Page 2 of 2

Re: Tyranids vs Orks

Posted: Mon 07 Sep, 2015 6:31 pm
by Codex
Try to pincer with your spore mines. You generally don't have to move the spores with the main army, certainly not early on as the ranged dps available to your opponent will be at its lowest. That way you avoid all semblance of friendly fire possibility. Also, try to approach the melee side of his army with the spores, and the ranged side with your main army. Worst case scenario he spends a little time repositioning so that his melee forces are closer to your main army and ranged to spores, but that is already a nice plus in your favour. Best case scenario he runs into your army for a favourable engagement (spores in their rear) or runs at your spores (running into spores with an army in the rear).

However, some finesse is required. Let's say he decides to stand his ground and shoot you up. Your army and spores can make contact at the same time. Obviously you don't or else you get all sorts of friendly fire again. The trick is to commit one, and threaten their retreat path with the other. Generally you'll commit the spores and grab the retreat path with the army but the other way around works too. It may even be situationally better, so employ your judgement there.

Imagine that you're using Napoleonic Era cavalry. So you don't really want to charge into the mess of infantry face first, because you'll just get wasted. Further, you might just get pwned by Artillery fire into your killzone. So, what you want to do is displace them from their comfortable position, and harry their flanks (in their retreat path), then waste them with your killzone. So you can imagine that you'll want to skirt around them with your mobile troops while you pincer them with spores. Similar concept.

Re: Tyranids vs Orks

Posted: Tue 08 Sep, 2015 4:47 pm
by Cyris
A couple of extra notes as a former nid player:

Hormas are for fighting light ranged squads, ganging up with Warrior/Commander or chewing on enemies who are attacking other units. They should never fight other melee squads alone. Open up fights by making space with Warriors leap / commander, and try to get the hormas to flank, or just b-line to the enemey ranged units. 55 melee skill will do special attacks on shootas!

As a few have said, unless you are HT buying Warriors is essential. If you are HT, Warriors are still a good idea. Even if they didn't have synapse, 300/25 for 990 hp of HI, power melee and a leap knockdown would be worth it. But they DO also have synapse, which makes termas effective health against ranged damage go from 600 to 790, or from 660 to 870 with Toxin sacs.

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 1:51 pm
by HiveSpirit
Codex wrote:snip

Interesting. Something like this?
Image
On caldaris refinery, i would like to come from the left (secure early power bash) with 2terma, RA, to the middle. Spores would be 2nd or 3rd in build order, probably 3rd, therefore be late to the battle and arriving from bottom. Opponent would probably have take middle vp before im into position. Hormagaunts would take right side req point or power point and then pincer from right/top, either pincer or cover their retreat path.
If ork charges melee, spore moves in and RA,2terma kites, hormas would hmm harry aswell or just cover retreat path (if shootas are stacked, wait for spores to die, when/if shootas split up, take the one spores doesnt).

Cyris wrote:Open up fights by making space with Warriors leap / commander, and try to get the hormas to flank, or just b-line to the enemey ranged units.

Whats involved in a b-line, how does that look?

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 2:51 pm
by Wise Windu
HiveSpirit wrote:Whats involved in a b-line, how does that look?
Just means to go directly towards something - in a straight-line from one point to another. Also spelled beeline.

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 2:59 pm
by Sub_Zero
Whats involved in a b-line, how does that look?

You make sure that warriors take damage and hormagaunts lag a little bit behind and only engage after warriors breached the line. Warriors in T1 are a good unit for tanking (high health pool, good armor type and only 3 models not prone to bleed). Hormagaunts on the other hand, you know what...

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 5:09 pm
by Codex
@HiveSpirit

Yeah kinda like that. The Hormagaunts have the most flexibility when it comes to how they're deployed, being the fastest T1 unit out there (not necessarily T1.5 but they're amongst the fastest even if you include T1.5). Remember that having superior speed means that you can always take engagements on your own terms, since you can simply kite away before anything threatening catches you. You can deploy Horms with your main army if you feel like you need to bulk up the main army for the engagement, or just have them on the flanks. As always, employ your judgement. The rest of the formation looks good.

Re: warrior deployment

If Horms are like Light Cavalry, then Warriors are probably closest to Medium/Heavy Cavalry in their deployment. While not being particularly speedy, they hold an immense amount of shock value and decent tankiness in their melee form. However their actual dps leaves a lot to be desired, so there's little to no reason to leave the warriors in a fair melee scrap, since they are poor in prolonged melee brawls.

Simply charge in, knockback a unit, then use their melee charge speed to kite away. When the knockback leap comes off cooldown, recommit so long as you don't take too much damage on the warriors. Rinse and repeat for maximal effect. If you get the hormagaunts into melee with nearly full hp, let them do most of the dps and tanking work while abusing the synapse buff.

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 7:51 pm
by HiveSpirit
@Codex
Does @Codex send a notification to the person?

Does the melee charge/ knockback cooldown recharge as long as the regular charge (4s duration speed1 increase (anyone confirm?))?

Probably yes, but it feels long because your waiting for the 4s charge to have its effect, after that is the 4s "charge cd", is this correct?
When i play i would want to go back and forth like push-push-push intesivley, but its probably 8sec (minimum) between each warrior knock back leap, and thats on a model basis aswell i guess.

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 8:08 pm
by Wise Windu
HiveSpirit wrote:Does @Codex send a notification to the person?
Quoting someone sends a notification I think.

HiveSpirit wrote:Does the melee charge/ knockback cooldown recharge as long as the regular charge (4s duration speed1 increase (anyone confirm?))?
The Warrior leap with knockback is the Warrior melee charge. Wait 4 seconds and they'll do it again if they're within the leap's effective range.

Re: Tyranids vs Orks

Posted: Wed 09 Sep, 2015 8:54 pm
by Codex
I was thinking of this the other day, and it's sweet that you guys quote the Codex (which is a great resource), but for my sake if you wouldn't mind just being like the following is from the Codex: "Copy and paste stuff" rather than directly quoting Codex, I once had a spam of notifications because people were exchanging info on the forums :D

Re: Tyranids vs Orks

Posted: Sat 12 Sep, 2015 8:49 pm
by Toilailee
Codex wrote:I was thinking of this the other day, and it's sweet that you guys quote the Codex (which is a great resource), but for my sake if you wouldn't mind just being like the following is from the Codex: "Copy and paste stuff" rather than directly quoting Codex, I once had a spam of notifications because people were exchanging info on the forums :D


It's tough being so popular and well respected. :?