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Made in us
Longtime Dakkanaut



Brotherhood of Blood

Various other threads have mentioned how MC lists are beatable and one trick ponies ect.  Just thought I would get thoughts and opinions on how.  I have seen very few flaws myself.  By MC lists I am talking 5-6 MC with a thrope or two thrown in for synapse and various little bugs splashed in for color.(Stealers, Ravs, and gaunts.) Break it down, please.

   
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The Great State of Texas

Anyone? Bueller? Anyone? Inquiring minds are waiting with baited breath as there is at least one of these at a tourney I'm going to at the end of July.

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
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I wouldn't classify a Godzilla list as a one-trick-pony list. No more than Mauleed marines is a one-trick-pony list.

How to beat them really depends on the rest of the list, but generally you want to assault them. Hidden power fists do a number on shooty carnifexes. Just make sure you nail any stealers/Raveners first.

If you have to shoot it out with a zilla list, target priority should have the Zoeys (If they have scream and you have AP 2 weaponry) first, and the elite dakkafexes second (Or first if you're not using AP2 weaponry).

The Zoeys increase the control over your own army (-5 to leadership is not fun) and the Dakkafexes have the most firepower and are the least resilient units in the Zilla list. Make sure you keep firing until one is dead, don't spread your fire.
   
Made in us
Krazed Killa Kan






South NJ/Philly

I have a lot of experience playing against the list, but with Marines. I've won using the SAFH variant, but not with drop pods. There are a few things that are universal, but a lot of this focuses on when you play it with a MEQ army.

Universal - Kill the Dakka Fex's!
They are the teeth of the army unless you're playing a completely mechanized list - and then you're hosed if you are playing anything but Mech Eldar. If you're using infantry heavy forces (and you probably should unless you're Tau or Eldar) then the Sniper Fex's worst bite is it's BS3 shot with the Barbed Strangler. It's S8 and a large blast, but it's only AP4 so if you're an MEQ you're taking saves. The other shots are S10 AP nothing, so again you're only looking at two S10 shots a turn at BS3. Bad for vehicles, but not so much for infantry, especially MEQ's. Fortunately the DakkaFex's are the easiest to kill but this takes a back seat to...

Universal - Kill the Flyrant!
This one is nearly universal across all armies that don't want to be in CC with this guy (which is everyone except Orks and maybe Stealer Nids). Hidden Power Fists are great for this, but you need mobility. If you can bring AP2 Guns on this guy and bring them fast and at once, do it. Elminating this and the other CC elements of the list are crucial.

Universal - Kill the CC Support!
Many Zilla players go for Stealers or for Ravenors. Fortunately these are easy to kill with shooting, IF you can get to shoot them. Much like the Flyrant, you have to make sacrifices so that these things don't get to you lines.

Deploy intelligently. Deploy far back if you've got long range shooting, and in areas that force them to spend a turn exposed to guns before they can hit your lines. If you can't do that, you'd better have something mobile that can shoot these things down. A volley form a Landspeeder Tornado will work wonders on putting down a stealer or ravenor brood.

If they're running masses of gaunts. Pray, and attempt to take out whatever Synapse they're using. It's near impossible to shoot down all the gaunts before they do their job, lock you down and wait for the Flyrant and/or Stealers/Ravs to get there. I've been lucky that I've not had to face this yet, but I can't imagine it being pretty.

Universal - Carnifex's are vulnerable in assault.
Hidden Fists and Rending are a shooty fex's worst nightmare. They hit you with 2 base attacks at WS3 and S9 that ignore armor. Assault squads that can jump and hit groups of Dakka Fex's who normally stick together to support each other will probably get beaten down, but they can likely take out 2-3 of these fex's in the process, which does a whole lot for your army. The key is to kill their close combat support and hit them with your own.

When I've beaten them with shooty marines, it was by taking out their CC support first and then using Las/Plas and assault cannons to take down Dakka Fex's at range. I had to sacrifice an assault squad, chaplain, and all my landspeeders to do this, but in the end it worked. If you can force them to split fire, then things can work out for you, especially if you've got long range guns.

Universal - Focus fire!
Never split fire unless you have no other targets.  Always focus all available firepower on one MC per turn.  A Fex with 1 wound on it is still as shooty or as hitty as a Fex with 5 wounds on it.  Don't stop shooting till it's dead!


