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I was losing most games with every faction in the game, in fact I have not managed to get anywhere near a victory with the regular eldar and corsairs so you may be right.
They either kill you in the first 5 min or you kill them in the first 5 min.
I notice that people dont tent to bring scouts and tyranids are very powerful in melee but crap at range(to be fair every faction is crap at range)
I think the need to reduce tyranids survivability more(at the very least of the inferstor ships)
Right now tyranids have too much offense power and enough defendsive power to not die before reaching the target despite being fire at by all ships.
And all they need is to get close enough to unload boarding torpedo's and boarding parties.
90% chance of derelict 10% chance of red crew.
After this there ships are useally dead but they outnumber you do that doesnt mather anyway.
I am seriously thinking of swiching to a lesser faction because of this bull-poop.
Not sure what causes it but it has been multiple times reported and I've seen it multiple times happening.
This can cause some matchups like IN vs Nids to become quite unfair.
Remember also that you can board your own ships if they have had their entire crews killed to regain control of the ship. Brace for impact as soon as they are close to you, and should you kill their command ship; scuttling your drifting hulks will cause massive morale damage to the remaining nids.
And the change of scutting make it impossible to do any damage ( maybe it can, but only when your enemy doesn't pay any attention).
you are absolutely right, the infestion devourer list is very nasty. if you have the flagship jump ability and the synapses for BCs, it is unbeatable for nearly everything. maybe ork BS spam can keep up in the boarding game with a good waagh use.
sol, I think you are wrong. craftworld and DE lists cannot deal well with heavy hangar lists and a simple carnage chaos build will crit their decks easily enough at any distance between 0-18.000k.
the tentacle gives you ~8.000 range, the boost is 4000 extra move distance in 2 seconds and the jump skill has 9000(?) distance with two(?) second wait time. you are tanky and numerous enough to corner fleets at the map edge. the ordnance harrasment will force the other player to switch between braced and reload, if he wants to avoid getting hulked from ordnance. you can abuse the assault boat attack animation by doing small boosts during their attack run, but that's an exploit and the nid player has enough hangars to keep you occupied while waiting for a small slip up. if you mix up some stealthed 200 speed tentacle escorts or a good spore field placement, it is not very hard to get stuff into range even against 200 speed ships.
meta for 2vs2 will be something with the slaneesh stun, which really shuts down all eldar factions.