early t2, unlike falcon.
Falcon is brutal, because usually it hits you when you just got your first t2 squad, and if you losing this crucial early t2 engagement - you losing your genfarm. Your best hope is to scare falcon away from your power, then just ignore it for the rest of the game, because it's unkillable if controlled well.
firatwithin wrote: Neuro is good for 2v2 and 3v3 big heavy infantry fights. I haven't seen a good benefit of that guy in 1v1 yet.
Neuro is a lifesaver vs multiple ogryns or nobs and it's also an awesome support unit once you got thornback carni on the field.
I got a question as well: how can HT possibly deal with Warboss? Stormboyz with UYC just destroy everything in t1, shootas outshooting termagants, sluggas outslugging hormagaunts. And t2 is even worse. I got no idea how to play this MU.
Re: Nids vs SM
This thread is awesome. I've been playing nids lately, and the tips in here sync up with my experiences and conclusions so far. Couple things that poped into my head reading this thread, and personal musing on nids in general:
1- Nid AV against ranged vehicles (tanks, T2 weapon transports) is indeed abysmal. Nerfing Zoan was good, but I think it has left an unreasonably big weakness in the nid roster.
2- The solution to this hole seems to be only play HT in some matchups. This is really unfortunate.
3- VC Fex remains absolute garbage as a stand alone unit, in the context of the nid army and when compared to the other fexs.
4- Against Warboss ruining you with Storms, get Rending Talons.
5- Without Number needs to be nerfed.
6- No matter how many times I try to make them work, melee Ravs are just not a thing. Heck, they even do more melee damage with the Devourer upgrade!
1- Nid AV against ranged vehicles (tanks, T2 weapon transports) is indeed abysmal. Nerfing Zoan was good, but I think it has left an unreasonably big weakness in the nid roster.
2- The solution to this hole seems to be only play HT in some matchups. This is really unfortunate.
3- VC Fex remains absolute garbage as a stand alone unit, in the context of the nid army and when compared to the other fexs.
4- Against Warboss ruining you with Storms, get Rending Talons.
5- Without Number needs to be nerfed.
6- No matter how many times I try to make them work, melee Ravs are just not a thing. Heck, they even do more melee damage with the Devourer upgrade!
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hiveminion

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Re: Nids vs SM
fe_ wrote:
I got a question as well: how can HT possibly deal with Warboss? Stormboyz with UYC just destroy everything in t1, shootas outshooting termagants, sluggas outslugging hormagaunts. And t2 is even worse. I got no idea how to play this MU.
I actually think HT has a pretty awesome advantage over Warboss, because you can cripple AND suppress him, but he can't do anything to slow down the HT (unless he gets a stun in T2). Spore Mines are great in the opening engagement. Versus Orks I would always recommend Warriors, usually with Barbed Strangler. Even if he gets Stormboyz, just back away, cripple something, then suppress it with Strangler. HT should definitely get Talons to deal with sluggas, Charge also if he gets Lootas. Keep your Hormas behind your lines at all times, and jump them in when the Tyrant knocks down Sluggas or Storms.
T2 Tyrant Guards or Zoanthropes are your best friends, just be careful that a Stormboy squad with Nob can kill a Tyrant Guard, so always support it with the Tyrant and back it away in time when things don't go your way. It's usually better to counter-attack with a TG than to lead the charge with it.
Re: Nids vs SM
Thank you guys for answers.
Rending talons are my first power purchase in this MU, I don't even want to try to play without them
. I were thinking of using my horma\tguard as counter initiation, but i'm really used to my horma side-capping everything on the map. And i always lose my TG once i lose an engagement and forced to back-off (I really dislike TG even if everybody says it's overpowered, for me TG is just a melee walker w/o melee resistance or vehicle armor). I'll try to play more defensively vs orcs.
Still don't know about zoan, I think stormz can snipe it, even if HT guarding it. Funny thing is - I got no problem with other jump troops, but I am scared of stormboyz.
The only time i use melee ravs is to fight SM with devastators. And it's only to save 15 power, not because they perform better that way. Devourers are just to damn good in any situation.
Hope it's okay to derail a thread a bit from NIDS vs SM topic.
Rending talons are my first power purchase in this MU, I don't even want to try to play without them
. I were thinking of using my horma\tguard as counter initiation, but i'm really used to my horma side-capping everything on the map. And i always lose my TG once i lose an engagement and forced to back-off (I really dislike TG even if everybody says it's overpowered, for me TG is just a melee walker w/o melee resistance or vehicle armor). I'll try to play more defensively vs orcs. Still don't know about zoan, I think stormz can snipe it, even if HT guarding it. Funny thing is - I got no problem with other jump troops, but I am scared of stormboyz.
Cyris wrote:6- No matter how many times I try to make them work, melee Ravs are just not a thing. Heck, they even do more melee damage with the Devourer upgrade!
The only time i use melee ravs is to fight SM with devastators. And it's only to save 15 power, not because they perform better that way. Devourers are just to damn good in any situation.
Hope it's okay to derail a thread a bit from NIDS vs SM topic.
Last edited by fe_ on Fri 29 Jul, 2016 12:48 pm, edited 1 time in total.
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hiveminion

