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Made in us
Widowmaker






Syracuse, NY

The lists:

Tyranid 1500:
Winged HT, +ST, +BS, 2 TL Devour, PsyScream
Walking HT, +ST, +BS, TL Devour, VenomC, PsyScream
3 x Elite Carnifex, +BS, 2 TL Devour
2 x 6 Genestealers, 4+ Save
14 Spinefist Gaunts
2 x Carnifex, +BS, +W, Barbed St, VenomC
3 x Zoanthropes, Warp Blast, PsyScream

Marines, Heed the wisdom of the ancients, stand alone 1500:
2 x Libby, Fury, Fear, Terminator armor
2 x 5 Terminators, 2 Assault Cannon
5 x 6 Las/Plas Tac squads
2 x Dreadnaught, Assault cannon

Marines player is graciously helping me train the nids for the hardest possible situations, we're playing Omega / Escalation, rolled mission, 25% cover.

Board setup has the usual terrain clumps on the corners, one very small tuft of trees (About the size of a fex) in the middle.  Each edge has 1 corner with a large 4+ cover area building, and the other corner with a low 5+ cover set of hills.  One edge gets a larger hill with a 4+ bunker inside, opposite edge gets a medium sized forest.

Mission rolled is recon (so far so good).  Tyranids win roll for sides and pick the side with the forest, which is the best side of the two for lvl 3 area terrain.  Marines win deployment, tyranids are holding everything in reserve.  Marines load every tac squad onto the hill in the mid-left of his DZ.  The hill has a bunker formation on top offering one full tac squad a 4+ cover save.  Both terminator squads deploy to the far right on either side of his 4+ building.

Marines win first turn roll, force tyranids to go first.

Tyranid 1:
-Nothing on the table, whee!
Marine 1:
-Terminators advance 6"

Tyranid 2:
-Elite fex, Gaunts, Zoanthropes enter on the far left corner.  I will be able to advance through the building (4+ cover sexiness) into his tac squad formations on the hill (probably around turn 4).
-No shooting.
Marine 2:
-Both dreads enter, one on far left corridor, on to the right of the tac squads.  Neither can be pinpointed by antitank without taking a lot of heat from the tac-squads.
-One tac repositions further left to get a clearer line on the zoeys. 
-Librarians fury the fex, gaunts, and zoeys.  Fex takes a wound, gaunts pinned (no synapse, yay), one zoey takes a wound.  Lone lascannon fires on a zoey, hits, 1 to wound (phew).

Tyranid 3:
-2 Elite fexes, and 2 heavy fexes enter directly in front of the terminator squads (intent is to make a wall for genestealers to advance on the terms), winged HT enters on the far left and hugs the building.
-Zoeys advance for clear shots on the repositioned tac squad, elite fex enters the building out of LOS from everything though.
-Zoeys kill 3 marines with warp blasts (5+ cover didn't save anyone), standoff against the terms brings 2 down (1 assault cannon dies from torrent of fire), and puts a wound on librarian.
Marine 3:
-Unwounded terms advance, wounded terms reposition to force anything firing on them to get into LOS of the tac squads.  Dreads advance.
-Firing, left to right: Zoey is killed by lascannon fire.  Heavy carnifex takes 2 wounds from assault cannons.  2 Furys sent at winged HT, no results.

Tyranid 4:
-Walking Tyrant and 1 squad of Genestealers enter on the far right to continue pushing against terms.
-Winged HT walks into the building, clear LOS and range on some Tac squads.  Elite carnifex enters with him, same targets.  Zoeys enter the building as well, still focused on the wounded tac squad.  On the right, Elite fexes advance on the wounded terms, heavy fexes and walking HT face off the unwounded terms.  Unwounded fex is shielding the wounded fex from the tac squads. Genestealers are hugging the forest the terms are hiding behind.
-Winged HT puts 10 results on the tac squad, 1 failed save.  Babyfex can only reach a lascannon model, kills it.  Zoeys whiff everything.  Vs. the Terms, combined babyfex, heavy fex, and walking HT power brings the wounded squad down to a single term (libby dies horribly).
Marine 4:
-Dreads advance on the Winged HT in the building, last man standing forces the term to retreat, unwounded terms back up.
-4 lascannons, 3 plasma guns, 2 assault cannons into the winged HT.  2 Wounds. (4+ cover for the win?).  Libby fury's into the genestealers, they are out of synapse and get pinned on an 11.  Assault cannon puts a 3rd wound on the wounded fex.

Tyranid 5:
-Genestealers are still slacking (1 for reserve roll)
-Zoeys advance, winged HT moves to their spot deep enough to avoid most LOS except the tac and dread on the left.  Babyfex advances.  Spinegaunts man up and begin their rush for the DZ.  On the right, elite fexes and walking HT move on the unwounded terminators, heavy fexes move towards the tac squads and now exposed dread. 
-Zoeys immobilize the left dread.  Winged HT wipes out a squad of 4.  Babyfex puts some wounds on the big tac pile on the hill.  Heavy fexes pen and destroy the right dread.  Walking HT and Elite fexes kill an assault cannon, wound the libby, and kill a meatshield term.
Marine 5:
-Terms backpedal, remaining tac squads hold tight.  2 lascannons and 2 plasma (target priority with psychic choir forces one squad to shoot on the fex instead of the WHT) put 2 wounds on the elite fex in the building (he's now below half).  Tac squad behind the immobilized dread fails to accomplish anything.  Terms fire on the unwounded heavy fex, no result.

