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Made in us
Widowmaker






Syracuse, NY

As promised, batreps for Zilla nids at the Chicago GT.  Apologies to any involved if I get your lists wrong, I'll be happy to fix any errors for the record.  And sorry for no pics, I'm determined to have a camera next time, there was so much cool stuff worth capturing.

First up, my list:
1 x Winged Hive tyrant, +BS, +St, 2 x Devourer, Warp field (2+/6i)
1 x Walking Hive Tyrant, +BS, +St, 2+ Sv, Devourer, Venom Cannon, Psychic Scream
3 x 1 Elite Carnifex, +BS, 2 x Devourer
2 x 6 Genestealers, 4+ Sv
2 x 8 Spinegaunt
1 x 4 Ravenor, Rending
2 x 2 Ravenor, Rending
2 x 1 Carnifex, +BS, Venom Cannon, Barbed Strangler
3 x Zoanthrope, Warp Blast, Psychic Scream

There's been a lot of talk around the zilla list, most of it dismissive, and I would say that 4 of 5 of my opponents thought this was going to be easy until turn 2-3 came around.  So I believe that I have Dakka to thank when I'd roll escalation vs. a marine opponent and their brain would just shut off.  Zilla is extremely powerful, even in escalation, and even against armies tooled to face it.  Are there a few matchups that it loses to more than wins to?  Sure.  But I believe it can win any game with standard missions gamma or omega against any army, except maybe Omega Seek and Destroy vs. Assault cannons galore with 10% terrain or less. 

Game 1 vs Marc Parker Slaanesh Demonbomb

1 x Keeper of Secrets
4 x 6 Noise marines, w/blastmaster, infiltrate
1 x 6 Noise marines (maybe chosen?), blastmaster and kai-gun, infiltrate
2 x 12 daemonettes
2 x 9 mounted daemonettes

Game roll is Take and Hold Omega

- The board is a chaos altar looking deal, with approximately 15% of the board covered in spikey plates that count as forest.

- Deployment has me placing the spinegaunts in cover on the middle and left sides, with zoeys and a squad of stealers behind them.  The 2nd squad of stealers deploys on the far right flank, where I anticipate he'll either ignore them (good for me) or deploy to counter them which would put the game in a better position for my escalating units. 
- In his deployment he doesn't go for the stealer trap, and everything parks about 24" away along the middle and left side.

Turn 1:
- I take first turn and the zoeys drift left to drop some plates on a squad that is tighter than the others (they all miss), stealers on the right advance with a good bit of cover now between themselves and the opponents force.
- Marc moves the squad closest to the flanking stealers away from them, 2 squads advance for a better summon next turn, everything stands and fires.  Single zoey takes a wound, some spinegaunts make a bunch of 4+ lurking cover saves.

Turn 2:
- Walking HT, Heavyfex, 2 raveners enter.  HT takes point and the rest of the army kind of shuffles behind him, I'm hoping for a good 'The horror' check when the mounted daemonettes hit the table.  Shooting is unremarkable, a few scattered marines wounded.
- Marc gets every last reserve roll, including the demonic posession.  With so much coming on at once, he really has to spread them out, most templates hit, one mounted squad drifts backwards a little.  Shooting has a kai-gun wound a zoey, fail it's posession check, and dies to a peril of the warp.  Score one more for the hivemind! Mounted chicks charge the tyrant and roll a 3 for the horror (they needed a 5+ to fail, nutter!) walking tyrant is chewed up by rending and the girls get a 6 on the consolidate putting them in contact with: spinegaunts, heavyfex, 1 squad of raveners, 1 zoey, 6 stealers.

Turn 3:
- All but 1 babyfex are in, here comes the swing!  Flying tyrant hotness jumps over the closecombat for shots on the exposed mounted daemonettes, babyfexes walk on in clear range of 2 walking girl squads.  2 Ravs and the 2nd heavyfex line up charges on the mounted girls in my lines, 4 x ravs head right to meet with the flanking stealers on the greater demon and his buddies.  Flying tyrant wipes the mounted girls, babyfexes pop 1 squad of walking girls, zoeys hit the 2nd walking squad and cause a morale check which they fail by 4 losing 4 more models.  Stealers and ravs completely wipe the girls in my lines, 4 ravs and 6 stealers hit the greater demon and pop him.  The demons are gone, my entire force is free to rampage, and there's only 4 squads of noise marines left to stop me. 