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Re: Nids vs SM
fe_ wrote: And i always lose my TG in the once i lose an engagement and forced to back-off (I really dislike TG even if everybody says it's overpowered, for me TG is just a melee walker w/o melee resistance or vehicle armor).
I can give some quick tips on proper TG usage:
1. As you said he has no melee resistance, and in SHI mode he is super-vulnerable to power melee squads like Banshees, Sluggas (especially with Nobs), Bloodletter etc. However, he does pretty bonkers damage in return for the cost. You have to set him up to let him take down these squads, so have some form of knockdown or suppression at hand to give the TG the advantage.
2. He is super slow, so never get a TG on the field if you don't have synapse (HT is TG's best friend, also Zoan for extra health regen). Spawn towers to boost his speed even more.
3. Pay attention if you can Shieldwall! If you're winning the fight but your TG is getting low on health, use Shieldwall. Most players will keep trying to take down the TG even in Shieldwall, allowing you to focus down the TGs biggest threats on the field. When they're gone, deactivate Shieldwall. Despite people complaining about Shieldwall regen rate, two sources of soft AV or one source of hard AV will generally outdamage a Shieldwall TG.
4. Don't charge in, charge out! If you use the charge to initiate a fight you better be sure you will win it or the TG is probably dead.
5. After Synapse, make sure you have a squad of Rippers on the field at all times. They are your TGs protection against ranged AV. The TG is too slow and vulnerable to go after these squads himself, use Rippers instead.
6. If you are not behind in tech, two Tyrant Guards are a great T2 build.
7. If an engagement is turning bad, TG should be the first unit to back away.
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hiveminion