That's about as much as I know, and it's a lot easier said than done and much of it relies on what support units they take for the big bugs.
   
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I always forget about the Flyrant when I give advice...Maybe because I don't use one
   
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Hate to say this, whats a Dakkafex vs. a Sniperfex? Do any have any relationship to a Venomfex? I haven't seen any Nid forces in some time and am not sure what these are.

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
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South NJ/Philly

Dakka Fex - Enhanced Senses (BS3), 2x Twin Linked Devourers
Boils down to 8 Shots at S6, re-roll failed to hits, and re-roll failed to wounds. Has 4 Wounds, T6, 3+ Save.

Sniper Fex - Enhanced Senses (BS3), Barbed Strangler (S8 large blast, 1 shot, can pen vehicles, I think AP4), Venom Cannon (2 Shots, S10, can't pen vehilecs, minimal AP, maybe 5 at best). Then it has defensive upgrades though they're variable. Maxed out it's 5 Wounds (common), T7, and 2+ Save. Not everyone goes for every upgrade.
   
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The Great State of Texas

OMG the DakkaFex outshoots my cheesy falcons and serpents. Thats not supposed to be possible

This will be interesting. Mayhaps the 13 A cannon list coming can take him down, but probably not.

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
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Brotherhood of Blood

Marines still seem to be the best option with as many hidden fists as possible but many fists limits your ranged shots which leave you lacking against skimmer armies. Focused fire is definatley critical because better to take down whole mobs/MC's at a time to reduce thier effectiveness. I just thought I would gets some posts because some seem to think thier not as bad as everyone was making them out to be. They are bad, bad, bad news so good luck to jfrazell. your best strategy is to hope you don't get paired against one or hope the person running the list is incompetent. Some lists are so strong that may not even work.
   
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Brotherhood of Blood

A-cannons have a chance at times but then the wily opponent just camps his MC's in terrain. the short range of the A-cannon also puts you in T-dev and assault range quicker.
   
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South NJ/Philly

Posted By jfrazell on 07/09/2007 12:48 PM
OMG the DakkaFex outshoots my cheesy falcons and serpents. Thats not supposed to be possible

This will be interesting. Mayhaps the 13 A cannon list coming can take him down, but probably not.

Hey now, the Falcon is cheesy because it transports squads where you need them with near impunity, and because it's so hard to destroy when used properly that it effectively gives VP denial in kill missions and is an exeptional objective grabber in objective or table quarters missions.

Most Falcons rarely get to shoot stuff unless my opponent gets forced into taking the first turn. 

Back into the meat of the thread, Lemartes hit it on the head.

A-Cannons are nice, very nice, but against Nidzilla only the ones on Terminators are worth anything.  Speeders that come out to shoot, die, so you make that one shot count.  I've gladly sacrificed speeders to rid myself of Ravenor squads or squads of rippers that were going to tie up key Las/Plas shots for the next 2-3 turns.  Sometimes it's all about knowing when to sacrifice units to keep doing what your army needs to in order to win.

As far as terminators.  Well lets just say that after deepstriking terminators into the field and taking out one fex, they took concentrated fire from one Sniper Fex and 3 Dakka Fex's, there was no AP2, I only had 1 Terminator left after that barrage.  That said, they do wonders putting the last wound down on a Flyrant and making him go away.

But that's enough about Marines, lets talk about some other armies. 

If the Terrain at the Baltimore GD is any indication of what GW will be doing at future events, then there may be a shot in assault armies really putting the screws to Nidzilla, and that's with the Chaos Demon Bombs going away in the new codex (no more rending slannesh *female dog*es).  I've yet to test it, but I think even my Kult of Speed or any similar army can hurt a Zilla list without lots of gaunts to screen them from assaults.  Similarly I've heard bad things about Wytch Cult DE lists putting the hurt on Zilla lists.  Wytches in raiders and Agonizers coupled with lots and lots of Dark Lances make Zilla really pay.  Then again I don't see that working if the list runs lots of gaunts instead of taking nastier things for counter charge, and then you need synapse for it to work.

