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Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Go ahead and take your Psychic Hood. I'm taking Death Leaper.

 
   
Made in ca
Angered Reaver Arena Champion






I have not seen those rules yet, does he negate Psychic Hoods?

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in gb
Ambitious Space Wolves Initiate



Guildford, UK

my 2 rhinos surived a 7 turn game with 2 zoanthroaps on the other team, each time, they shot, they rolled 1 and 2s which probably was pure fluke but I guess zoanthropes are a little less reliable, and for combat armies like mine, they are relatively useless against mine.

Space wolf theemed marines marines 3000+ W5 L18

Homebru deathwing 2000+ W,1 L,1

so what If I am crap!  
   
Made in ca
Twisted Trueborn with Blaster





To be honest I dont see the "need" for the zoans to take the pods. with an 18" range... just move them up the table, they can soak hits with that 3+ invul and should be in range by turn 2 anyway, with out having to rely on a reserve roll. the deployment zones are only 24" apart... a move + run on first turn can get you up to the middle of the table. And then a 6" move on turn 2 means you have a 24" threat range... not to be sneezed at.

The trik is to have a LOT of targets for your enemy to deal with. I can see a list with a few MC a lot of bugs and 4-6 zoans doing well. Remember each shot would be the power, so the more the better and the harder to counter.

Just my thoughts.


 
   
Made in us
Regular Dakkanaut




I don't think putting zoanthropes on the board will be a good idea unless you're being silly and running 9 of them. Look at it this way:

All of your opponent's big guns will be aimed at high toughness targets. That leaves small arms fire for lighter targets. If you were going to fire your HBs/pulse rifles/bolters/whatever and you had to choose between gaunts, warriors, and zoanthropes, which would you fire at?

Yeah. T4, 2 wounds, 3+ save. Volume of fire will put them down quickly and by starting on the table you're ensuring that anything less than S6 will be aimed at them on turn 1. Be happy if your opponent is dumb enough to try to instant death them with his lascannons and krak missiles, fear the players who realize that they die just as easy as marines to anything that can pile a lot of wounds up and make you roll more 3+ saves.

As for deathleaper negating hoods, what he does is -1d3 ld to an enemy character of your choosing for as long as deathleaper is alive. While that does make the hoods less useful, it's STILL another roll to get past to get your warp lance off. You're looking at what, 5 separate checks to roll good on (6 with cover) to pop a tank? Like I said, zoanthropes are great units in the new book, they're something tyranids needed badly, but they're NOT overpowered and they're NOT the best AT in the game.

This message was edited 1 time. Last update was at 2009/12/31 20:31:26


 
   
Made in ca
Scouting Shadow Warrior



Somewhere Between here and the Warp

Darth Bob wrote:
Cptn. Waaagh! wrote:
KingCracker wrote:Or Im still going to say broadsides. 3 broadsides with twin linked railguns? Yea they can bust up a tank pretty damn good Maybe not better, maybe not worse.

But the nids did get a pretty nice way to smoke a tank. I wish the Orks had that. Im sorry but against LR spam, Orks just struggle, we cant ignore all of them dammit!


Tankhammers, Warboss with power klaw, unit of Nobz or Meganobz with Power Klaws, Killa Kans, Deff Dreads, A Weirdboy's Zzap! psychic power... Did I miss anything? All S9 or 10, all multiple attacks, all (except for the Weirdboy) fairly reliable, and cheap, too! WAAAGH!


Bolters, Lascannons, Blast Weapons, and not having your vehicles sit there motionless (as KingCracker said) all kill those footslogging Orks, which puts quite the damper on your WAAAGH!. Overall, Orks have alot of options for meleeing vehicles to death, but good luck footslogging after the vehicles (with the enemy shooting you) and then hitting on 6's .


Battlewagons for the Tankbustas, WB, and Meganobz, Killa Kans and Deff Dreads can soak up quite a bit of firepower, and Weirdboyz shoot from range. They're also fairly cheap, so you kill 1, 3 more come to beat your tanks to a bloody pulp. Oh, and moving tanks? Grabba Klaws work just as well as immobilising vehicles. And if all else fails, kill everything else first. That way, It won't matter about the big kills. (Try saying that to the Tankbustas and you get a rokkit in yer face! And by the way, I do roll a lot of 6's.