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Re: Nids vs SM
Cyris wrote:5- Without Number needs to be nerfed.
Come to think of it, I would really love to see Without Number reverted to its T2 400req/100red, no reinforcement state. That gave Nid players the option to call down two Gaunt squads early in T2 to surprise the opponent with a massively swarmy build. That was really cool and opened up the limited number of viable builds Nids have. The current version is a really lame, no-thinking required reinforcement spawn or late-game desperate cap global.
Re: Nids vs SM
This thread continues to deliver! Great TG tips minion.
A couple of questions to our more experienced nid players:
1- Does TG have any enhancements on his basic attack besides his 70 melee skill? Just wanna confirm he has neither cleave, nor a hidden proc chance to do specials.
2- Do Capillary towers count as synapse for the +1.5 peed for the TG?
3- What exactly triggers "out-of-combat" for things like the Capillary towers or RA regen armor? Is it based on not being hit, not attacking, not being near enemies etc?
4- Does the TG gain benefits from Synapse besides the speed boost? (ie: damage resistance)
5- Does the TG gain benefits from Melee Synapse?
6- Any tips on Spore Mines?
I'll prolly have more in a couple of days.
A couple of questions to our more experienced nid players:
1- Does TG have any enhancements on his basic attack besides his 70 melee skill? Just wanna confirm he has neither cleave, nor a hidden proc chance to do specials.
2- Do Capillary towers count as synapse for the +1.5 peed for the TG?
3- What exactly triggers "out-of-combat" for things like the Capillary towers or RA regen armor? Is it based on not being hit, not attacking, not being near enemies etc?
4- Does the TG gain benefits from Synapse besides the speed boost? (ie: damage resistance)
5- Does the TG gain benefits from Melee Synapse?
6- Any tips on Spore Mines?
I'll prolly have more in a couple of days.
Re: Nids vs SM
Yeah, we better benefit from your synapse Hiveminion
Now time for Cyris no matter I am like 32 level in Tyranids. 
1-) I witnessed no such thing.
2-) Those synapses are all for smaller bugs. Tyrant Guard gets this benefit only as exception because there is a cute mechanic like Deamon-Worship relation.
3-) I dunno.
4-) I witnessed no such thing.
5-) Thosee synapses are for little bugs, our ballsy Tyrant Guard needs no such benefit!
LET THE CODEX SPEAK !
Melee Synapse
Allied Hormagaunts, Genestealers, and non-Devourer Raveners in radius 32 have their health increased by 40% and melee skill increased by 10. Requires the Adrenal Glands upgrade. Passive ability.
6-) Get 10 squads of them and make a push with them. Someone did this in an old faction war against IG as I remember. Can't say who was it. I was watching Indrid from İphone 4 for a long long time.
Now time for Cyris no matter I am like 32 level in Tyranids. 
1-) I witnessed no such thing.
2-) Those synapses are all for smaller bugs. Tyrant Guard gets this benefit only as exception because there is a cute mechanic like Deamon-Worship relation.
3-) I dunno.
4-) I witnessed no such thing.
5-) Thosee synapses are for little bugs, our ballsy Tyrant Guard needs no such benefit!
LET THE CODEX SPEAK !
Melee Synapse
Allied Hormagaunts, Genestealers, and non-Devourer Raveners in radius 32 have their health increased by 40% and melee skill increased by 10. Requires the Adrenal Glands upgrade. Passive ability.
6-) Get 10 squads of them and make a push with them. Someone did this in an old faction war against IG as I remember. Can't say who was it. I was watching Indrid from İphone 4 for a long long time.
Re: Nids vs SM
Cyris wrote:This thread continues to deliver! Great TG tips minion.
A couple of questions to our more experienced nid players:
1- Does TG have any enhancements on his basic attack besides his 70 melee skill? Just wanna confirm he has neither cleave, nor a hidden proc chance to do specials.
2- Do Capillary towers count as synapse for the +1.5 peed for the TG?
3- What exactly triggers "out-of-combat" for things like the Capillary towers or RA regen armor? Is it based on not being hit, not attacking, not being near enemies etc?
4- Does the TG gain benefits from Synapse besides the speed boost? (ie: damage resistance)
5- Does the TG gain benefits from Melee Synapse?
6- Any tips on Spore Mines?
I'll prolly have more in a couple of days.
1) It does do splash damage with its normal melee attacks, like all the other melee walkers with melee weapons.
2) They don't offer basic synapse, only their own unique synapse, but that unique tower synapse affects the TG.
3) It's to do with NOT ATTACKING. It doesn't matter if you are taking damage/near enemies. This why elite training scouts running away from you can be such a pain to kill. Also it will make a RA in cover using the 'cease fire' function next patch very interesting to deal with with ranged troops

4)It does. So do carnifexes. Very important to have them under synapse - beware this does mean if venoms/warriors/zoans die near them the TG/fexes will lose 10% of their hp instantly due to the synapse backlash.
5)No.
6) Spam them and abuse line of sight blockers. These things are just OP.
Lets make Ordo Malleus great again!
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Re: Nids vs SM
Torpid wrote:Cyris wrote:6) Spam them and abuse line of sight blockers. These things are just OP.
Can you imagine spore mines with coh2 truesight, lulz.