Those two lists are about the only ones I can think that are fast enough to really deal with Zilla.  Maybe the new blood angels and Death Company + assault squad spam can put the hurt on zilla, especially with enough terrain.  But that can be countered if the Zilla player takes Stealers...

Really, beating Nidzilla depends on what the player is running along side the staple choices of the Sniper Fex, Shooty Flyrant (Venom Cannon+TL Devourers), Dakka Fex's, and the Flyrant.
   
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Brotherhood of Blood

Kult of Speed or any similar army can hurt a Zilla list


You found the one army that can beat them consistantly. I have seen it done with 6-10 trucks with Nobz with klaws. Zip up jump out and assault with 5 klaw attacks on the charge. Problem is I can't remember the last time I have seen a KOS in tournaments. Voodoo may have just figured out the one and only one army that can really take it to nids. WC not so much the raiders are way to frail and some of the wych abilities won't work because of the unmodified strength thing in combat. Agonizer usually get to few attacks and wounding 50/50 is not reliable enough IMO. MC with a few small bugs just need to win assault one time and the Wych squads are outnumbered badly because of the MC rule that they usually break. Any experienced Cult army players out thier with experience going up against MC.
   
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South NJ/Philly

Posted By Lemartes on 07/09/2007 2:19 PM
Kult of Speed or any similar army can hurt a Zilla list


You found the one army that can beat them consistantly. I have seen it done with 6-10 trucks with Nobz with klaws. Zip up jump out and assault with 5 klaw attacks on the charge. Problem is I can't remember the last time I have seen a KOS in tournaments. Voodoo may have just figured out the one and only one army that can really take it to nids. WC not so much the raiders are way to frail and some of the wych abilities won't work because of the unmodified strength thing in combat. Agonizer usually get to few attacks and wounding 50/50 is not reliable enough IMO. MC with a few small bugs just need to win assault one time and the Wych squads are outnumbered badly because of the MC rule that they usually break. Any experienced Cult army players out thier with experience going up against MC.

This really depends on terrain.  If there's a good amount of terrain like at the Baltimore GD tournament, then it's certainly doable I think.  If you're talking about "lava tables" that I saw pictures of from Vegas or what the tables looked like at last years GamesDay Baltimore, then it so ain't happening.

My own list is built for killing MEQ's, but with a certain "Turn 2 everything goes BOOM!" kind of deal, I find the Zaagstruk stormboyz unit to be particularly effective.  Also the Tanks may absorb fire and die or not shoot, but they sure do nicely block LOS for trukks in critical places.  The Boss on Bike may not do a whole lot, but if you can beat down a Sniper Fex and die in return you can come out ahead points wise, or you can run him away and do VP denial stuff.

Here's the list I've got cooked up: http://www.dakkadakka.com/Forums/tabid/56/forumid/14/postid/172935/view/topic/Default.aspx

Bout the biggest problem is once you're past 6 Trukks, you really start to either lose the advantage vs MEQ's via the tanks, you also have to start spending more points on marginally more effective Elite squads for what amounts to hidden Fist squads.

Also, while it may be good vs. Nidzilla, if that army draws against a Mech Tau or probably Mech Eldar, it's doomed.
   
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I find mech eldar wins quite consistently againts nidzilla. So far iv had 3 wins and a draw. Harlequins can mash most MCs. sure theyll get squished next turn but they can easily earn their points back. Snakes on a plane is the bane of any Flyrant, 12 Scannon shots normally hurts stealers bad. Its one of the few times i run 2 seers in 1750 pt. Mindwar is hideous, providing there are no thropes.

Also - if you're thinking about writing a post, and the best way you decide to put it is "I'm describing a rape", you probably shouldn't.)
 
   
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So according to VoodooBoyz first post, KILL THEM ALL!

Hahaha--I don't mean to sound rude but as helpful as you were trying to be, your advice was not much better than that!

The best way to beat 'Zilla nids is controlling your opponent, or more probably reading his moves. This will dictate your target priority.

For instance, the MC list I'm used to seeing is: 1 Flyrant, 1 Shooty Tyrant w/ 2 Guard, 3 "mini fex" (elites w/ 2 TL devourers), 2 "dakka fex", 2 Zoanthropes, and 2 squads of 6-8 genestealers.

