Monday, May 14, 2012

How to Beat Tyranids with Space Wolves

9:00 AM by Adam Smith ·
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Beating Tyranids with Space Wolves isn't too much of a challenge when you consider that the Space Wolves Codex was practically designed to kill monstrous creatures.

Every Tyranid player is terrified of our Rune Priest's "Jaws Of The World Wolf" psychic power. But while our Grey Hunters can gun down hordes of Gaunts and our Long Fangs can take down monstrous creatures with Krak Missile Salvos before charging everything into a massive close combat, there are plenty of things that the Tyranids can still do to us!

Just be sure to soften up a Tyranid army with plenty of shooting before you do charge in to finish them off. Because charging in with chainsword in hand, thinking the bugs will be a push over in close combat will certainly get you killed.

So this is one of the times when the Space Wolves need to rely on their shooting and only charge into close combat to clean up or when the conditions are absolutely right.

Based on my gaming experience, I'm going to explain how to beat a typical Tyranids army with Space Wolves, while explaining what to look out for and how to best utilise your units to deal with each threat.

Oh, and watch our for those Tyranid Shrikes!


TYRANID ARMY STRENGTHS

Numbers
The Nids can throw down a lot of bugs and that's before those Tervigons starting makin' babies. So expect to get drowned in fodder if you're not smart with your bolters and frag missiles.

You're going to love the Heavy Flamers on your land speeders for being able to mop up a Gaunt squad whenever you need it.

Close Combat
Just because you've got a better Codex doesn't mean that you're going to beat Tyranids in close combat. They can throw way more dice than Space Wolves and get rerolls on practically everything. Don't forget that Tervigons can cast Feel No Pain on Gaunts too. So your Grey Hunters will get ripped apart if you're not careful.

Shoot first, fight later. That's the best approach against the Nids.


TYRANID ARMY WEAKNESSES

Shooting
For all their speed and close combat craziness, Tyranids aren't great at shooting. Sure, they've got the Hive Guard which are pretty good for popping your Rhinos transports and Zoanthropes aren't bad either. But in the game of mechanised armies, they're not that great. Also, a Tyrannofex is a massive points sink, even if it is a weapons platform.

Just watch our for massed 'living ammo' fire which can completely obliterate your infantry if they happen to get caught outside of their transports.

Lack of Vehicles
Every gun in your army can hurt something! Even your bolters can bring down Monstrous Creatures, so make each and every single shot count - you're gonna need them.

Synapse
First of all, Synapse makes units Fearless. That's great, because it means when you do get into combat it should only be at the right time (you should be shooting, shooting, shooting otherwise) to give you a decisive win. So when you do give those Tyranids a sound thrashing in close combat, they'll have to take even more armour saves for it...and Tyranids aren't known for their great armour saves.

The other flip side of Synapse is that the Tyranid player is often forced to move his army a cohesive whole in order to keep all the little critters in Synapse range of a big creature. This gives your Space Wolves more tactical flexibility that a Tyranid army. It also means that if you can take out the Synapse creatures you can effectively restrict your opponent's movement...or watch all their creatures instinctively wander off towards the nearest tree or run forward into your waiting guns.


TYPICAL TYRANID ARMY LIST
Everybody seems to take lots of Trygons, Tervigons and Hive Guard and who can blame them when they're easily the best choices in the book. The Tervigons sat back and spawn lots of Gaunts each turn to drown you in an endless sea of cheap models, while the Hive Guard blow up your tanks and finally, all the little creatures just hold you up so that the Trygons can slither up and stab you in the face.

Tervigon (HQ)
2 Hive Guard
2 Hive Guard
2 Hive Guard
Tervigon (Troops)
Tervigon (Troops)
10 Termagaunts
10 Termagaunts
10 Genestealers
Trygon
Trygon
Trygon Prime


Tyranid Strategy VS Space Wolves

As already stated, the Tervigons sat back and spawn lots of Gaunts each turn to drown you in an endless sea of cheap models, while the Hive Guard blow up your tanks and finally, all the little creatures just hold you up so that the Trygons can slither up and stab you in the face.

