Post by Sledge Painter on Oct 13, 2010 20:19:33 GMT
Trying to find new ways to play nids is difficult, to say the least, since finding anyone talking about strategy building with our favorite army for DOW2 seems lacking. Here are some of the ideas I have come across on my own or by watching others via observer mode, then tried myself with great success on the battlefield:
1) Spore-choking retreat lines so that when your opponent flees they run right into your waiting spores. Cause them to build up their blast power when you see the enemy coming so that when the bulk of their unit remainder gets there...BOOM goes the enemy's entire squad.
2) When facing dug-in devastators try to employ spore mines coming in from their flank or rear if possible, out of site until too late. They won't be able to re-addjust their heavy weapons in time to shoot them. A charged up explosion annihilates the entire squad.
3) Rav Alpha holes should be placed as far away from plain site as possible. Spores can't go into tunnels anymore which is a bummer, but you can use your Alpha to punch a tunnel right to your enemies bases and harass, even to a win if they are not paying attention. This doesn't work when attacking other nids because their spore chimneys fire backwards.
4) Use ravvies to pop up behind tarantuals and take them out so the bulk of your army can advance.
5) Use ravvies to pop up in the middle of a firing squad and throw the enemy off balance while the rest of your army closes in.
6) Always upgrade termagaunts. Their power shot slows units just enough to give you the advantage in CC or to give you time to pop some ravvies up in your enemies face.
7) When losing on req build and upgrade a lictor or two and use them only to cap points, always in camo mode. It has saved a few complete-loss games for me and turned them into wins!
8) Upgraded ravvies with devour guns are an added boost to your firepower and they can easily change positions with their digging ability to fire behind the advancing enemy. CC ravvies do nicely to get rid of tanks when they pop up behind them.
9) Never underestimate zoan power against tarantulas and tanks.
10) Upgrade your carnifex with the barbed strangler and be able to pop out spores. The spores can then be sent out to do the aforementioned things.
11) Upgrade your carnifex to thornback to be able to spawn rippers. These I mainly use to tie up shooty units so that my CC warriors, ravvies, or hormies can get in and finish the job. They can also be used to tail the enemy or just to scout out locations you want to see. Many people pay them so little mind they will let them run around willy nilly...until it's too late.
12) If turning your Tyrant into a gun platform, by all means upgrade to the invul shield as well for better durability.
13) Genestealers can be fragile but truly deadly. If you have a Rav Alpha, you can spurn the stealer squad into a catalyst, then go ahead and charge your stealers again with their own fast attack hyper mode. This gives them more than double speed and damage!
14) People under-estimate tyrant guard. They have regeneration power which is fairly quick and while regenerating they become shields for your shooty units. Sometimes I use them just for the shield property alone.
15) The Tyrant's psychic scream upgrade beats the warp field, I find. It lessens the damage you take and provides that mental scare to the other team when they see their squads suddenly flash with the Tyrant's power. Always use when with CC back-up.
16) Did I mention that ravvies also break up devastator squads well? They also mess with Brightlance teams or other moving cannon units pretty good. Again, they require backup but the ability to pop up and stun the unit gives you the chance to get into CC quicker and eliminate suppression. Remember, they are like marine jump pack squads.
17) Warriors upgraded with devourers are good to suppress, like the upgraded termagaunts, but this ability comes automatic, not having to babysit and wait for a moment to activate the termie's gun suppression mode. This works especially against orks, while your CC warriors can jump in for the kill.
18) In Free-For-All games the ravvie alpha really shines. She gets around the board easy and can build spore nodes at key victory points to help slow your enemies from taking the point (although the nodes must be activated when you see the enemy there).
19) Using genestealers to sit on victory points in FFA games is pretty useful, but since they are fragile they can only buy you some time to muster your forces and combat the point.
20) Lictors can power jump into squads and get in behind tanks, tarantulas, and devastator squads with ease. They are fragile, so be sure to have your army nearby or use mainly to harass and destroy tarantuals.
Have some more good pointers? Please add some and comment on how these played out for you!
1) Spore-choking retreat lines so that when your opponent flees they run right into your waiting spores. Cause them to build up their blast power when you see the enemy coming so that when the bulk of their unit remainder gets there...BOOM goes the enemy's entire squad.
2) When facing dug-in devastators try to employ spore mines coming in from their flank or rear if possible, out of site until too late. They won't be able to re-addjust their heavy weapons in time to shoot them. A charged up explosion annihilates the entire squad.
3) Rav Alpha holes should be placed as far away from plain site as possible. Spores can't go into tunnels anymore which is a bummer, but you can use your Alpha to punch a tunnel right to your enemies bases and harass, even to a win if they are not paying attention. This doesn't work when attacking other nids because their spore chimneys fire backwards.
4) Use ravvies to pop up behind tarantuals and take them out so the bulk of your army can advance.
5) Use ravvies to pop up in the middle of a firing squad and throw the enemy off balance while the rest of your army closes in.
6) Always upgrade termagaunts. Their power shot slows units just enough to give you the advantage in CC or to give you time to pop some ravvies up in your enemies face.
7) When losing on req build and upgrade a lictor or two and use them only to cap points, always in camo mode. It has saved a few complete-loss games for me and turned them into wins!
8) Upgraded ravvies with devour guns are an added boost to your firepower and they can easily change positions with their digging ability to fire behind the advancing enemy. CC ravvies do nicely to get rid of tanks when they pop up behind them.
9) Never underestimate zoan power against tarantulas and tanks.
10) Upgrade your carnifex with the barbed strangler and be able to pop out spores. The spores can then be sent out to do the aforementioned things.
11) Upgrade your carnifex to thornback to be able to spawn rippers. These I mainly use to tie up shooty units so that my CC warriors, ravvies, or hormies can get in and finish the job. They can also be used to tail the enemy or just to scout out locations you want to see. Many people pay them so little mind they will let them run around willy nilly...until it's too late.
12) If turning your Tyrant into a gun platform, by all means upgrade to the invul shield as well for better durability.
13) Genestealers can be fragile but truly deadly. If you have a Rav Alpha, you can spurn the stealer squad into a catalyst, then go ahead and charge your stealers again with their own fast attack hyper mode. This gives them more than double speed and damage!
14) People under-estimate tyrant guard. They have regeneration power which is fairly quick and while regenerating they become shields for your shooty units. Sometimes I use them just for the shield property alone.
15) The Tyrant's psychic scream upgrade beats the warp field, I find. It lessens the damage you take and provides that mental scare to the other team when they see their squads suddenly flash with the Tyrant's power. Always use when with CC back-up.
16) Did I mention that ravvies also break up devastator squads well? They also mess with Brightlance teams or other moving cannon units pretty good. Again, they require backup but the ability to pop up and stun the unit gives you the chance to get into CC quicker and eliminate suppression. Remember, they are like marine jump pack squads.
17) Warriors upgraded with devourers are good to suppress, like the upgraded termagaunts, but this ability comes automatic, not having to babysit and wait for a moment to activate the termie's gun suppression mode. This works especially against orks, while your CC warriors can jump in for the kill.
18) In Free-For-All games the ravvie alpha really shines. She gets around the board easy and can build spore nodes at key victory points to help slow your enemies from taking the point (although the nodes must be activated when you see the enemy there).
19) Using genestealers to sit on victory points in FFA games is pretty useful, but since they are fragile they can only buy you some time to muster your forces and combat the point.
20) Lictors can power jump into squads and get in behind tanks, tarantulas, and devastator squads with ease. They are fragile, so be sure to have your army nearby or use mainly to harass and destroy tarantuals.
Have some more good pointers? Please add some and comment on how these played out for you!