So, going by this list, your opponent probably plans to try and send the Flyrant into your lines, often simply as a distraction from the meat of his army which is the Dakkafexes. If you can kill the Flyrant with counter-assault, you may be better off trying to position a squad to absorb its charge and then counter-charging it into oblivion, while using the time it spends closing with your lines to take out targets of opportunity, such as:

---Zoanthropes. Kill these if you're relying on an armored push to get close and grab objectives and/or assault the big gribblies. They can't run too well from tanks.

---Dakkafex. These are usually your main priority after you decide how to deal with the Flyrant. If you're not using too many tanks, ignore the zoeys and go for these.

---Genestealers. This is usually the clincher of 'Zilla nids. If you get too close without first taking out the stealers, you're going to get counter-assaulted and dominated. You need to use whatever mobile elements you have to neutralize this threat before you move in on the big nids. Once the 'Nid player's "plan B" is taken out of the picture (because lets face it that's what the 'Stealers are) you are free to dance around the MCs and destroy them at your leisure.

In my experience the best general advice against a 'Zilla Nid player is to have mobile units. Nids seem to have trouble stopping most vehicles dead, so you can use your mobility to counter his own fast-moving threats early, since they're usually fragile. This applies to the Ravener-Rush variety of Zilla, which is less popular but still around.

It really depends on the "off-paper" situation. The interplay between terrain, your own units and their abilities, and the 'Zilla Nid General's game-plan that you need to pay attention to. 'Zilla Nids, like Mauleed Marines, is a very well-rounded army capable of dealing with just about any situation and opponent, so the game play is where you have to seal the deal. If you read a 'Zilla opponent wrong, or rush headlong into assault with your "hidden-fist 'jack-of-all-trades' ," chances are you'll regret it.


Ba-zziiing!



 
   
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South NJ/Philly

Posted By ColonelEllios on 07/10/2007 5:05 AM

So according to VoodooBoyz first post, KILL THEM ALL!

Hahaha--I don't mean to sound rude but as helpful as you were trying to be, your advice was not much better than that!

The best way to beat 'Zilla nids is controlling your opponent, or more probably reading his moves. This will dictate your target priority.

For instance, the MC list I'm used to seeing is: 1 Flyrant, 1 Shooty Tyrant w/ 2 Guard, 3 "mini fex" (elites w/ 2 TL devourers), 2 "dakka fex", 2 Zoanthropes, and 2 squads of 6-8 genestealers.

So, going by this list, your opponent probably plans to try and send the Flyrant into your lines, often simply as a distraction from the meat of his army which is the Dakkafexes. If you can kill the Flyrant with counter-assault, you may be better off trying to position a squad to absorb its charge and then counter-charging it into oblivion, while using the time it spends closing with your lines to take out targets of opportunity, such as:

---Zoanthropes. Kill these if you're relying on an armored push to get close and grab objectives and/or assault the big gribblies. They can't run too well from tanks.

---Dakkafex. These are usually your main priority after you decide how to deal with the Flyrant. If you're not using too many tanks, ignore the zoeys and go for these.

---Genestealers. This is usually the clincher of 'Zilla nids. If you get too close without first taking out the stealers, you're going to get counter-assaulted and dominated. You need to use whatever mobile elements you have to neutralize this threat before you move in on the big nids. Once the 'Nid player's "plan B" is taken out of the picture (because lets face it that's what the 'Stealers are) you are free to dance around the MCs and destroy them at your leisure.

In my experience the best general advice against a 'Zilla Nid player is to have mobile units. Nids seem to have trouble stopping most vehicles dead, so you can use your mobility to counter his own fast-moving threats early, since they're usually fragile. This applies to the Ravener-Rush variety of Zilla, which is less popular but still around.

It really depends on the "off-paper" situation. The interplay between terrain, your own units and their abilities, and the 'Zilla Nid General's game-plan that you need to pay attention to. 'Zilla Nids, like Mauleed Marines, is a very well-rounded army capable of dealing with just about any situation and opponent, so the game play is where you have to seal the deal. If you read a 'Zilla opponent wrong, or rush headlong into assault with your "hidden-fist 'jack-of-all-trades' ," chances are you'll regret it.


Um, if you read through the sub stuff I said after the main points it basically says the same thing.