So how does that work in pactice? Well, basically the Tyranid player eats up half of the board (claiming any objectives) and does their best to minimise damage and multiply rapidly in the first two turns of the game.

First they want to blow up your transports with the Hive Guard. Then they want to get all those Termagaunts and Trygons into firing range and hose down your Grey Hunters with as many 'living ammo' shots as possible. When all those shots are re-rolling to wound, your Space Wolves can be wiped out very quickly.

Once the Space Wolves have taken enough casualties the whole swarm will sweep in, turning the game into a long, drawn out, close combat while the Tervigons keep pumping out new Gaunts to grab and objectives.

Space Wolves Strategy VS Tyranids

You're going to have a tough time as the Space Wolves player. You've only got so many models and you've got to make every gun count.

So for you this game is about concentrating your firepower to take down one threat at a time. And be sure to always deal with the immediate threats and systematically work your way up the Tyranid army in this way.

That way you'll do your best to stay out of close combat and ensure that you get off as many shots as possible each turn.

So frag missile barrages from your Long Fangs against Gaunts, followed by Rapid Firing Boltguns from your Grey Hunters should mop up Gaunt swarms.

Meanwhile all lascannons need to be targetted towards the Trygons and stack wounds for a couple of turns until they get close enough for your Grey Hunters to finish them off with Melta Guns.

Long Fangs really shine against Tyranids, because they can also pour Krak Missiles into monstrous creatures.

The same goes for Land Speeders who can finish off monstrous creatures with their highly mobile Multi Meltas before burning swarms with their Heavy Flamers. They also make great bait units of course!

And not forgetting the infamous Jaws Of The World Wolf Psychic Power which is well worth firing at Hive Guard and even Trygons. Because there's always a chance of instantly removing one of these models from play.

Most importantly, you'll just have to ignore the Tervigons who are likely to be sitting at the back anyway. Once you've wittled down the Tyranid swarm enough, you can begin to make your way up the field firing, charging and killing in the best way that Space Wolves know how.

And as always, make sure that when you charge you outnumber your foes and wipe them out in a decisive close combat. You can't afford to get bogged down or you will be quickly overwhelmed.

Finally, by the time you've up the field and near to those Tyrgons, let Jaws Of The World Wolf do what it does best and see the Tyranid player cry. But when you consider that Tervigons have 6 wounds, it really isn't effective aiming all those Krak Missiles, Lascannons and Melta Guns in their direction, otherwise the Space Wolves would take most of the game trying to kill them.


CONCLUSION
Beating Tyranids with Space Wolves is about using your firepower strategically before being able to advance. It's a tough match up, make no mistake. Just remember to focus your anti-infantry firepower on one threat at a time. It's all about target priorities and taking out what can threaten you each turn.

So do your best to deploy in a way that minimises these threats (spreading out is best) while giving your units a good field of vision so that they can back each other up with their guns and drive back the Tyranid swarm as a united army.

Once you've killed enough Tyranids with your guns, you can press the advantage and rampage through their army. Just expect to take a lot of casualties in doing so!

9 comments:

La Denise said...
May 14, 2012 at 10:21 AM

Great!
What do you think of mech lists against bugs ?

Adam said...
May 14, 2012 at 1:01 PM

Most Wolf lists are mechanised anyway. So really the only thing you have to watch out for are Hive Guard popping your lightly armoured transports.

If you mean Razorback spam, then you can just shoot the hell out of all the big creatures with obscene amounts of lascannons before driving up and rapid firing plasma guns into the Gaunt swarms.

NidsandWolves said...
May 14, 2012 at 5:25 PM

I play nids and space wolves. Unfortunately if you lose to nids you're doing it wrong. Hive guard are 24" range - stay out of it and snipe the synapse that is babysitting them. Don't charge forward with your rhino's let the tyranids come to you while picking off synapse and casting murderous hurricane to slow them down. With synapse dead simple tank shock / run a tank close to any gaunts on objectives with your rhinos (gaunts can't even touch a rhino with S3 and without synapse HAVE to attack it if they fail ld 6 roll which is EXTREMELY LIKELY). JotWW any Monstrous creatures including tyrants and Trygons. Or just missile spam them down - suprise only tyrannofex and tyrant (if you pay an additional 40 points) have sv 2+ so missiles hit on 3s, wound on 2s, and ignore armor. If its kill points - just frag missile spam gaunts, JotWW low I monstrous creatures (tervigon, tyrannofex, carnifex). Pray that they bring tervigon and spit out 10 man gaunt squads multiple turns - free killpoints. Having nids come out right after space wolves paved the way for nid players to feel shafted this edition.

