Saturday, December 17, 2011
Tyranids vs. Imperial Guard
This an interesting matchup... two armies both designed by Robin Cruddance... They are at the opposite ends of the spectrum. People often ask me how I approach a game versus IG with my Tyranids. You don't see many batreps where Tyranids beat IG. It's the toughest matchup in my opinion - you've really got your work cut out to crack open their chimeras and they will blaze you with shooting each and every turn. This is one army you'll need some LOS blocking terrain to stand a chance. The good news is if the game is objective based you've got a chance. IG must dedicate two thirds of the game to shooting then finally commit to taking objectives.
Here are your advantages versus IG if you play a fully reserved Tyranid army:
— Just as with any reserved army there are less turns for IG to shoot. Your monstrous creatures will be shot off the table. You want as a small footprint as possible to deny their shooting.
— Synapse means you don't have to worry about their Battle Psyker squads running your best units off the table.
- IG has to roll up in their transports to take objectives. Every unit you've got can beat them in melee.
Most every army except for Tau owns IG in melee so it's not something special for Tyranids but you've got to focus on your advantages. To beat them you need to mitigate their shooting and deny them objectives. It can make for a boring game but you've got to work with what you've got. That's pretty much it in a nutshell.