- We play it out, but beyond this point there just a lot of pink marines hitting the rending fan.

- Marc was hurt really badly by escalation and his crazy reserve rolls on turn 2.  It's also exceedingly difficult to win a punch-fest with bugs, unless you are Wych cult maybe (Glares at Kevin). 
- Just chatting with Marc afterwards, I learn that he's last years winner with that crazy Feral ork list of doom.  I ask him why he didn't bring it "Oh I stop playing an army once it wins a GT." I wonder if this happens often?  According to DaBoyz in it apparently does, Marc has won a ton of these things and is somewhat of a nemesis to their crew.  This is all good stuff to learn, AFTER you get a massacre on someone.

20/0 Massacre

Game 2 vs Kevin Fuhrman Salamanders

Something like this:
Librarian, Vortex(??), Fury

Inquisitor, scourging, mystics
1 x 10 veterans, 2 x flamers

4 x 10 Las/plas Tac, Pfist sarge
1 x 10 scout, pfist sarge

2 x Predator, Lascannon, lascannon sponsons

- So we got a 6 for mission, he wins the strategy roll and picks... Secure and Control.  In placing tokens I keep them as tight together as possible near the middle, and he seems to follow suit.  We end with 4 counters in a box, claimable by a single mob of nids, and a 5th counter on a far flank.  And it's Omega, yaaay!

- We're on another chaos spikey forest table, with a lot less of it this time around.  Things would be looking pretty bad for me at this point, were it not for the mission.

- His deployment was pretty good, very large firelanes, and standing about 9" from his board edge for a run-n-rally fest.
- Long story short, I hide as much as possible for 3 turns, then begin my march forward.  Winged tyrant gets owned by scout bolters (whee).  A rather pivotal point in the game hit when 2 squads broke on a bit of a fluke during my shooting, both could be escorted from the board if a nearby ravener could survive the assault vs. 2 remaining marines, 1 with a pfist.  Ravener jumps in, pops them both (amazingly) and walks the fleeing squads off the table.

- Game ended with a ton of casualties on both sides, but my pile holding 4 of the objectives and contesting the 5th (damn you scout squad!!!). 

20/0 Massacre


Game 3 vs. Dennis Wendt Black Templars

Chaplain Grimaldus, 3 x servitors
Emps Champ

10 x Sword Brethren
5 x terminators

2 x 10 Crusader, 10 x Neophytes
2 x 5 crusader, lasplas
1 x 5 crusader, plascannon, plas

3 x 1 Tornado

Pfists all over the place, 2 swing Pfists anyways.

- For those not familiar with Grimaldus (read: Everyone) black templars typically get a chance to run forward whenever injured.  You do a wound, they pass a Ld check and move up to D6.  Grimaldus gives them +3 to this roll, and gives anyone within 6" the ability to autopass Ld checks.  So adding that up, you hit one of these 20 man squads and kill a guy, they barrel at you D6+3.  He also gets up after killed the first time, good to know *after* you've killed him once.
- So this might be a tough one, weird that it's against Templars.

- Game is rolled gamma recon, nevermind about the tough game part.  GG marine dude.
- We're on a lava flow table that makes you take diff-terrain checks to go just about anywhere.  There are a bunch of rock templates that the description says count as lvl 2, but the opponent wants them lvl 3 (wants to hide speeders I guess?), very well sir lvl 3 it is. 

- He gets table edge choice, and zoeys push him to his table edge.  I deploy largely on the left flank (good flying tyrant / rav approach on the right I'm feinting for).  He masses his 50 choppy guys in the middle, with gun squads and terms on the left to match my big mess.

Turn 1:
- I take first turn and down 2 of 3 speeders, full advance all around.
- Mob of 50 doesn't budge, terms advance, 3rd speeder tries to hide on the flying tyrants approach vector.  Assault cannons and las place a few wounds on bigbugs, his shooting goes pretty poorly though.

Turn 2:
- Stealers slide out from behind the wall for a gamble charge on the terms.  I begin to form the 15" semicircle around his 50 man mob while ignoring them and focusing on the 5 man squads.  Flying tyrant eats the hiding speeder.  Stealers flub their fleet roll, can't even hide again.
- Terms back up while firing at the stealers, his shooting goes terribly this time and only 2 are killed.  One or two more bigbug wounds.