Ghoulio said...
May 14, 2012 at 6:08 PM

The big thing to beating Nids with ANY army just comes down to Target Priority.

The number one thing to kill in a Tyranid army are the Tervigons. They are the lynch pins that hold the whole army together and when you kill them, you will also take out huge swaths of little bugs with them. The reason for this is when they die any squad of Termagants that is within 6" takes 3d6 str 3 hits.

The number 2 target is the Hive Guard. You get rid of them then you remove the ability for the Tyranid Army to "de-mech" you. The main reason why Tervigons are first is to also remove the Synapse. If you remove that then you more often then not remove the Hive Guards ability to fire without LOS.

The last one would be the Trygons. The key to this (and all shooting against Nids) is to pick one target at a time and burn them down. The single worst thing you can do is spread out your shooting/assault.

If you can do those 3 things then you will have no issues with the Nid army.

On a side note one thing I wanted to mention about the article is you keep referencing "Living Ammo". That rule hasn't been around for over 2 years (it was part of the 4th ed codex, NOT the 5th). So if someone is using that against you they are cheating you.

Adam said...
May 15, 2012 at 4:11 AM

Okay, I must have been cheated -and still beat them! :)

Bennett said...
May 15, 2012 at 11:12 AM

I find a lot of tyranids I play have at least 3 squads of genestealers in them ranging between 10 and 15 models. Very very nasty and very hard to kill. Do you have any tips on beating that many genestealers?

NidsandWolves said...
May 15, 2012 at 1:56 PM

Shoot the stealers in the face - they have a charge range of 13-18" and die in droves to bolter fire. If your long fangs are about to get charged - light them up with frag missiles. Stealers are glass cannons with 5+ sv. Also - make sure you park your long fangs in cover - and if stealers are coming after grey hunters make sure they are in cover as well. Genestealers have NO assault grenades this edition and their super high initiative is wasted on targets in cover. Genestealers were the ultimate harassers of heavy weapons teams last edition - they could bring assault grenades, had move through cover, fleet, and could upgrade to a 4+ sv (shoot they could even pay one point per model to reroll ALL misses with preferred enemy). Stick in cover - and shoot them to bits.

Ken said...
May 16, 2012 at 12:23 AM

Tyranids are the easiest army for the Space Wolves to defeat.

To the commenter asking about genestealers, the best way to beat them is to turtle in the center such that if they outflank, they have quite a ways to go. You can then proceed to use your bolters to chew through their armor saves and then force them to assault your grey hunters while in cover. With no grenades, this will put the thinned out squads at a great disadvantage.

Unless it's a monsterous creature or in a squad of 3 or less, weight of fire is how you kill Nids. Don't be afraid of termigaunts. I have assaulted up to a 30 at a time with grey hunters and made them break and get swept. Wolf Standards, a must have on large squads of grey hunters, will aid in their defeat given low toughness and poor weapon skill. MotW shines much brighter then that of a power weapon or power fist.

Lone Wolves perform the best here as they are nigh impossible speed bumps for the Nids (TDA,SS,CF variants... TH is more applicable) and bringing at least one to the fight will make it tough for your opponent.

Weight of fire and multiassaults are the key, really. Learn to use your bolters effectively and you'll see how fast a nids list goes down against a line of grey hunters.

And you introduce Thunderwolf Cavalry? HAH!

Last tip: when pressed with big bugs, multi-assault them with swarms and put all your weight into the swarm. Forcing the big bug to make a ton of fearless saves will result in more success than trying to punch it with Grey Hunters.

Warriors are T4. Mycetic Spores are T4. Easy krak missile kill points!

Bennett said...
May 17, 2012 at 10:26 AM

Thanks for the advice guys!

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