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Which Pod should I go with to drop behind vehicles and/or targets with good saves?
Exorcine
Zoans and a Neuro
Just Zoans

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Made in us
Brainy Zoanthrope






Tweeking my new nids a bit and I want a good pod that can take out a vehicle or shred some marines or MCs when it comes down. The rest of the list is Skyblight with some DevPods and a Mawloc if you're curious.

Anyways, which do you think is a better drop pod for this? Exorcine does alot of shots w/o having to pass psychic tests. Zoan/Neuro can also put out alot of shots if things go right and provide some synapse, but do rely on psychic tests.


Automatically Appended Next Post:
I'm currently leaning towards zoans and a neruo for the synapse.

This message was edited 1 time. Last update was at 2014/11/24 19:43:09



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Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I was running a list over the weekend:

3 Flyrants
3 Spores
3 Hiveguard in Pod
5 Zoans (upgraded Neuro included) in Pod
1 Flyrants + 42 Gargs

I won 2 games with it on Saturday. MVP: Zoans.

First game: Zoans got Warp Blast off and did 4 pens and 1 glance to a Imperial Knight the turn they landed. I know, I know, what are the chances of 5 hits on 3+. But he answered that with ALL FIVE 4++ on his front arc of his Knight. LMAO. The reason I still think they were mvp, even though they didn't outright kill the knight, is they managed to lock him in combat for 4 assault phases. Effectively removing the model from the game (be it by killing it, or tarpiting). Those invuln saves are nothing to laugh at.

Second game: They landed and the Neuro sucked 4 out of 5 wounds off of a Riptide. The 3 solo flyrants managed to strip the final wound off of it. Yes, my enemy was making a lot of 2+ saves for it to take all 3 flyrants to finish it. The point is the Zoan brood almost 1-shot him. If any of my flyrants would have gotten "The Horror" for -2 ldrship the Zoans WOULD have killed it immediately. The synergy with the "new" Nid powers and the Neurothrope is scary.

After running that list, I'm taking the Hiveguard out and adding another group of Zoans/Neuro. Effectively the same list with two broods of 4 zoans. The entire army has Synapse as that point and you're running with 12 warp dice (+d6) per turn. I like the list a lot.
   
Made in us
Brainy Zoanthrope






Thanks, that's some good input. I was thinking of running them as 3zoan and a neuro since I have 1 zoan (used to use as the doom) and would just need 1 of the new boxes.


/

 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Just a heads up about Zoans and Imperial Knights. I mentioned my horror story to someone on Dakka about 5 invulns and they mentioned that we misplayed it.

The Knight chooses his shielding at the beginning of my shooting phase and Warp Blast from the Zoans happen in my Psychic Phase so you'll always be able to drop on an unshielded side (unlike the Exorcine)!

As mentioned, I'll be taking out my Hiveguard out and changing my list into TWO broods of 4man Zoans (both with Neurothrope upgrades). This will make everything in my list always have Synapse (except pods that don't need it). The list effectively takes one of Nid's largest weaknesses (loss of synapse) and makes it impossible to fall victim to it.

Good luck with your games!

This message was edited 1 time. Last update was at 2014/11/25 19:15:05


 
   
Made in ca
Sneaky Lictor



oromocto

The only problem with multple groups of Zoans and flyrants is you WILL run out of WC. You need at least 2 dice for the Nero power then another 4 to get off your lances. Hopefully the Nero makes a few back so lets say effectivly 5 WC per unit for a decent chance. Then you need WC for your Catalist or other Flyrant powers.
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I see your point, but like any psyker heavy army, there will be priority spells you want to cast. You just need to make decisions based off of what is important that particular turn.

Rolling 2 dice on Catalyst isn't as bad as it sounds. Yes, you can fail, but I'm guessing if you're willing to risk only using 2 then you really want both of your Warp Blasts going off, etc.

It's a gamble either way. I'd argue that having more dice to choose from it a lot better than not having enough dice to use.

In the list I showed as an example (modified version), you'd have 12 + d6 dice. That's enough to cast 2 Catalysts (2 dice each), and 2 Spirit Leeches (or Warp Blasts if you don't have a low Ld target or if you simply prefer the lances/4 dice each).

That doesn't include the d6, and also doesn't include if you roll The Horror for -2 leadership for more successful Spirit Leeches that confer more dice for your Warp Blast. If you throw in Shadows of the Warp (since your entire army provides it), you could face a Grey Knight Dreadknight with 5 leadership. The combinations are quite surprising when you look at the entire codex (plus datasheets, etc).

Some turns, I don't even need to cast Catalyst on my triple Flyrants because I already eliminated the anti air. So I'll cast Catalyst on my Warlord (with gargs) and my Zoans, or something else. You get my point though.
   
Made in ca
Longtime Dakkanaut





Sry but what formations are you using to get those four flyrants and no troops?