Re: Nids vs SM
Torpid wrote:1) It does do splash damage with its normal melee attacks, like all the other melee walkers with melee weapons.
2) They don't offer basic synapse, only their own unique synapse, but that unique tower synapse affects the TG.
3) It's to do with NOT ATTACKING. It doesn't matter if you are taking damage/near enemies. This why elite training scouts running away from you can be such a pain to kill. Also it will make a RA in cover using the 'cease fire' function next patch very interesting to deal with with ranged troops
4)It does. So do carnifexes. Very important to have them under synapse - beware this does mean if venoms/warriors/zoans die near them the TG/fexes will lose 10% of their hp instantly due to the synapse backlash.
5)No.
6) Spam them and abuse line of sight blockers. These things are just OP.
Thanks! Though some of these left me with more questions X.x
1- Are you 100% sure?
2- As in, the TG gets the random collection of bonuses the tower provides, though this does not include the +1.5 TG synapse speed bonus? Though based on other answers, it DOES get the +1 speed from the tower.
3- Wait, what patch? Also, that (scouts survivability) makes so much sense now.
4- Yeah, I had a feeling this was the case.
5- Cool.
6- I'll try them more. Shot blockers make sense. With the 5 speed and 600 health, they seemed like tics that couldn't retreat and dealt friendly fire! I'll try to come at strange angles more. Any thoughts on what matchups / compositions to use them, and when in the BO to squeeze them? The 100/15 cost for a unit that isn't gonna cap or return to base, and might get focus fired before detonating has kept me from making them from HQ much. Super vauge question, sorry :/
1 new question: Does the infestation tower speed boost only work out of combat? It doesn't say in the codex, but I was pretty sure that's how it worked...
- Ace of Swords

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Re: Nids vs SM
Cyris wrote:Torpid wrote:1) It does do splash damage with its normal melee attacks, like all the other melee walkers with melee weapons.
2) They don't offer basic synapse, only their own unique synapse, but that unique tower synapse affects the TG.
3) It's to do with NOT ATTACKING. It doesn't matter if you are taking damage/near enemies. This why elite training scouts running away from you can be such a pain to kill. Also it will make a RA in cover using the 'cease fire' function next patch very interesting to deal with with ranged troops
4)It does. So do carnifexes. Very important to have them under synapse - beware this does mean if venoms/warriors/zoans die near them the TG/fexes will lose 10% of their hp instantly due to the synapse backlash.
5)No.
6) Spam them and abuse line of sight blockers. These things are just OP.
Thanks! Though some of these left me with more questions X.x
1- Are you 100% sure?
2- As in, the TG gets the random collection of bonuses the tower provides, though this does not include the +1.5 TG synapse speed bonus? Though based on other answers, it DOES get the +1 speed from the tower.
3- Wait, what patch? Also, that (scouts survivability) makes so much sense now.
4- Yeah, I had a feeling this was the case.
5- Cool.
6- I'll try them more. Shot blockers make sense. With the 5 speed and 600 health, they seemed like tics that couldn't retreat and dealt friendly fire! I'll try to come at strange angles more. Any thoughts on what matchups / compositions to use them, and when in the BO to squeeze them? The 100/15 cost for a unit that isn't gonna cap or return to base, and might get focus fired before detonating has kept me from making them from HQ much. Super vauge question, sorry :/
1 new question: Does the infestation tower speed boost only work out of combat? It doesn't say in the codex, but I was pretty sure that's how it worked...
1) yes, TG does splash and also has a special.
2) the tower provides only a speed boost and that's what the TG gets.
3) hypotetical future patch, but I doubt every unit is getting hold fire, it's likely that only a few selected type of units will get it and I doubt heroes are one of those.
The tower speed synapse always works, really though, everyone gets them how did you never notice?