Turn 3:
- Stealers will get the terms this round, spinegaunts advance into 'oh no please don't charge us' range of the 50 man mob.  I light up the closest 20 man squad to draw them from their 30 buddies behind.  Stealers get into the terms, takes them below half and a few rounds to win, but they eventually take it.
- Closest 20 man plows into the spinegaunts (ohnoes), gets a 6" consolidate into a babyfex and some zoey.  The rest of his choppy mob moves to help but wont be in range until next turn.

Turn 4:
- My army piles onto the combat, I'm really hoping to end it and consolidate most of my units backwards to avoid getting clogged in the incoming 30 guys.  Well the combat doesn't go so hot, I finish all the fists, but a few stragglers hang on and make their ATSKNF armor saves.  So here we go, dogpile on his side of the table time.
- His veterans make it in, but the 20 man squad trips into some lava and wont make it this turn.  The fight is messy, with some fexes getting chewed and a lot of raveners going up in smoke. Consolidations put stealers on his special character.

Turn 5:
- Flying tyrant harasses the 20 man squad who didn't make it.  All 5 man gun squads are finally toasted by the 2 untouched babyfex.  Everything else piles onto the big mess of a closecombat.  Character dies, gets back up, marines dying everywhere but bigbugs dropping to fists just as fast.  My consolidate puts stealers and ravs on fists wherever possible, gotta lock them out from hitting the bigbugs.  Walking tyrant consolidates into his DZ to keep fighting.
- Combat continues, 2nd 20 man squad gets involved but can only get about 8 guys engaged (this fight is really a big mess at this point).  Emperors champ can't get engaged.  Marines are on the losing side this time around, fists have much less juicy stuff to swing on.

Turn 6:
- Flying tyrant joins the fray from within the DZ.  Below half babyfex jumps into the combat, and scoring babyfex walks into the DZ.  Remaining 2 stealers from term fight join the melee.  Character is toasted, emperors champ is toasted by rending, the fight is really turning in my favor but it's hard to outnumber 25ish guys by any significant number.  Flying tyrant eats his killzone and is forced to consolidate out of the DZ, doh!
- Combat rages, there's about 15 marines left at the end of it.  I have 2 below scoring stealer squads, 2 raveners, 1 heavy fex, 2 babyfex, and both tyrants alive and fighting still.  Unfortunately I flubbed the recon and only got the walking tyrant and a babyfex into the DZ. 

Game ends a Crushing victory (about 1200 VP swing) for bugs.
17/3


Game 4 vs. Necrons

Lord, Resorb

6 immortals
8 immortals

2 x 10 warriors

3 x 5 destroyers

3 x 1 heavy destroyers

Game is gamma seek and destroy
Lava table again, little cover and lots of diff terrain offering no cover.

- We're both pretty haggard this morning.  My opponent apparently forgot just about everything but his mini's, fortunately it appears he left them on the table after his 3rd game the night before and the staff has them on hand.  Though he goes back for each missing item one at a time (rule, army list, dice block)
- I'm far too hungover and sleep deprived to care, yay for 8am 40k!

- Deployment has the typical MC wall with all the little guys tucked safely behind.  I match his warrior phalanx in the center, zoeys are up front to get the choir on ASAP.
- His deployment puts the res-orb block in the center, but oddly enough the jetbikes all take the left flank. (2 fex wall and 6 stealers / 6 raveners on this flank)

turn 1:
- He gets turn 1, everything advances (?), all 3 heavy destroyers miss, 15 destroyers fire on a babyfex and cause 1 wound, immortals put a wound on a zoey.
- My turn, stealers and ravs are going to hit the destroyers, zoeys move up and catch immortals in the choir, devourers drop a heavy destroyer, a bunch of immortals from both squads.  1st destroyer squad locked in assault with stealers, ravs flub their charge.  Immortals run, but rally before exiting the table.

turn 2:
- 1 squad of destroyers backs up 12, heavy destroyers back off a little, 2nd squad of destroyers advances on the flubbed raveners.  Immortals rally, have no range.  Warriors fire madly at forward spinegaunts, heavy destroyers put a wound on the flying tyrant.  Destroyers drop the raveners to 2 models (yay for me and cover saves), they charge the raveners (?) 2 dying on the charge, the remaining engaged destroyer fails to wound.  Stealers finish the first assaulted squad and consolidate towards new targets.
- Ravs get into the first warrior line, both immortal squads are shot up and retreat from the table, 3rd destroyer squad gets genestealered.  Babyfex moves to assist the raveners in combat.

