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Made in us
Been Around the Block





First post on DakkaDakka, whoot!

The gobbling of planets has come to a halt. I have decided to re-work my list for a more balanced feel.

 

HQ: 298

2x HT: TS, ES, Dakka, VC

 

Elite: 339

3x Gun Fex

 

Troop: 720

3x24 Spine Gaunts: 120

3x6 GS w/ EC: 120

 

Heavy: 491

2x Sniper Fex w/ no upgrades

1x3 Thropies: Synapses and WB

 

Total: 1848

Models: 100

 

It works like a basic Zilla stomp list: clump up and shoot everything to bits while the tar pits and GS tie up and hack-in-slash.

 

My two concerns:

Whether I have enough Synapses for 72 Gaunts?

Both of my tyrants flop dead due to my opponents first turn return fire in hopes to scramble my swarm?

 

Or am I just being pessimistic because my swarm elements will tie up most of the troops while the vehicles are being stalled with all of my big bug shooting power; thus, leaving my troops to do as they please and allows enough time for my stompy troops to catch up and provide Synapses?


Shookka-ka-ka-ka-Kaaboooom!
Manga: Blame!
By: Tsutomu Nihei 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 

Yes, you have plenty of Synapse. At best it will take a couple of turns for your opponents to kill both your Hive Tyrants and then you still have 3 Zoanthropes you can safely hide behind your Carnifexes.

But, I'm not sure exactly how this is more of a "balanced" feel of a Tyranid army. You still have 7 Monstrous creatures which most certainly qualifies this as a Godzilla list.

The only thing you've really done is traded in some versatility (by removing the flying Tyrant for another walking one and not taking any Raveners) and made it a bit easier for your opponent to kill your Godzillas (by not taking +1 Wounds on your Gunfexes and not taking any Tyrant Guards for your Tyrants).

In return you've gotten a whole mess of gribblies.

Your games are still going to boil down to whether you can outshoot your opponents with your Godzillas, but you've just made it easier for your opponents to outshoot you (by making it easier to kill your Godzillas).

The fact is, you don't need 3 squads of Genestealers (two should be plenty to fight off any chargers) and they don't need Extended Carapace (since they should be hiding behind the MCs until they are needed).

You also don't need that many Gaunts, although it doesn't really hurt to take 'em but you definitely would want to split them into four units if you take my advice and lose one of your Genestealer units.

 

I'm not totally against taking two cheap Tyrants as you have. You lose the versatility of the wings but you gain another Venom Cannon. I just think if you're going to go Godzilla then you should definitely push your T6 wounds. . .that's the whole point. Taking the +1 Wound on the Carnifexes can even be dropped in a pinch, as opponents tend to target the Dakkafexes first anyway.

But not taking any Tyrant Guard with your Tyrants. . .well, that's just criminal IMO. They are such a good defensive upgrade for the points.

 

I'd personally suggest:

1) Lose the 3rd Genestealer unit and drop the EC off the rest of your stealers.

2) Split your Gaunts into four broods.

3) Buy 2 Tyrant Guard for one Tyrant and 1 Tyrant Guard for the other.

4) Buy +1 Wound for both your Carnifexes.

 

That should come out to just about the same amount of points. You will have greatly improved the survivability of your MCs without sacrificing your ability to counter-charge (remember that the Tyrant/Tyrant Guard will also be able to charge in and help should the need arise).

 

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Been Around the Block





I missed spoke when I said, “balanced list.” I meant to say balanced for a Zilla list: fast and numerous small bugs combined with movie like looming and dooming big bugs from the 12 dimension with very accurate secretions, lol. My old list had 6 Guards, 8 Zillas, and 2 GS so as you can see this new list is a lot more flexible.

 

Question one is taken care of since you think I have enough synapses, great!

 

Onto the mass gribblies.

 

The swarms are supposed to work in tandem with the GS not hide behind the Zillas. Tar pits tie up units till the GS make contact, though I certainly understand why one would want to keep their GS behind the Zilla stomp team.