The meat of the list is the Dakka Fex's, they need to be taken out, however that takes a back seat to killing the Flyrant and small CC support units before they can hit you.  And that your deployment is going to dictate target priority. 
   
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Posted By ColonelEllios on 07/10/2007 5:05 AM
For instance, the MC list I'm used to seeing is: 1 Flyrant, 1 Shooty Tyrant w/ 2 Guard, 3 "mini fex" (elites w/ 2 TL devourers), 2 "dakka fex", 2 Zoanthropes, and 2 squads of 6-8 genestealers.

Isn't a DakkaFex, the Elite with two twin-linked devourers?  While a Gun/SniperFex is the Heavy with Barbed Strangler + Venom Cannon?

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Voodoo boyz: Let me try to rephrase what your saying. The key to defeating nidzilla is killing the dakkafexes (the elites), but in order to do so a players first priority needs to be eliminating the fast moving threats that can tie up the assets you need to do so. Therefore, in order to accomplish your path to victory, the first priority (in the first turn or two) is dealing with the flyrant and stealers/ravenours. Is that about right?

admittedly, your first post was a little confusing, but I think i understand it now. It's probobly the best way to approach it.

I haven't faced zilla with my SAFH IG yet, but I pack 7-11 lascannons in my lists just in case, with plenty of plasma and missile launcher goodness to supplement.

I played zilla once with my pods, but it was a wierd mission: whoever killed the enemy general won. I got all my pods on turn 2, hid my general, and was able to shoot the tyrant guard up pretty bad. He then failed to tie up a unit of terminators, which shoot, charged, and killed off the tyrant.
   
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Dark Eldar are another army that can consistently beat Nidzilla. They usually have 10+ BS4 dark Lances in the army along with 9 S7 AP2 disintigrators on fast moving skimmer. Most of those guns can stay out of range of the dakkafexes. Wyches are one of the few assault troops that just about every tyranid unit fears. Agonisers (which are ubiquitous in DE armies) can wound any MC on a 4+ and you are usually looking at 4-5 attacks on the charge hitting on 3+ and wounding on 4+. They also have a 4+ invulnerable save in CC.

Due to their DE's speed they will almost always get the charge and will almost always strike first. The webway means you really can't shoot the fragile skimmers for the first couple of turns while probably eating 10 dark lances. It's not an auto-win but it is IMO an uphill battle for the tyranids. Terrain placement will play a key role. Terrain placed in deployment zones with good fields of fire will most likely favor DE because they have the speed to cross the board in a single turn. Terrain that breaks up fire lanes and give good avenues of approach for the Dakkafexes to get close will favor Tyranids. It's an interesting game regardless.

EDIT: as a final note, a DE army tooled to kill Nidzilla is really no different than an anti-meq list or anti-eldar list. Lots of dark lance sniper squads with 3 wych units and ravagers coming out of the webway.


 
   
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IG is another list that can beat the MC list
The key points are:

Deepstriking plasma gun vets take out the flyrant and force your opponent to sacrifice one if his MC's shooting phases to kill the squad before it shoots again.

Rough Riders flank, and assault carnifexs putting two wounds on them, and then tying them up for 1-3 turns.

Lascannons Focus Fire on your opponents most dangerous MC (whatever that is for the particular match you are playing)

Autocannons Focus fire on counter attack units, and then spray the MC's, praying for 1s (or 2s against elite carnifexs)

Battle Tanks focus fire their heavy bolters on the counter attack units, and then spray the MC's, praying for 1s (or 2s against elite carnifexs)

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excuse double post (my computer was having issues)

"The one difference between me, and a crazy person is I'm not crazy." 
   
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Whorelando, FL

IG is another list that can beat the MC list
The key points are:

Deepstriking plasma gun vets take out the flyrant and force your opponent to sacrifice one if his MC's shooting phases to kill the squad before it shoots again.

Rough Riders flank, and assault carnifexs putting two wounds on them, and then tying them up for 1-3 turns.