Turn 3:
- Lord piles in on raveners on the warrior block, heavy destroyers kill a babyfex.  Remaining destroyers wiped in closecombat.  Raveners knock the assaulting lord over, hold in combat vs. the remaining warriors.
- Unengaged warriors are shot up and flee the table, both tyrants join the raveners against the warriors.  Phase out is achieved.

- This was a pretty lethal combination of overestimating the effectiveness of S6 AP4 weaponry against Carnifexes, and a gross underestimation of the speed of tyranid assault forces.  His really poor rolling didn't help with some of those destroyer shots, but getting jetbikes with 36" range guns assaulted really sealed it.


Game 5 vs. Gagan Thable Bloodangels

Chaplain, Death company, Jump packs
Sanguinary High Priest on a bike, 2d6 sweeping advance roll item

Inquisitor with small retinue, emperor's tarot

1 x 5 scout, missile launcher, veteran, pfist
3 x 5 scout, veteran, pfist
1 x 6 tac marines, las/plas, veteran, pfist

1 x 10 assault marines, jump pack, veteran, pfist
1 x 5 scout bikes, veteran, pfist

2 x 6 devastators, 2 missile

-This army is all about the death company, with every unit choice clearly adding as much as possible to the black armored maniac stew.  I ask what's the most he's gotten in his DC this tournament, 12 was the best he got previously. 

-So the rolls start, and when the dust settles... 19 (!) crazed maniacs led by a chaplain have donned their free jump-packs and are ready to crack some bug skulls (3 pfist).  He doesn't have quite enough models ready, so we (yes I help him build his death company) slap a few together that were just waiting for jetpacks, and he borrows a few from a nearby table.

-Game is Gamma Take and Hold (score!).  Terrain has a big chunk in the center, the right flank is pretty well covered, and the left flank is a big open field with minor cover at either table edge.

-Deployment has his shootiest elements setting up on the left open flank, I load up the center and resign myself to the long march of the left flank knowing that his assault will attempt to cross the cover of the center and right side.  Sure enough the DC, jump squad, and bikes setup on the center to right flank, in response I place the winged tyrant and all 8 raveners in the dead center to meet this flank.

Turn 1:
-He wins first turn without the tarot's help, scout bike turboboosts down the far right flank, DC advances to just behind the large center piece.  The bike-priest and jump packs stick together and advance on the right.  Shooting puts 2 wounds on a babyfex on the left.

-Time to bait the death company: babyfex and a string of spinegaunts advance at the center, he will definitely reach the babyfex and some of the gaunts, if he gets greedy on a multicharge.  Raveners and spinegaunts all advance on the jump packers and bike priest, only 1 squad of 2 and the gaunts make a big enough fleet roll to get the charge.  Winged tyrant advances to provide synapse cover on the right and add a little shooting.  Left flank does a full march into the field (marching at these guns was a mistake, I should've trusted my assaults and just massed the right flank). 
-Most shooting is directed at the death company, even managing to kill a few including a powerfist that was placed dangerously at the closest edge of the formation.
-Assault: Raveners hit hard and remove the fist from the jump squad, spinegaunts divert a lot of the return swings and the combat holds.

Turn 2:
-DC takes the bait and moves to easy multicharge on the babyfex and spinegaunt line.  Right flank converges on the 2 raveners and spinegaunt company. 
-Left flank brings down a babyfex with shooting. 
-The lone scout bike veteran with pfist gets in on the raveners and dies before swinging, the spinegaunts and raveners are then unceremoniously torn to bits.  Sweeping advances reach far but not quite enough to get another fight started, 2 scout squads and the inquisitor retinue screen for the priest. 
-In the center, the DC takes the multicharge touching a single spinegaunt and wrapping around the babyfex.  The babyfex is slaughtered, 2 spinegaunts are killed and another 2 drop to fearless & outnumbered.  The remaining 4 gaunts draw the entire DC into charge range of well... the rest of my army. 

-12 stealers, 2 carnifexes, and 2 zoanthropes are dispatched to deal with the DC.  The raveners and flying tyrant descend on the right flank.  Remainder of the left flank walks into the wall of guns for no good reason at all. 
-Shooting brings down the remaining jump packs on the right, and opens a hole for the raveners to assault through in the fanned out scout formations.
-DC is battered down to about 8, chaplain is unbased, remaining 2 fists wound the fexes a bit.  On the right, raveners plow into the scout formation and sweep their combat into the high priest. Last babyfex hits the outerwall of scouts that it shot into, accomplishing little, but holding them down. 

