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Made in us
Horrific Horror






Just looking for input on my babies I've been tweaking the list for awhile and this is where I'm at.

246: Tyrant w/ +1 Save, +1 BS, +1str, TL Dev x2, Psychic Scream, Tyrant Guard x2.

184: Flyrant w/ +1 Ini, +1 WS, Implant Attack, +1 Str, Wings, Scytal x2, Psychic Scream

240: 12 Genestealers w/ Extended Carapace (Two squads of 6)

195: 3 Zoeys w/ Psychic Scream, Warp Blast

339: 3 Dakkafexes w/ +1 BS, TL Dev x2

296: 2 HS Fexes w/ +1 BS, VC, BS

At 1750 I add 6 Scytal/RC Raveners and some Flesh Hooks.

So, how's it look? I know a lot of people are sold on the spineguants, but ugh. I've only got 8 painted up and ready to and it'll take me a bit to get more online.


If that upsets your fluff stomach, buy a case of "it's just a game"-bizmo and get over it.
-Mahu

Men are like steel. When they lose their temper, they lose their worth.
-Chuck Norris  
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

It doesn't seem like that walking tyrant will be doing much of anything for a couple of turns due to its speed and relatively short-range.  Why not give it a VC instead of the second TLDev's?  I kind of suspect the extra armor save on that walking tyrant is going to be a bit superfluous with the tyrant guard (my personal thinking, haven't played enough recently to validate this point, though).

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in nl
Longtime Dakkanaut





Walking hive--> I agree with HFJor....
Flying hive... -> needs two twin linked devourers and a warp field...
genestealers: --> no carapace.. just keep them behind the carnifexes to protect them with countercharge...
Heavy shooty carnifex--> give them a 2+ save...
   
Made in us
Horrific Horror






Walkrant: It's already been remodeled once, it's not getting remodeled again
Flyrant: Not sold on the non-cc version that flys.
Genestealers: You can't hide them from drop pods or deep striking models. For an extra 24 points, making them more than twice as durable to small arms fire is a bargain.
HS Fexes: I'm not sold on improving the save. All it does is help your opponent prioritize where each gun goes. I don't know about you, but I never see people that just carry missiles.

If that upsets your fluff stomach, buy a case of "it's just a game"-bizmo and get over it.
-Mahu

Men are like steel. When they lose their temper, they lose their worth.
-Chuck Norris  
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


1) The +1 save on the walking Tyrant is a waste of points. You're much, much better off putting those points into another Tyrant Guard model. I also agree about giving the walking Tyrant a Venom Cannon, but if you don't want to change the model, you don't want to change the model.


2) If you're not convinced about the flying DakkaTyrant, play a game one time with the model proxied as carrying x2 TL Devourers to try it out. Just once and you'll be sold. While the flying CC Tyrant has it's uses, with a Godzilla army you are a shooting army and the shooting flying Tyrant fits the army's role much, much better. Seriously, give it a try and you'll be impressed.


3) I would recommend giving one of the Zoanthropes Synapse instead of Warp Blast so when you play an Escalation mission your Zoanthropes have a little versatility (instead of just having to hide behind terrain until the Tyrants arrive).


Besides those points you've got a standard, solid Godzilla choir list.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in nl
Longtime Dakkanaut






Yep.. the flying twin linked devourer hive is better than a CC Hive... there are not a lot of situations that prove otherwise... The only valid argument not to take a devourer hive is that when you blast those devourers at a squad you could overkill them. this way you cannot lock your hive in Close Combat to protect him... but I think that you should just charge without shooting when that happens. its still a S6 Hive with 4 attacks when charging!

   
Made in us
Longtime Dakkanaut




CC Flyrant: It is a great choice. I personally prefer a Devil Flyrant, but they both have their roles. Yak has a good point where a CC Flyrant may not fit your shooty list.... You will have to be careful that it doesn't get left alone to die. I will agree that you should proxy and try the Devil Flyrant, you might really like it.
In either case, the flyrant will likely be targetting different units than the rest, so the Psy Scream may not be overly useful. Warp Field, will be. It makes you twice as durable to most attacks.

Walkrant: I will disagree, I think going with a VC will make you happy for a round, or two, and then less than happy for the rest of the game. VC and TLDev have different primary targets. I would keep the EC on, but can understand skipping it, especially if you go for another guard.

Synapse: With the flyrant flying around, you only have one synapse. (granted a very resilient one.) I agree you want a Zoan with synapse.