Lascannons Focus Fire on your opponents most dangerous MC (whatever that is for the particular match you are playing)

Autocannons Focus fire on counter attack units, and then spray the MC's, praying for 1s (or 2s against elite carnifexs)

Battle Tanks focus fire their heavy bolters on the counter attack units, and then spray the MC's, praying for 1s (or 2s against elite carnifexs)


IG have a really hard time dealing death to TMC lists since their firepower isn't consistent enough to get the job done...and not durable enough to trade shooting phases with TMC lists...especially if the TMC's are camping into cover. RR are absolutely worthless vs TMC's since they are a one shot deal...not only that, but they still need 5's or better to wound even the basic TMC. They are further screwed if the TMC player is bringing Meiotic Spores.

Capt K

   
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There is a player in the San Diego area that plays KoS Orks and he consistently beats Nidzilla lists there (well, he consistently beats everyone down there). He is an excellent general for one, and one of his regular opponants is one of the best Nidzilla players i have ever met. So, it definitely can be done, however, i think it takes a considerable amount of skill to pull off. But they do have the neccesary tools: speed and tough HtH units. The Choppas would be nice too, unless you come up against a toughness 7 gunfex.

I still feel, at least in theory, that the tools the DE have make them the best Nidzilla killers in the game. The combination of numerous, cheap high str, low ap weapons and blisteringly fast hard hitting assault units make them a good match up, although i have to say i have never actually played or seen this match up personally.

   
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Posted By CaptKaruthors on 07/10/2007 3:01 PM
 RR are absolutely worthless vs TMC's since they are a one shot deal...not only that, but they still need 5's or better to wound even the basic TMC. They are further screwed if the TMC player is bringing Meiotic Spores.

Capt K



Not entirely true.  If (and this is a big "if" the IG player can kill the nid countercharge unit(s) and keep the RR out of LOS until they're ready to charge, then it doesn't much matter if they kill the 'fex.  They'll still have rendered it impotenent for a fairly low cost.

The main problem, of course, is getting rid of the stealers/gaunts first.

   
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Paso Robles, CA, USA

Its obscene that TMC's are this effective for their points cost. GW needs a Tyranid redux that does one of 2 things:
1) Dramatically increase the cost of all shooty Fex's (especially the 113 point "DakkaFex"). This can be done by increasing the points cost of weapon systems.
2) Introduce some sort of MC damage table on par with the vehicle damage rules. Something like every time the MC takes a wound, roll a d6 and consult the table with things like take additional wounds, lose an attack/weapon, can't shoot/move, etc.

The points/effectiveness ratio of TMC's is so far off its crazy.

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This conversation has even begun to boggle my internet-hardened mind.

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I have the feeling the Dakka-fex wasn't playtest enough, if at all. A huge part of the effectiveness of the list comes from those three cheap units, capable of laying 5 wounds on any Meq squad, and 6 S6 hits on a vehicle. All for less than an IG hellhound, while being infinitly more survivable.

Outside of a stealth re-print ala Oblits, I don't see them going anywhere.
   
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Of course, the dakkafex can be wounded by a lasgun, unlike a vehicle (granted, unlikely)
They get 8 shots, but can't Pen any vehicle.
Only have an 18" range, and 6" movement
Has the same save as a basic marine (though a higher toughness)
can be easily targeted (MC and Size 3)


Yes it is a powerful unit, but it is not unstoppable. As more people play it, more will learn how to dismantle it.
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

I have had some success using my GK's against them but that is because the lists were ran to aggressively allowing my GK terms to get into contact with them. Especially the Grandmaster and his str 6 force weapon. In reality I should have lost a RT against a MC list but it was a take and hold in the middle of the table giving my Grandmaster the opportunity to pop 4 MC's in the game.
   
Made in us
Phanobi





Paso Robles, CA, USA

Posted By coredump on 07/11/2007 4:00 PM
Of course, the dakkafex can be wounded by a lasgun, unlike a vehicle (granted, unlikely)
They get 8 shots, but can't Pen any vehicle.
Only have an 18" range, and 6" movement
Has the same save as a basic marine (though a higher toughness)
can be easily targeted (MC and Size 3)


Yes it is a powerful unit, but it is not unstoppable. As more people play it, more will learn how to dismantle it.

It alone is not that powerful a unit.  When it brings its two friends and 3 big brothers it becomes much harder to dismantle.

Ozymandias, King of Kings

My name is Ozymandias, King of Kings.
Look on My works, Ye Mighty, and despair.

Chris Gohlinghorst wrote:Holy Space Marine on a Stick.

This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
 
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