Turn 3:
-Scouts in the center move to assist the death company. 
-Shooting puts a little more wounds on the left flank, but is running out of decent targets for the missiles (2+ tyrant is still rolling this way). 
-High priest dies to raveners, chaplain dies to stealers, DC is brought down to 4 or so members but is still stinging pretty hard with the 2 remaining fists and the new scout charges aren't helping my situation.

-Winged tyrant moves to assist the tied up babyfex, raveners head for the center pile.  Stubborn left flank advances.  Shooting brings his las/plas tac squad down to just the lascannon.  Assault ends the death company, and breaks the newly added scouts.

Turn 4:
-Left flank fails a lot of target priorities to shoot at wounded 3+ save MCs and instead bounces missiles of the 2+ tyrant.

-Wounded units consolidate behind the center cover, winged tyrant and walking tyrant advance on the missile chuckers on the left flank.  Shooting brings some below half but doesn't reduce the volume of fire by much.  A lot of running and ATSKNFing going on.

Turn 5:
-1 squad passes their priority check at last (psychic choir was holding them down) and punks out another heavy-fex in the middle.  In scoring units I'm down to both tyrants, 1 fex, and 1 squad of stealers.  There's a lot of stuff alive, but below half.
-Tyrants call it quits and return to the objective.  The scout missile launcher is chased off the board with shooting.

Turn 6:
-No casualties on either side of note, I plop down on the objective and he holds his below half tac squad and both dev squads at half in the left corner.

-Points added up have the tyranids hovering around a 1450ish lead for a Crushing Vic.  The left flank debacle of my big-guys being afraid of the DC and instead marching into the few heavy weapons he did field definitely made the difference between that and a massacre.  I'll know better in the future that while a death company can be really scary, a bunch of genestealers and MC's dogpiling it on the charge can make a mockery of it.

Thus ended my first GT experience, placing second (might be third actually, there was a flub with Greg Sparks scores) with 94/100 generalship.  I had a great time and got to play against a lot of A-team players with really good attitudes about the game.  I definitely underestimated the endurance aspect of the whole affair, as it really became difficult in games 4 and 5 to really care about the littlest things that can add up over-time to a significant swing.  Maybe less drinking next time will help, but I wont' promise anything!


   
Made in us
Regular Dakkanaut




Thanks a bajillion... I was looking foward to this report!

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
Made in us
Longtime Dakkanaut






Great report and excellent job.

Got any picks of your army?

 


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in fi
Regular Dakkanaut




Cool report, was a nice read.

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





Orlando, Florida

Congradulations, you have proven that the Godzilla list is really one of the more effective Tyranid builds.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Good Job man, Godzilla nids are a nasty build that's for sure.
Capt K

   
Made in us
Widowmaker






Syracuse, NY

Thanks guys, here's a few pics that I managed with that $10 or less lightbox from the modeling thread. No full army shots though, they wouldn't fit in my lightbox.

Credit is definitely due to http://www.timkline.net/alienids/index.html for a lot of ideas used in getting the movie theme I was after.


   
Made in us
Longtime Dakkanaut






I've played against Tim's Alienids. That's by far my favorite nid army, and it's only one color! haha.

Looks good.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
Regular Dakkanaut





How effective were the spinagaunts & raveners would you say? Ive been running a zilla army in a Medusa V thing at my LGS for the past few weeks that looks like this:

1 x Tyrant +BS/S/I/WS, Warp Field, Toxic Miasma, Flesh Hooks, VC, TLDev
3 x Tyrant Guard, Flesh Hooks, Lash Whips, RC
3 x Elite Dakkafex +BS 2 TLDev
3 x Heavy Gunfex +BS VC, BS
3 x 12 Genestealers +Sv

Yeah, I know, too many points on the tyrant, I had some left over, but not enough for anything useful. I want to get a flying tyrant eventually. Ive used the WB/PS zoeys before, and I like them, but I wanted to get more MCs on the table. Now Im thinking of losing a gunfex for them.

I like this list, its got some big advantages, but Im looking to tweak it. Would you say that the raveners were useful enough to ditch a few things and pick some up? What exactly did you use 8 spinagaunts for?
   
