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Made in fi
Regular Dakkanaut




People give sisters alot of credit considering no one actually seems to play them well!
Meq guard? why?

Guard if anyone runs like mad if you are running the choir in the list. (not that that is common though, I am the only one in my country running the choir far as I know)

(we don't talk about regions or areas here, just the country...one big gaming community here in Finland)

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

Sisters are much like Tyranids...people tend to overlook them until they see them played well.

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Made in us
Longtime Dakkanaut




People give sisters alot of credit considering no one actually seems to play them well!


*grin* You wish.


Sisters are much like Tyranids...people tend to overlook them until they see them played well.



Aboslutely. I usually demolish folks the first time around because they have no idea for whats about to happen to them. The look on a marine player's face is priceless when their on the recieving end of Divine guidance beatdown from two squads and flamer templates, or when they watch their precious chaplin ginsue's attacks bounce with no casualties due spirit of the martyr, or lately the best is when a librarian tries fear of darkness or that draw a line to a table edge power and you throw a die and get a 5+ and go, NO......

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
Made in us
Dakka Veteran




Posted By vsurma on 06/06/2006 3:26 PM
People give sisters alot of credit considering no one actually seems to play them well!
Meq guard? why?

Guard if anyone runs like mad if you are running the choir in the list. (not that that is common though, I am the only one in my country running the choir far as I know)

(we don't talk about regions or areas here, just the country...one big gaming community here in Finland)



Actually, mech guard seem like they might be a good matchup for zilla nids.

The Heavy Support lays down big templates that do damage to the MCs fairly easily and force the army to spread out, or take more damage.  This allows the mobile Chimera firebase to put a large amount of anti-infantry on the stealers/raveners/gaunts.  Meanwhile, the infantry at the back are putting high power shots on big bugs, and the command sections are revving forward to unload 8 shots of plasma death.

It probably wouldn't go that well, especially with the Gunfexes and Devilfexes stunning vehicles left and right, but would be a fun fight.

   
Made in us
Rampaging Carnifex





Blackmoor, there's no theoryhammer here. I've seen Necrons beat zilla nids out of hand a half-dozen times with this tactic. They sit in cover, then veil out and rapid fire them (combine that with a squad of scarabs, and I think you see where it's going). It's worked for me against genestealers, but I use bp/ccw marines and have flamers. I usually drop, flame what I can and then let the remnants charge me, and I've yet to have a bug army go past turn 5 with me. Still no Zilla nids opponents, but it's a matter of time I guess. There's a lot of them in construction.

I exaggerated to make a point, which is that softened up genestealers are not that tough if you play a smart game - casualty removal, cover, et cetera. Yeah, meqs will have problems if they play a static gunline and only have lascannons, but that army is a thing of the past. Now you see lots of assault cannons and las/heavy bolter preds and similar.
   
Made in fi
Regular Dakkanaut




So what did that first power do? Is it the rending power? (can you make the flamer rend?......)
That would be nice.


The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

So what did that first power [Divine guidance] do? Is it the rending power? (can you make the flamer rend?......)
That would be nice.


Yes, it acts like rending. So bolters and flamers rend. I had my Tyrant and Guard take 5 wounds with it one game from one squads shooting (4 from rending, one from a regular unsaved wound).

But Witchhunters are a pain. Because of Exocists to kill the big bugs, a lot of BS 4 bolters and flamers to kill the little bugs, 3+ save to protect them from the devouers, and Diving Guidance to kill everything, it is a tough matchup.

Mech Guard is a pain because they have infantry that can shot some lascannons and plasma guns, and they also have suicide officer squads with either 4 plasma or 4 flamers. Where they really excell is by putting down a lot of strength 5 and 6 shots that do not need to take target priority checks. Not only that, but they can do it on the move, and at 36". They can also field a whole lot of vehicles that the godzilla lists will have a lot of trouble killing. A lot of glancing hits hurt skimmers, but not vehicles with lots of weapons. You can glance them all day and not take them out.


 
   
Made in us
Rampaging Carnifex





if my recollection is correct, DG doesn't rend. It makes them AP1 when you roll a 6 to hit or wounding, I forget which. You still have to roll to wound.
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

if my recollection is correct, DG doesn't rend. It makes them AP1 when you roll a 6 to hit or wounding, I forget which. You still have to roll to wound.


Yes, you are right...I got robbed!


 
   
Made in us
Krazed Killa Kan






South NJ/Philly

DG is where on a roll to wound of a 6 it counts as AP1.

So with bolters/flamers/heavy flamers when shooting a T6 or T7 Tyranid Monsterous Creature you need 6's to wound anyway, which become AP1 because of DG, so you still get very dead TMC's.

I play sisters about twice a week as that's my main gaming buddy's army and they are a real, real pain to take down when played right. They take a lot of special tactics to take down (ie Make them burn faith, and burn it early), and let me tell you the 2+ Inv save Cannoness with a Mantle just DOES NOT DIE.
   
Made in us
Longtime Dakkanaut




let me tell you the 2+ Inv save Cannoness with a Mantle just DOES NOT DIE.


That is, of course, the point. Its a pure tarpit for characters and monstrous creatures......


Now if you mob it with a ork mob or hormagaunt brood, it dies.....but still its resilent to the extreme.

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
 
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