 

I hear you loud and clear when it comes to that T6. I cringed when I drew up the list thinking it was a rush to stall or destroy heavy hitting weapons that could K.O. my long ranged Zillas even before and after my swarms engage their food.

 

I also agree than not taking any Guards is criminal, why would not someone want 6 of these guys plus the little guys are kind of *cough* cute *cough* to boot; but I was trying to see if mass tar and slash pits would work well enough that I would not need the extra protection.

 

The suggestions you gave me really hit the nail on the head, because I was thinking the exact same thing.

 

I took out the 3rd Gaunt and GS squads as you suggested too get:

 

2x TM for the guards

2x Psy Scream for the HT’s

4x Guards

2x RC for the Sniper Fex’es

 

My new question is do I have enough tar pit to make any sort of difference or will they be whittled down to nothing before they even get there, or should I scrap the TM, Psy, and EC on the GS's to max out the tar pits?

 

I would also like to thank you yakface…did I just insult you...for making you posts applicable than the ever so common one sentence post.

 


Shookka-ka-ka-ka-Kaaboooom!
Manga: Blame!
By: Tsutomu Nihei 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By Spec.Ops on 11/09/2007 6:32 PM

 

I took out the 3rd Gaunt and GS squads as you suggested too get:

 

2x TM for the guards

2x Psy Scream for the HT’s

4x Guards

2x RC for the Sniper Fex’es

 

My new question is do I have enough tar pit to make any sort of difference or will they be whittled down to nothing before they even get there, or should I scrap the TM, Psy, and EC on the GS's to max out the tar pits?

 



Hmmmm. Even as a Tyranid player I'm struggling understanding some of your abbreviations. "TM" for the guards? Inform me please.

 

Also, I didn't suggest you get rid of the third Gaunt squad, I said you should expand whatever gaunts you take into four different units.

Also, I know the Gaunts aren't supposed to hide behind the TMCs, just the stealers (there's no point in keeping them in front anyway), so yes I do advise removing the Carapace off the Stealers if you need some extra points somewhere else in the army.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Been Around the Block





I added Toxic Magsma (TM) to each of the HT?s which benefits the Guards WS, though I do not even know if they will ever make it into combat so it could be a complete waste of points. It is just nice because it is a cheep but good upgrade which even stacks!

If I did not get rid of the third Guant squad than I would have never been able to get all of the Guard?s and upgrades.

I do not feel that 48 Spine Guants are going to make it into combat. I also play TAU and I would laugh at 48 Guants, but 64 might be a different story or even 96 Guants. I am wondering if should just go Swarm and drop the Genestealers? If the opponent had to play against 96 Guants and 7 TMC I would feel surprised if they did not feel overwhelmed. The only army that I can think that could cause a swarm/zilla list enough problems to call it a close game would be a CC army such as Orks or Blood Angels.

So here is what I came up with:
Squad x Members

6x16 Spine Guants = 96 Spine Guants (Less rounded and less able to deal with CC lists, but they can tie up the enemy for a good while.)

Or

TMagsma, Psy Scream, GS EC are all taken away to fill out the Guant numbers in the second choice.

4x16 Spine Guants and 2x6 Genestealers = 64 Spine Guants and 12 naked GS's. (It is more rounded being able to deal with the real nasty CC lists, but it is easier to dispose of. And I still plan to have the GS trail behind the swarms unless I am going against a mean CC list, then I would have them trail behind the Zillas for the counter charge.)

Shookka-ka-ka-ka-Kaaboooom!
Manga: Blame!
By: Tsutomu Nihei 
   
Made in us
Been Around the Block





I have decided to go with the second option, because it gives the illusion of a swarm and I am still able to deal with a Bloodthurster, Blood Angles, orks, etc... due to the two GS squads.

Shookka-ka-ka-ka-Kaaboooom!
Manga: Blame!
By: Tsutomu Nihei 
   
 
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