Made in us
Widowmaker






Syracuse, NY

Raveners are amazing. Think genestealer with a 12" charge. Now, you still need genestealers to handle the really tough closecombats, W6 I6 and 4+ save just can't be beat. But for everything else, speed is more important and rav's have it covered.

Spinegaunts are entirely for baiting and synapse goofiness. If you can setup your assault correctly with 8 spinegaunts: you can hit an enemy unit while within synapse, lose all 3-4 spinegaunts in the killzone, and are fearless from synapse so you pile in. Then on your opponents turn, you've piled in out of synapse and are now Ld5 giving a solid chance that the squad will break and expose the enemy to more shootiness (which is the real strength of the list). Any time you can get your opponent to react to them in any way, you're gaining ground.

It's entirely a 40 point throwaway unit that gives you a few dirty tricks up your sleeve (or another scoring unit in alpha).



   
Made in fi
Regular Dakkanaut




Or you can create a barrier infront of a MC, might save you from an assualt or atleast force the enemy to fire on them prior.

Nothing like tieing up a DC with them
They wont see it coming even if the gaunts are close enough as they wont see them as a threat!

Granted last time I tried this I needed to roll a 2+ fleet to make the charge and ofcourse I rolled a 1....

Though it seemed a single rav did the same job oddly enough! another point for the ravs! (in that case it killed 2 DC marines including a fist and was not hit back, thus tieing up said squad for an entire turn)

So both units work as tie up when needed, also 120pts for 3 scoring units is never bad esp with an army with as few as zilla generall has.

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




Sorry Im fairly new to 40k but is that a Tyrant Guard with Devourers in your pics? 

"Were the band that moves in next door and your lawn dies"

--Lemmy Kilmeister 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Really great report. What lists finished above yours. It would be interesting to see what would happen if you played the first place person just to see how your list would fare. Gives me hope for other MC players out thier. Hopefully someone in my part of the world (Utah) takes notice and builds a similiar list. Bug players in my area are not making a strong showing at local tourneys.

   
Made in us
Widowmaker






Syracuse, NY

The tyrant guard with devourers are my babyfexes. They're sitting on carnifex sized bases, but (unfortunately for me) they don't provide a huge amount of cover like the regular fexes. I just really didn't like the huge fexes with the tiny little devourers.

Shaun placed above me with Word bearers, and interestingly enough we are going to have our GT grudge-match this Sunday in Rochester NY. I'll slap a report of that one up sometime next week.

   
Made in fi
Regular Dakkanaut




Cover? its the base that blocks los so they should be providing the same amount.

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






Syracuse, NY

Eh, lets not have a magic cylinder 'discussion' in Battle Reports.

Suffice to say, the tyrant guard with guns are elite carnifex conversion/proxy models.

   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

I look forward to the grudge report because sometimes in large tourneys the best list/general does not win because of comp scores.(matchups)
   
Made in us
Longtime Dakkanaut





Grats Moz, well played!

I am very glad you posted the pics of your army up, I didn't get to see them at the show.  SUPERB, I love the head conversions!  Very 'Giegeresque', Bravo.  Im often amazed when the pics of a GT come back and I realize how much I DIDN'T get to see... heh.

I'd like to ask though, in reference to the claim you made in the original post, do you think 5 games vs. MEq in 2/5 escalations is a fair benchmark? Is that enough to justify claiming that the Zilla list is effective in all situations, even versus armies that are metagamed against them and in escalation?  I think that is a very bold bold claim to make and I would like to hear your take on it.  I suspect that other players would like to hear your reasoning as well, clearly you are qualified.

What would you do different, given a chance?

How would you play vs a Saim Han list? Or IG or Tau perhaps? Some perspective on playing versus non MEq armies?

How would more escalation change your plans?

Do you think there is any merrit to a Non Zilla nid list?

   
Made in us
Widowmaker






Syracuse, NY

Thanks Augustus, and good questions.

First up I don't think that the 5 games really proved much. I did have great opponents, and a few hard armies / missions to face - but I am basing my statements on Zilla's effectiveness largely off the months previous to this GT at local events and pickups vs. opponents whose abilities I respect.

Vs. guard the list has an extreme mobility advantage, as everything in the zilla list moves every turn without penalty. Guard has the best chance to bring down a ton of bigbugs early game, but in objectives and lasting to turn 6+ the bugs are at the advantage. It's a lose-able game for the bug player, largely dependent on mission (omega seek and destroy would be hard), and terrain (very low terrain or the classic Ring around the open center would suck). The big guys avoid assault where possible, as their shooting really shines vs. 5+ saves, while the stealers and raveners go to town.