 
   
Made in us
Fixture of Dakka





San Jose, CA

He's running the Hive Fleet Leviathan detachment (3 HQ's + 3 Troops) along with the Skytide formation (flyrant + gargoyles). His troops are 3 Mucolid spores.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Ol'Dirty wrote:
Tweeking my new nids a bit and I want a good pod that can take out a vehicle or shred some marines or MCs when it comes down. The rest of the list is Skyblight with some DevPods and a Mawloc if you're curious.

Anyways, which do you think is a better drop pod for this? Exorcine does alot of shots w/o having to pass psychic tests. Zoan/Neuro can also put out alot of shots if things go right and provide some synapse, but do rely on psychic tests.


Automatically Appended Next Post:
I'm currently leaning towards zoans and a neruo for the synapse.


I have not tested it out, but I am very fond of Zoey.... Add in an Outflank of Gribblies, and that is a lot of threat in the backfield.

The will of the hive is always the same: HUNGER 
   
Made in us
Trigger-Happy Baal Predator Pilot






After a game I had last weekend where my 2 Flyrants spent 3 turns downing an Imperial Knight (not an efficient use of their awesomeness), I'm all about the idea of drop podding in a big unit of Zoanthropes. I'd be on the fence if the max was still 3, but now that we can field SIX zoeys in one unit, I feel the damage potential is much more dependable.

So, instead of my Dakka Flyrants being my main method of dealing with Imperial Knight Titans, I can drop 5 or 6 zoans down on a non-shielded side and, because I REALLY want the power to go off, roll a boatload of psychic dice at the power, inviting a perils, but making sure the chances of denying the witch is near impossible. As long as the dice gods do not frown upon me, there's a good chance the Titan will be close to death after their volley. I don't mind 1 turn of mop up duty from my Flyrant(s) at that point...

Unsure at this point if I NEED the Neurothrope in the unit, but it seems like a waste not to run one.
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

jy2 wrote:He's running the Hive Fleet Leviathan detachment (3 HQ's + 3 Troops) along with the Skytide formation (flyrant + gargoyles). His troops are 3 Mucolid spores.




That's exactly it! Thanks for clearing that up jy2

Voidwraith wrote:After a game I had last weekend where my 2 Flyrants spent 3 turns downing an Imperial Knight (not an efficient use of their awesomeness), I'm all about the idea of drop podding in a big unit of Zoanthropes. I'd be on the fence if the max was still 3, but now that we can field SIX zoeys in one unit, I feel the damage potential is much more dependable.

So, instead of my Dakka Flyrants being my main method of dealing with Imperial Knight Titans, I can drop 5 or 6 zoans down on a non-shielded side and, because I REALLY want the power to go off, roll a boatload of psychic dice at the power, inviting a perils, but making sure the chances of denying the witch is near impossible. As long as the dice gods do not frown upon me, there's a good chance the Titan will be close to death after their volley. I don't mind 1 turn of mop up duty from my Flyrant(s) at that point...

Unsure at this point if I NEED the Neurothrope in the unit, but it seems like a waste not to run one.


Try out the Neuro for sure. In games where you get The Horror for -2 LD, you can tear through Wrathknights and Riptides! The two in coordination is extremely effective. Afterwards, you have a bunch of free wrap dice for Warp Blast for a second target. The Neuro can work with almost anything to generate more charges for your lance. So against a IG army, you can use The Horror on a blob squad and lance an Allied Imp Knight or a Punisher.

   
Made in ca
Longtime Dakkanaut





3 Flyrants
3 Spores
3 Hiveguard in Pod
5 Zoans (upgraded Neuro included) in Pod
1 Flyrants + 42 Gargs


I see now. I'm slow. He is using the skytyrant swarm. Well a nice list - i would certainly use the two squads of zoans ...
3 dakka flyrants w/ e-grubs
1 dakkaflyrant w/ fighter ace ( this should be the warlord )
8 zoans with nuerothrope upgrade
2 tyrannocyte w/ venoms
24 gargoyles

- that is 1850 and i imagine a pretty potent list.

 
   
Made in us
Trigger-Happy Baal Predator Pilot






Saythings wrote:


Try out the Neuro for sure. In games where you get The Horror for -2 LD, you can tear through Wrathknights and Riptides! The two in coordination is extremely effective. Afterwards, you have a bunch of free wrap dice for Warp Blast for a second target. The Neuro can work with almost anything to generate more charges for your lance. So against a IG army, you can use The Horror on a blob squad and lance an Allied Imp Knight or a Punisher.



Unsure what you mean by The Horror helping out, as the -2 LD is only used during The Horror's check and isn't a blanket modifier that effects the enemy unit for the rest of the turn. Maybe I'm just misunderstanding...
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Oh my goodness. I've been using The Horror incorrectly! My mistake! Haha. I think I've been using an older version of a similar spell. You're right! My mistake! hahahaha.

This message was edited 1 time. Last update was at 2014/11/27 18:48:13


 
   
 
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