P.S.: Sorry, forgot about KFF.


Automatically Appended Next Post:
cygnnus wrote:
Raxmei wrote:S10 Lance is actually inferior to the Medusa's bastion breacher shells. Zoanthrope needs to roll 3+ on 1d6 to penetrate AV12-14, a 2/3 chance. Medusa needs to roll 5+ on 2d6 to penetrate AV14, a 5/6 chance. On any AV other than 14 the Medusa's chances get better, and it can shoot from more than twice the distance of the Zoanthrope. Both are Ap1.


Not to mention that Breacher shells can actually pen AV14 even if they scatter and don't get a direct hit. S5+2d6 still has a shot. And they can't be nullified by a Psychic Hood or what have you. I think the Guard still can claim the best tank-killer in the game.

Vale,

JohnS


Also, a blast weapon means that it can kill multiple targets with a carefully placed shot. (Ruined my wall of Stompas once in Apoc, even I was surprised by those insanely lucky shots...

This message was edited 2 times. Last update was at 2010/01/01 00:17:36


SPAM FOR THE SPAM GOD!!!!! JAM FOR THE JAM THRONE!!!!!!! -codemonkey
We'ze da Orks, and we'ze were made for fightin' an' WINNIN'!
WHFB Armies:
High Elves: 4000 Points Painted
Orcs & Goblins: 3500 Points Painted

-------------------------------------------------------
DT:80-S+++G+++M++++B---I--Pwhfb05#+++D+A+++/wWD347R++++T(T)DM+ 
   
Made in us
Dakka Veteran




Arkahm

Cptn. Waaagh! wrote:
Darth Bob wrote:
Cptn. Waaagh! wrote:
KingCracker wrote:Or Im still going to say broadsides. 3 broadsides with twin linked railguns? Yea they can bust up a tank pretty damn good Maybe not better, maybe not worse.

But the nids did get a pretty nice way to smoke a tank. I wish the Orks had that. Im sorry but against LR spam, Orks just struggle, we cant ignore all of them dammit!


Tankhammers, Warboss with power klaw, unit of Nobz or Meganobz with Power Klaws, Killa Kans, Deff Dreads, A Weirdboy's Zzap! psychic power... Did I miss anything? All S9 or 10, all multiple attacks, all (except for the Weirdboy) fairly reliable, and cheap, too! WAAAGH!


Bolters, Lascannons, Blast Weapons, and not having your vehicles sit there motionless (as KingCracker said) all kill those footslogging Orks, which puts quite the damper on your WAAAGH!. Overall, Orks have alot of options for meleeing vehicles to death, but good luck footslogging after the vehicles (with the enemy shooting you) and then hitting on 6's .


Battlewagons for the Tankbustas, WB, and Meganobz, Killa Kans and Deff Dreads can soak up quite a bit of firepower, and Weirdboyz shoot from range. They're also fairly cheap, so you kill 1, 3 more come to beat your tanks to a bloody pulp. Oh, and moving tanks? Grabba Klaws work just as well as immobilising vehicles. And if all else fails, kill everything else first. That way, It won't matter about the big kills. (Try saying that to the Tankbustas and you get a rokkit in yer face! And by the way, I do roll a lot of 6's.

P.S.: Sorry, forgot about KFF.


Automatically Appended Next Post:
cygnnus wrote:
Raxmei wrote:S10 Lance is actually inferior to the Medusa's bastion breacher shells. Zoanthrope needs to roll 3+ on 1d6 to penetrate AV12-14, a 2/3 chance. Medusa needs to roll 5+ on 2d6 to penetrate AV14, a 5/6 chance. On any AV other than 14 the Medusa's chances get better, and it can shoot from more than twice the distance of the Zoanthrope. Both are Ap1.


Not to mention that Breacher shells can actually pen AV14 even if they scatter and don't get a direct hit. S5+2d6 still has a shot. And they can't be nullified by a Psychic Hood or what have you. I think the Guard still can claim the best tank-killer in the game.