HS Fex: It only takes one AP3 hit to make the points worthwhile. And it also makes you *twice* as resilient against all the AP 4/5/6/- attacks that come in. Heck, even basic marines get a 3+ save...
   
Made in us
Rampaging Carnifex





I'd never buy a walkrant and not give him a venom cannon. 3 BS4 S8 shots is just fantastic.

The only reason you stack a devourer on that is because it's really really cheap and helps later in the game with infantry killin.

Being able to engage 3 tanks with an almost assured glance on each is way better than being able to engage 2 tanks.
   
Made in us
Rampaging Carnifex





I still like the choppy flyrant with 6 S6 attacks with rerolling failed wounds. I know the 12 S4 shots or what have you is great, but...

It's nice to be able to charge a demon prince and kill him every time before he gets to attack. That makes a huge difference to my games, as I run into a lot of demon princes. I also can charge a squad of obliterators and reliably kill them all, etc.

Meh. I know on paper the shootie flyguy is a bit better, but the psychological game of having a huge hand to hand guy has always paid off for me.
   
Made in us
Horrific Horror






/agree With Longshot about the flying tyrant.

Maybe I should go buy another 2 tyrant kits and just make'em alternates, ugh.

If that upsets your fluff stomach, buy a case of "it's just a game"-bizmo and get over it.
-Mahu

Men are like steel. When they lose their temper, they lose their worth.
-Chuck Norris  
   
Made in us
Longtime Dakkanaut




Or read up on using magnets, and make them 'adjustable'
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By Longshot on 04/11/2007 11:09 AM
I still like the choppy flyrant with 6 S6 attacks with rerolling failed wounds. I know the 12 S4 shots or what have you is great, but...

It's nice to be able to charge a demon prince and kill him every time before he gets to attack. That makes a huge difference to my games, as I run into a lot of demon princes. I also can charge a squad of obliterators and reliably kill them all, etc.

Meh. I know on paper the shootie flyguy is a bit better, but the psychological game of having a huge hand to hand guy has always paid off for me.



Your flying Tyrants should always have Implant attack (and Acid Maw if you have the spare points).

Between firing and charging the targets you mentioned above (a Daemon Prince and Obliterators) a shooty-flying Tyrant will kill them everytime.

Also, FYI, the Devourer's Strength (with Toxin Sacs) is S5, not S4. And they're 12 shots with re-rolls to hit and wound. That generally equals 9-11 wounds against most targets which, even against a 2+ save usually equals a couple of failed saves before you charge in and finish them off with Implant Attacks.

 

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Longtime Dakkanaut




Against the majority of targets, the Devil Flyrant will do more damage than the Scything Flyrant- on the initial charge.
Where the Scything flyrant starts to shine is on the opponents turn, and the following turn if still locked in CC
There are targets that a Devil Flyrant should not get involved with, that a CC Flyrant can.

But be careful, there are a bunch of targets you will want to send your CC Flyrant at, that you are better off sending stealers.
   
Made in ru
Fresh-Faced New User





not entirely true yak as many daemon princes, (slannesh) will be hitting you first and will probably kill you in 1-2 rounds of combat. Still i much prefer shooting tyrants im just saving him form chargiing 200 points of daemonic death

Also - if you're thinking about writing a post, and the best way you decide to put it is "I'm describing a rape", you probably shouldn't.)
 
   
Made in nl
Longtime Dakkanaut





 

Dont forget that the twin linked devourers are assault weapons.

12 shots= 8 hits+4reroll= 10 hits(even more) against Toughness 6 its 3,3 hits + a 6,6 reroll= 5,5+ wounds... against a daemon prince with a 2+ save that means you got at least 1 wound BEFORE you charge.

Would you get 2 extra attacks instead(talons), against a D-Prince that often means hit on a 4+, so thats one hit total. S6 against T6 means another 4+ to wound so thats a 0,5 wound. against this 0.5 wound most deamon Princes got a 5+ inv save...

Even against Deamon Princes and obliterators the devourers are better..Also dont forget that its not often possible to kill a Deamon Prince in CC with a CC-Hive without taking blows back. As far as I know the Hive Tyrant cannot get a Initiative 6.

 

   
Made in us
Longtime Dakkanaut




Shogun, but what happens on the demon's turn. Your tyrant only gets 3 attacks, the CC tyrant gets 5. And the next turn, 5, etc.
Plus, the CC tyrant is much more likely to have CC bimorphs, including implant attack.

OTOH, I am not convinced that a demon prince is an appropriate target for any flyrant, Devil or Scything.
   
 
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