Vs. tau, your opponent faces a tough proposition. He wins at range, and for all practical purposes loses instantly when that advantage is lost. Tyranid shooting is far more effective per point spent against tau than vice versa, and additionally the tau have to manage the brutal assault potential of the rav's, stealers, and flying tyrant. Very low terrain is less of an issue vs. tau since the covered approach is less important (Tau AP is not as dangerous as IG AP) and the Tau require hiding spots as well. I've played tau for years, still consider them to be my main army, and I don't think any build variant they have stands much of a chance during anything but omega seek and destroy (with a broadside heavy list).

Vs. Saim hann and other mechanised skimmer lists, you hide everything choppy, and hug cover with the big guys as you advance. Your antitank has a move-shoot of 42", so they'll be shaking things up turn 1, and your ridiculous volume of S6 fire has a moveshoot of 24" so turn 3-4 is when the flies really start to drop. I was particularly concerned with Eldar firepower when i made the list (5 of 9 regulars in my area play tri-falcon), but have found the combination of BS3 and S6 to the be crippling to their effectiveness vs. MC's. They still work, just not in the volume needed to make it easy.

Escalation forces you to play the mission as zilla. If there's an objective, you still have a great shot of just rolling up turn 4-6, taking it and that's that. I've found for every time I've cursed escalation for screwing me, I've loved it in another game for giving me the chance to react to something my opponent has done (see game 1 for instance). It's a mixed bag, and it's not all bad for zilla. Remember that most shooting threats to MCs are fairly stationary, so whenever a bigbug enters the table, he has the choice to move on where he won't get shot.

Non zilla is still decent I think, if you have a solution to the synapse problem. A spinegaunt is one of the best buys in the game for the points, assuming you were already going to pay for the synapse and can keep it going. A truckload of spinegaunts and the choppy-ness to handle what they tarpit is still a great method. It just sucks vs. Mechanized skimmer armies, which practically define the metagame in my area.

 

Oh and zilla can be beaten with a list just fine.  Max assault cannon, max starcannon, and max disruption alaitoc are the hardest matchups for zilla.


 


   
Made in us
Fresh-Faced New User




Lost, but i'll soon find myself!

How about against Armored Company. Say 2 lemans, a vet in a Vanquisher, 2 chimeras, a Demolisher and a Basilisk. That'd be an interesting battle lol.

2000 Tau (No Kroot)
2500+ Marines (Blood Angels)
2000+ IG (...plain i guess...) 
   
Made in us
Widowmaker






Syracuse, NY

Haven't had a chance to play armored company, but against 4 template iron warrior it wasn't really that bad. The big bugs spread out and advance. The little bugs are exposed and die horribly because of it, but the bigbugs are doing the damage and a single template vs. a lone carnifex only has a little worse than a 50% chance of inflicting a wound. That's not nearly enough shooty to stop them from getting to the tanks, or wrecking them over time with venom cannon / barbed strangler fire.



   
Made in fi
Regular Dakkanaut




How about against Armored Company. Say 2 lemans, a vet in a Vanquisher, 2 chimeras, a Demolisher and a Basilisk. That'd be an interesting battle lol.


Oh so interesting!!!!

Phase A: Set up 2 (just 2) Sniperfexs in 4+ Cover

Phase B: Shoot it out with said Armoured Company

Phase C: Collect your 20/0 Win

These games are utterly pointless! I have played a few in tournies....

Course you have things like ravaners running around hitting rear armour (almsot took out 2 russes 1 game with a single rav, ended with 1 destroyer, the other immobilized)

But basically the AC does not have enough power to shoot those 2 Sniperfexs out of cover, esp since you dont have to be in los to them all at any one time and they really don't have the right weapons for hte job!

A Russ MIGHT get 1-2 wounds on a fex if it gets to fire all game, 1 being the most likely one as 2 scatter, you save 1 wound with the invul and the other 2 turns it does not fire......ooo scary!

SM AC is almost as bad when they come at you with those tl LC/HB sponson Preds...

Also the Assualt Cannon is rarely used well, it generally looses a shootout competition with a Fex (with devourers) in cover.... (not that it has to get into this fight but most people like to shoot their guns.....ALL THE TIME......Fools)


The Plasma Gun is a game altering force of unspeakable power 
   
 
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