fe_ wrote:Thanks a lot for advices, Torpid, i'll try to implement them!
I usually rush talons vs banshees too. Crippling poison do not work well on them, they are usually already leaping then crippling animation goes off.
For me getting toxin sacs before 1.5 is so tempting, unless i'm playing non-HT hero ofc. But i can work around that.
Why horma vs orcs? Sluggas just demolish them on flanks in my experience, and major engagements are so fast and brutal I can't even use them efficiently as counter-charging unit. I think that's one of my main problems in this MU - I am losing flanks. It' ever sluggas or warboss on side capping duty, and my horma or one squad of terma can't fight them at all.
And yes, I am as well always happy to see SUT in any matchup. Strong melee/jump troops/disruption are much scarier for me.
Well in terms of solo fights termagants are your melee counter, hormagaunts are you ranged counter. But on the bigger scale fights it isn't so simple and horms generally do best vs melee. this is because the squishy ork melee will be trying to kill your ranged stuff, while it does so it isn't fighting the horms which while fragile and weak to melee specials (which is why they can't solo melee) they have the best melee dps for their pop of any default melee squad. They're really good for their price.
What you describe though is a legitimate problem for nids - dealing with sidecapping melee units. Especially in this MU because the flamers on sluggas own termagants so bad that there is literally 0 room for error when microing away from sluggas. That's why I myself as ork always go 2x slugga. I need one in the big fights as I don't want to fight at ranged vs nids but a slugga is better as a capping unit than a shoota.
Anyway, to deal with this it's simply a matter of positioning. As the nid you have the superior ranged force and the superior speed. This means that you should be able to completely control the movement of your opponent and make him very predictable. His sluggas can't go near your ravs w/ devourers which are speed 6.5. Double terms easily forces off a slugga squad and you just need to get close hit 1 crippling poison and it HAS to retreat. Sluggas are speed 5. Termagants are speed 6. Alternatively get talons on your HT or the warp field and send him over - they can't solo him. This however is not ideal because you really want your HT providing his synapse in the main fights. But basically you can afford to move 2 terms and your ravs over to one side of the map to force off a slugga when the ork cannot do the same with his shootas to force off your side-capping horms. This is due to tyranids on a whole being a way faster race than orks. Those sluggas giving you trouble are due to you not having perfected macro-movement and positioning in 1v1 yet. It might be beneficial to try and find tyranid replays of mine so you can try and get more of a feel for that positioning. It gets to a point where as nids I know exactly where my foe will go because I totally can control it with my army. But that's something you can't really 'teach' with words. Just gotta have experience doing it.
Concerning wargear and/or upgrade purchases before t1.5 this is nearly universally a bad habit. The only real exception is if you can get HUGE map control from the purchase or HUGE bleed/a wipe. So for example it might be worth getting purification vials early if you think you can wipe a termagant in a building with it. Or getting the big shoota on the mekboy as your first upgrade vs eldar because that thing bleeds DA and shees to no end right away and in the early game it is just brutally punishing. But in this MU talons/crippling poison must come after t1.5.
I think your problem is perhaps trying to win every engagement. Learn to simply not take the engagements not in your favour. Abuse your speed as nids and your low upkeep. If both players are equal map in the early game the tyranid has the advantage due to lower upkeep AND you can always run away and out-maneuver your foe due to higher speed. (can you see why nids have classically always been viewed as OP? [their early game is mental, but now in elite their late game is not so bad thankfully]). You must get out of the bad habit of buying these upgrades to 'benefit' you in winning a single engagement. Yes, they may, but what does it get you, 2 req points captured and 2 slugga boy models killed? Then a loota or storms come out and you have to run away and lose the 2 req points and more. If you run away keep ratting with your shitty unupgraded squads let him cap the 2 req points while you go elsewhere and cap 2 there. When his loota/storm comes out you have ravs and actually by the time the next fight occurs you probably have either talons or a gaunt upgrade and assuming equal skill you should win it as the HT. You won't get 2 models from this, if they commit you'll get lots of models and maybe a squad wipe and then you'll catch like 2-3 points before they get back out. If they don't commit you don't need to retreat any squads (but they do because remember orks are slower than nids so they can't just casually back-pedal away from you forever like you can vs the orks) so you can cap about 3-5points ( depending on how close to your base the engagement happened, closer it was, obviously the more points you gain) AND de-cap 2 or so enemy points too before the next fight. Then you drop a brood nest and LOL, good luck ork pushing that off. Meanwhile the whole time you bleed less and have less upkeep.
I wouldn't jump to conclusions so fast haha. I would much rather see raptors or asm than I would a havoc or devs. Those jump squads are much easier to deal with. Less models = less aoe from specials. And those races just have shitty melee support in T1 which really is where nids suck vs melee. Come T2 nids are way better. AG horms w/ melee synapse are basically t2 shees without specials, except they are 8 pop... And genes are genes. Anyway, baiting ASM nearly get soloed by AG horms, as do raptors, with a little focus fire from terms or support melee from ravs they will easily beat them. Perhaps the scariest SM build is an FC/apo going devs+asm because all the microing about to kill the asm often means you end up not having forced off the devs. The ASM run away and then the devs shut down your army and you lose the fight. But generally a jump squad on its own is easy to deal with. devs+asm is heavy so you need a BSWB AND devourer ravs to deal with that and probably a charging HT too.