AlmostMercury wrote:You can only snap fire against Deathleaper. I would just ignore it and kill the Carnifex first, which is far more dangerous.
What else does the player take in their army?
While true, markerlights specifically say in their entry they can improve snap shots, so you can just markerlight it up and shoot the hell out of it using Coordinated Firepower to share the markerlights out.
Of course you can raise the BS of snap shots, but before you can do that you need to snap fire your marker lights and drastically reducing their effectiveness. Deathleaper is not a Flyrant, so it's not that high on the target priority list. The OP also doesn't have the models for a Hunter Contingent, so he can't use co-ordinated firepower. If the OP had the models for a Hunter Contingent, there wouldn't even be a need for co-ordinated firepower.
Deathleaper, while very cool, is over costed and fairly ineffective. You either ignore it, or feed it a large fire warrior squad to keep it busy.
From the description of the units, I see the player uses:
The Carnifex and Mawloc do the heavy lifting of these models. The Carnifex you can interact with, and it only does work if it's equipped with 2 sets of twin-linked devourers. The Mawloc is more difficult to interact with, but may very well kill itself or make itself ineffective with common dice rolls. To be effective, the Mawloc needs to not scatter, needs to not kill what it's surfacing under, and then needs to roll itself into ongoing reserves on the mishap table. It's a lot of moving parts and a single Mawloc has quite the potential variance. Without lucky rolls it will do maybe 3 or 4 Blasts through the entire game.
Tyranid players (myself included) would run multiple Mawlocs in order to accomplish anything with them. That being said, Tau might actually be an army that a Mawloc could do CC damage against, and they are the cheapest source MC wounds in the codex. They can also actually attack Invisible units without penalty. Not all of that applies here.
Genestealers are overcosted glass cannons. They will do very well for their cost in combat. In fact, they might be the most point efficient combat unit in the game while in combat
, BUT they die to a stiff breeze outside of combat. If you're afraid they can get to your lines, you shoot them and they die. They're actually most effective at this time as backfield objective holders as they pack quite the counter charge.
Termagants are just guardsmen with 12" guns, and if the player has paid for the 18" guns they're overcosted again.
Step one, kill the Carnifex. Step two, kill the swarm that is closest to you. Step three, ignore Deathleaper unless there's nothing else to shoot at. Step four, profit.
What I would also like to know is which units the tyranid player is using for Synapse control? The gaunts and Carnifex will be taking leadership tests each turn in order to do what the player wants. They're leadership isn't good, so they should be running for cover or charging a unit (depending on behaviour) without some assistance. Has your opponent been rolling on the instinctive behaviour table?
Final note, Crisis suits with flamers will eat these models alive.