Re: Nids vs SM
Ace of Swords wrote:2) the tower provides only a speed boost and that's what the TG gets.
The tower speed synapse always works, really though, everyone gets them how did you never notice?
So just to be clear, it gets +1 speed from the tower, and can still get another +1.5 if there is "real" synapse nearby?
It's the separation between those two I'm trying to clarify. I indeed have noticed the TG getting faster, but it's hard to tell how much faster, and when what is stacking with what. I play against nid quite infrequently, so small sample spaces and all.
- Ace of Swords

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Re: Nids vs SM
Cyris wrote:Ace of Swords wrote:2) the tower provides only a speed boost and that's what the TG gets.
The tower speed synapse always works, really though, everyone gets them how did you never notice?
So just to be clear, it gets +1 speed from the tower, and can still get another +1.5 if there is "real" synapse nearby?
It's the separation between those two I'm trying to clarify. I indeed have noticed the TG getting faster, but it's hard to tell how much faster, and when what is stacking with what. I play against nid quite infrequently, so small sample spaces and all.
To know if it stacks for sure you need to ask whoever made the synapse tower, I doubt it does but you never know, what I know is that the stronger synapse is likely to overwrite the weaker one, so he will get + speed from creatures with basic synapse but not the one from the tower.

Re: Nids vs SM
Cyris wrote:Thanks! Though some of these left me with more questions X.x
1- Are you 100% sure?
2- As in, the TG gets the random collection of bonuses the tower provides, though this does not include the +1.5 TG synapse speed bonus? Though based on other answers, it DOES get the +1 speed from the tower.
3- Wait, what patch? Also, that (scouts survivability) makes so much sense now.
4- Yeah, I had a feeling this was the case.
5- Cool.
6- I'll try them more. Shot blockers make sense. With the 5 speed and 600 health, they seemed like tics that couldn't retreat and dealt friendly fire! I'll try to come at strange angles more. Any thoughts on what matchups / compositions to use them, and when in the BO to squeeze them? The 100/15 cost for a unit that isn't gonna cap or return to base, and might get focus fired before detonating has kept me from making them from HQ much. Super vauge question, sorry :/
1 new question: Does the infestation tower speed boost only work out of combat? It doesn't say in the codex, but I was pretty sure that's how it worked...
1) Absolutely certain - I have used TGs to kill units inside buildings because of its splash damage, it's especially good against troublesome IG HWTs camping in bunkers since bunkers are such a small building splash damage can hit them! (Splash damage (16 heavy melee) in circle of radius 4 was what it was in retail, pretty sure that didn't get changed)
2) It just gets whatever the towers provide to every other unit and nothing more, nothing less. I forget specifically what that is.
3) Well there was a thread in which windu created a poll because they were going to introduce a new feature wherein one can tell their units to 'cease fire' so lascannons don't waste their shot 1second prematurely on tac squads and stuff. I assume that isn't going to be a singular update, but rather be introduced in a new patch?
6) It's not really 600 health though since they are small which means units are only 80% likely to hit them so it's effectively 720hp
Not sure if spore mines are affected by basic synapse... Don't think so but... Anyway, Even if they aren't blowing shit up you are diverting fire for your melee heroes to get into range or your horms. They're best with the HT since you already need to spend so much ranged firepower focusing him down, send him in first to tank the damage then follow with the spore mines. The pressure is unrelenting and it combines well with the fact that the enemy can't outrun your gaunts since they are speed 6 and 6.5. Faster than any other race out of the gate bar sents or teleporting heroes (which require a bit more thought to deal with since they can both solo your terms squas that may be capping the sideS). And they are 100/5, not 100/15! Basically no upkeep on 'em either.
Also, I am pretty sure the tower synapse is MORE than just a speed boost. I remember asking Windu about this earlier. dont remember specifics but i think it offers a courage damage resistance too if nothing else. Also I think, but am not certain, that the speed boost it offers stacks with other synapses just like a melee synapse stacks with a basic synapse rather than overwriting it.
Also I'm not convinced the tower synapse works in combat, but 'out of combat' is most of the time anyway - melee units are nearly always out of combat, well nid ones anyway due to them having no firearms to attack with while charging in. And by the time terms get in attack range they are away from the towers at the backline anyway.
Lets make Ordo Malleus great again!
- Crewfinity