Vale,

JohnS


Also, a blast weapon means that it can kill multiple targets with a carefully placed shot. (Ruined my wall of Stompas once in Apoc, even I was surprised by those insanely lucky shots...


Fear us, for we, the Imperial Guard, have real Artillery, but Orks, Space Marines, Eldar, Necron, Tau, etc do not!

Orkeosaurus wrote:But can he see why kids love Cinnamon Toast Crunch?

xxmatt85 wrote:Brains for the brain god!


 
   
Made in ca
Scouting Shadow Warrior



Somewhere Between here and the Warp

Cambak wrote:
Cptn. Waaagh! wrote:
Darth Bob wrote:
Cptn. Waaagh! wrote:
KingCracker wrote:Or Im still going to say broadsides. 3 broadsides with twin linked railguns? Yea they can bust up a tank pretty damn good Maybe not better, maybe not worse.

But the nids did get a pretty nice way to smoke a tank. I wish the Orks had that. Im sorry but against LR spam, Orks just struggle, we cant ignore all of them dammit!


Tankhammers, Warboss with power klaw, unit of Nobz or Meganobz with Power Klaws, Killa Kans, Deff Dreads, A Weirdboy's Zzap! psychic power... Did I miss anything? All S9 or 10, all multiple attacks, all (except for the Weirdboy) fairly reliable, and cheap, too! WAAAGH!


Bolters, Lascannons, Blast Weapons, and not having your vehicles sit there motionless (as KingCracker said) all kill those footslogging Orks, which puts quite the damper on your WAAAGH!. Overall, Orks have alot of options for meleeing vehicles to death, but good luck footslogging after the vehicles (with the enemy shooting you) and then hitting on 6's .


Battlewagons for the Tankbustas, WB, and Meganobz, Killa Kans and Deff Dreads can soak up quite a bit of firepower, and Weirdboyz shoot from range. They're also fairly cheap, so you kill 1, 3 more come to beat your tanks to a bloody pulp. Oh, and moving tanks? Grabba Klaws work just as well as immobilising vehicles. And if all else fails, kill everything else first. That way, It won't matter about the big kills. (Try saying that to the Tankbustas and you get a rokkit in yer face! And by the way, I do roll a lot of 6's.

P.S.: Sorry, forgot about KFF.


Automatically Appended Next Post:
cygnnus wrote:
Raxmei wrote:S10 Lance is actually inferior to the Medusa's bastion breacher shells. Zoanthrope needs to roll 3+ on 1d6 to penetrate AV12-14, a 2/3 chance. Medusa needs to roll 5+ on 2d6 to penetrate AV14, a 5/6 chance. On any AV other than 14 the Medusa's chances get better, and it can shoot from more than twice the distance of the Zoanthrope. Both are Ap1.


Not to mention that Breacher shells can actually pen AV14 even if they scatter and don't get a direct hit. S5+2d6 still has a shot. And they can't be nullified by a Psychic Hood or what have you. I think the Guard still can claim the best tank-killer in the game.

Vale,

JohnS


Also, a blast weapon means that it can kill multiple targets with a carefully placed shot. (Ruined my wall of Stompas once in Apoc, even I was surprised by those insanely lucky shots...


Fear us, for we, the Imperial Guard, have real Artillery, but Orks, Space Marines, Eldar, Necron, Tau, etc do not!


We'ze got big fings too ya stoopid 'umie! You just wotch us, and you'ze gonna get stomped!

SPAM FOR THE SPAM GOD!!!!! JAM FOR THE JAM THRONE!!!!!!! -codemonkey
We'ze da Orks, and we'ze were made for fightin' an' WINNIN'!
WHFB Armies:
High Elves: 4000 Points Painted
Orcs & Goblins: 3500 Points Painted

-------------------------------------------------------
DT:80-S+++G+++M++++B---I--Pwhfb05#+++D+A+++/wWD347R++++T(T)DM+ 
   
Made in ph
Rough Rider with Boomstick






right now the fear of being eaten by a burrowing beetle is uppermost on my mind....as artillery doesn't burrow underground....


This message was edited 2 times. Last update was at 2010/01/01 04:46:35




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