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Made in us
Regular Dakkanaut




Alrighty, I know there's been a few Godzilla army lists posted on the board recently, so I hate to bore people, but any constructive feedback on the army would be appreciated. I really like the way the Big Bug Tyranid army list plays in all the battle reports I've read about them, but I don't want to use the Tyranid models. 

 

I've always liked the fluff for the Adeptus Mechanicus and even more, I really like the fluff for the Legio Cybernetica. So I was thinking of using the Tyranid rules to make what would look like an Adeptus Mechanicus force of Imperial Battle Robots. For example, the walking Tyrant will be the Inquisitor Throne model combined with an Enginseer model to resemble a Tech-Priest directing the Maniple of Robots forward into battle. My Heavy Gunfexes would be Dreadnought torsos on tank hulls/treads. My Elite Dakkafexes would be basically the Sentinel models beefed out with some plasticard and appropriate 'tech' bitz for the Robot look, or might be Crisis Suit bodies on Ork Skorcha treads. I think I'll use a modified Inquisitor Tyrus from the Inquisitor range for my walking Tyrant with 2 Guard, which might be the Inquisitor-scale Arcoflagellants. Any other modeling suggestions would be great since everything will be converted somehow. I was thinking of making three Electro-Priests to use as my Zoanthropes, but I'm not sure what to base the models on.  I decided to go the semi-Psychic Choir route and see what happens.

 

That being said, my Flyrant currently has dual roles in the army (in addition to supplying synapse), so we'll see which one I fall back on if he isn't so good in his close combat role. 

 

--HQ:  Multipurpose Flyrant: Enhanced Senses, Wings, Warp Field, Toxin Sacs, 2 x TL Devourers, Initiative Gland, Weapon Skill Gland, Implant Attack = 227 pts 

 

(Okay, like I said, my Flyrant has dual roles: 1) Harrass and make the enemy throw a lot of armor saves with twelve shots at eighteen inches, re-rolling misses and wounds. 2) Dogpile into close combat to help tilt the balance in some way. Along with this, however, I've also kitted him out to take on enemy ICs, with extra initiative, WS, and the Implant Attack. With his 3 attacks (4 on the charge) he can do 6-8 wounds to a multi-wound IC/model and shoot the crap out of the enemy IC/model too before charging. He's mostly there to help handle Big Nasties (like fellow Flyrants and uber-Daemon Princes) with his Implant Attacks. However, if he falls short of this role due to fewer attacks than most ICs, I'll bring him back down to his shooty role and use the extra points elsewhere. I know, I know: the jack-of-all-trades doesn't usually accomplish anything spectacular, but who knows?) 

 

Walking Tyrant: Enhanced Senses, Toxin Sacs, TL-Devourer, Venom Cannon, Psychic Scream, 2 x Tyrant Guard = 249 pts 

 

(Standard walking Tyrant. Only thing I'm iffy on are the Guard. On the one hand, they present a good opportunity for some nice Ad Mech conversions. On the other, after they're dead, the Tyrant's barely considered a scoring unit. I mean, he'd be dead after four wounds anyways without Guard, but... Thoughts?) 

 

--Elites:  3 x Dakkafexes: Enhanced Senses, 2 x TL-Devourers = 113 x 3 = 339 pts 

 

(Standard shooty Fexes. Hard to shift when in cover, can lumber out and deal some death later on in close combat during clean up.) 

 

--Heavy Support:  3 x Zoanthropes: Warp Blast, Psychic Scream = 65 x 3 = 195 pts 

 

(Tank hunting beasties and they make up the Choir with the walking Tyrant.) 

 

2 x Gunfexes: Enhanced Senses, Reinforced Chitin, Bonded Exoskeleton, Barbed Strangler, Venom Cannon = 183 x 2 = 366 pts 

 

(Additional tank hunting beasties and infantry pie-platers. Toughness 7 and five wounds when in cover also makes these guys tough to shift.) 

 

--Troops:  2 x 10 Termagants (two units of 10) = Fleshborers = 20 x 6 = 120 pts 

 

(Standard little guys. Basically Cadian plastic models with cybernetic bitz and extra plasticard armor (maybe green stuff cloaks too). Not really sure how I'll use them. Probably for harrassment, baiting, and perhaps to run forward using Fleet and tie a squad or two up if they're in Synapse range. Spinegaunts might work instead, but I figured Termagants would be more along the lines of what Skitarii might be like, using the Cadian models and all.) 

 

--Fast Attack:  8 x Raveners (one unit of 4, two units of 2): Rending Claws/Scything Talons = 40 x 8 = 320 pts 

 

(One heavy hitting unit and two units capable of holding their own against small to mid-size squads without hidden power fists. Also good at piling in to save the Big Bugs with high initiative attacks in close combat. I think keeping them mobile behind the Big Bug wall will work best. Not sure what models to use to represent these guys. Arcoflagellants?) 

 

1816 pts total. Any thoughts on how to use the remaining points?  Thanks.

 

   
Made in us
Rampaging Carnifex





I really really like genestealers in this list. Really. Been playing mine a bunch, and...

No one ever assaults me. Even the BA player I played tonight was like pussyfutting around trying to set up perfect charges because I had 3 dakkafexes and a gunfex with 3 zoeys and a pack of genestealers behind them.

When the death company finally charges your fex, they will kill one 113pt fex, then get punked by genestealers. So they essentially have a lose-lose situation. All assault armies are the same here. They do not want to get countercharged by genestealers.

No one really cares about termagants and 8 raveners is not enough counter-assault imho. They're too vulnerable and not mean enough (rather have 3-4 raveners and 2x6 genestealers with carapace)
   
 
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