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Re: Nids vs SM
Torpid wrote:Also, I am pretty sure the tower synapse is MORE than just a speed boost. I remember asking Windu about this earlier. dont remember specifics but i think it offers a courage damage resistance too if nothing else. Also I think, but am not certain, that the speed boost it offers stacks with other synapses just like a melee synapse stacks with a basic synapse rather than overwriting it.
Infestation Synapse
Nearby infestation tower increases melee damage by 10%, decreases received courage damage by 25%, increases sight range by 25% and increases speed by 1 in a radius of 25. Passive Ability.
also spore mines are OP as fuck. craaazy high damage even on retreat - they should make it basically impossible to lose first engagements if you're using them well. they can also get pooped out of infestation towers along with rippers which can be handy in the mid/late game as well.
TG does indeed deal splash damage.
Re: Nids vs SM
Sight range increase from infestation tower works perfectly with zoans.
Also, if anyone want to play nids vs nids matchup - hit me up. I think i never played it, not enough tyranids around.
Also, if anyone want to play nids vs nids matchup - hit me up. I think i never played it, not enough tyranids around.
Last edited by fe_ on Fri 29 Jul, 2016 7:30 pm, edited 2 times in total.
- Ace of Swords

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Re: Nids vs SM
Crewfinity wrote:Torpid wrote:Also, I am pretty sure the tower synapse is MORE than just a speed boost. I remember asking Windu about this earlier. dont remember specifics but i think it offers a courage damage resistance too if nothing else. Also I think, but am not certain, that the speed boost it offers stacks with other synapses just like a melee synapse stacks with a basic synapse rather than overwriting it.
Infestation Synapse
Nearby infestation tower increases melee damage by 10%, decreases received courage damage by 25%, increases sight range by 25% and increases speed by 1 in a radius of 25. Passive Ability.
also spore mines are OP as fuck. craaazy high damage even on retreat - they should make it basically impossible to lose first engagements if you're using them well. they can also get pooped out of infestation towers along with rippers which can be handy in the mid/late game as well.
TG does indeed deal splash damage.
But are those infos up to date? I'm certain that when towers got the speed buff everything else was removed along the red generation.

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hiveminion

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Re: Nids vs SM
fe_ wrote:Sight range increase from infestation tower works perfectly with zoans.
Also, if anyone want to play nids vs nids matchup - hit me up. I think i never played it, not enough tyranids around.
It's pretty much the only MU I know where Genestealers are the best choice.
Re: Nids vs SM
fe_ wrote:Sight range increase from infestation tower works perfectly with zoans.
Also, if anyone want to play nids vs nids matchup - hit me up. I think i never played it, not enough tyranids around.
3 tips:
Spam spore mines in T1. They wreck nids so bad it is unfair...
BSWB is better than ravs for the extra synapse support and suppressing pretty much everything + aoe really hurts nids.
Genes in T2 because nids lack proper control! I mean sure they get toxin sacs but that is literally it. They get no proper suppression or a real walker to fight them off. The TG gets mauled by genes and a BSWB is only so good... If the genes get remotely close... And genes with their crazy 80 melee skill flip hormagaunts like pancakes and they're obviously way too quick for a zoan to handle.
Lets make Ordo Malleus great again!
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