Post by paxmiles on Dec 18, 2012 5:28:04 GMT
This is an idea I got from reading the Belgariad book series by david eddings. In the book, there is a nomadic race of men that build a massive fortress. Now, these people are nomadic, so almost no one lives in this fortress. The point of this fortress is not for the nomads, but to give their enemies a place to attack. A giant decoy which allows the mobile armies of the nomads to more easily predict and dispel their invaders.
I know, tyranids, but i'm on subject. Tyranids are the nomands, as they are both mobile and not prone to settling down. However, the tyranids could benefit from being able to control their opponents actions more.
So the Gate tactic starts by getting a skyshield landing pad. The skyshield can't be destroyed and provides the bugs manning it a 4+ invulnerable save against shooting.
Yes, that's tyranids with a 4+ invulnerable.
The skyshield is manned by a few biovores, some hive guard, and either warriors or a tervigon (ideally, low armor save models, to really stick the idea of the 4+ invulnerable to the opponent). Goal is to keep the points low on this force as their prime use is to draw fire. Their secondary use is to shoot stuff as they'd normally do in any other army. These models need to be spread out in order to deny enemy DS attempts onto the landing pad.
For deployment of the skyshield, depends on the opponent's shooting/melee, but the ideal location is middle of your deployment zone and as close to the enemy as possible, without preventing your deployment. Caution is required if the opponent is melee heavy or short ranged, as it may be beneficial to place the skyshield further back. This part of the formation is called the GATE.
The opponent has to deal with the gate. They HAVE to. It's presence will mess with any actions they do. If they ignore it, it will shoot them up, but if they shoot it, it will absorb twice as much shooting as would normally be required to remove those bugs (4+ invulnerable means bugs die half as fast). By dedicating twice as much shooting to this, it means they have less for the rest of the army.
As for the rest of the army, preference is to melee. Fast and mobile are ideal, but pods or outflanks could also work. Ideally, use the gate as a mountain, which the opponent can't easily get around, but one that you can still go under.
-Pax
I know, tyranids, but i'm on subject. Tyranids are the nomands, as they are both mobile and not prone to settling down. However, the tyranids could benefit from being able to control their opponents actions more.
So the Gate tactic starts by getting a skyshield landing pad. The skyshield can't be destroyed and provides the bugs manning it a 4+ invulnerable save against shooting.
Yes, that's tyranids with a 4+ invulnerable.
The skyshield is manned by a few biovores, some hive guard, and either warriors or a tervigon (ideally, low armor save models, to really stick the idea of the 4+ invulnerable to the opponent). Goal is to keep the points low on this force as their prime use is to draw fire. Their secondary use is to shoot stuff as they'd normally do in any other army. These models need to be spread out in order to deny enemy DS attempts onto the landing pad.
For deployment of the skyshield, depends on the opponent's shooting/melee, but the ideal location is middle of your deployment zone and as close to the enemy as possible, without preventing your deployment. Caution is required if the opponent is melee heavy or short ranged, as it may be beneficial to place the skyshield further back. This part of the formation is called the GATE.
The opponent has to deal with the gate. They HAVE to. It's presence will mess with any actions they do. If they ignore it, it will shoot them up, but if they shoot it, it will absorb twice as much shooting as would normally be required to remove those bugs (4+ invulnerable means bugs die half as fast). By dedicating twice as much shooting to this, it means they have less for the rest of the army.
As for the rest of the army, preference is to melee. Fast and mobile are ideal, but pods or outflanks could also work. Ideally, use the gate as a mountain, which the opponent can't easily get around, but one that you can still go under.
-Pax