Tyanid 6:
-Last squad of stealers come in, running toward the larger term squad.
-Genestealers move on the lone term.  Winged HT leaps out of cover to assault the immobilized Dread in his DZ.  Spinegaunts running up the left side.  Wounded bugs hide, unwounded advance.
-Genestealers fleet 5, enough for the charge on the lone term.  Shooting brings another tac squad down on the hill, term squad is wiped.
-Genestealers eat the lone term for breakfast, consolidate towards tiny clump of trees.  Winged HT eats the dread for breakfast, 3" sweep, can't base anything, hides in the wreckage.

Marine player calls it.  He has 3 tac squads remaining. I have lost: 3 gaunts, 1 zoanthrope, 1 genestealer, 2 carnifexes below half.  WHT would have died in turn 6 to rapidfire, but the outcome would not have changed.

Choosing the side really made the game for me.  Had I been stuck with the other side, I would've eaten more tac squad fire on the advance, and had to probably cross the board corner to corner (see Astripps battle report of our last game for an example).  Also the split front battle definitely worked in my favor.  Bringing the weak first reserve rolls onto the left, and all the rest in on the far right on turn 3+ really baited the terms and HQs forward for recon, and then locked them into a seriously outgunned situation.  Once the fight was on two fronts, and one of my fronts was tucked safely in 4+ cover, the game was decided. 

 

 


   
Made in fi
Regular Dakkanaut




Your gaunts, stealers and Zoans should have started on the table.

Otherwise nothing too special, Zilla nids are slow but mobile and can make use of terrain REALLY well.

TMCs in 4+ cover just don't die!
its crazy.

How is that winged shooty tyrant working for you in general?

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






Syracuse, NY

I left them off table by choice.  It was a bid to leave my deployment completely open, expecting the Marines to make a pile somewhere that i would have to deal with.  I didn't want to project my intentions too much, but the terrain pretty much decided my paths once he placed his 'pile' anyways so it was probably moot.

I love my shooty winged tyrant, he is the right tool for so many jobs.  In this game he only fired two volleys for 6 dead marines total (and killed a dread in assault), but I was definitely shooting into formations that I could not have assaulted by any means - Multiple 6 man squads of tac marines spread 5-7" apart.  I could have jumped into them on turn 4, but wiping one squad (which I killed with shooting anyways) would have cost me the HT when 3 nearby tac squads would unload rapidfire plasma and lascannons.

 

 

 


   
Made in us
Rampaging Carnifex





That's a pretty liberal reading of the escalation rule, but I guess it's legit enough (hopefully the FAQ fixes that).

Godzilla nids at 1500 pts is about the nastiest list I can think of, to be honest. It loses almost nothing scaling back from 2000 to 1500.

That shootie marine list would never have in any way been a challenge at 1500, in my opinion.
   
Made in fi
Regular Dakkanaut




I really don't think you can chose to leave anything off in escalation though.

Alot of people design armies specifically to keep troops in reserve in escalation, they would not need to do this if you could just choose to leave things off.

Seercouncil still gives the list trouble, faster armies in recon missions.
Have yet to play Psiren Demonbomb or oblit iron warriors either.
Throw in alaitoc aswell and you start to have a fair few armies that can challenge the list.

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






Syracuse, NY

It's a topic for YMDC but 'may' is a very important word when telling someone how to do something.

   
Made in au
Regular Dakkanaut




Godzilla nids at 1500 pts is about the nastiest list I can think of, to be honest. It loses almost nothing scaling back from 2000 to 1500.


Weren't you the one commenting on the Godzilla list in the Tactics forum and heaping piles of scorn upon it, stating unequivocally that it would lose to everything in the game of 40k? Something about ninth-beer lady friends and the list losing to any kind of shooty marines? I realise you qualified your statement by saying that the list at 1500 is scary, but from what you were saying in the other thread, I got the impression that you and everyone you knew could beat the pathetic Godzilla list with an army consisting entirely of crippled hobos and Girl Scouts.
   
Made in us
Widowmaker






Syracuse, NY

Great post hehe. Now my wheels are turning on a girl-scout themed SoB list.

   
Made in us
Longtime Dakkanaut





btw, Omega also has random game length. It might not have ended after 6 turns.
   
Made in us
Widowmaker






Syracuse, NY

Marine player surrendered before his turn 6.

   
Made in us
Longtime Dakkanaut





Ahhh...misread...Thought you lost the last one.
   
Made in us
Dakka Veteran




Just as a question to Vsurma, wouldn't zilla nids be optimal vs seer council?
The AP doesn't matter, lots and lots of reliable wounds. Each elite fex should average 6 wounds, and even at the 75% save rate that should drop 1-2 locks per elite-fex per turn. Then the HTs putting more pressure and the psychic screams causing leadership issues, especially if shadows is taken. After that, you have several units that are almost tailor made to take down skimmers.
It seems to me that Zilla nids are one of the best options against seer council.
   
 
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