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Made in nz
Longtime Dakkanaut





New Zealand

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Already in my Godzilla army list is a winged hive tyrant tooled up for close combat, three lictors, two elite dakkafexes (carnifexes with two twin-linked devourers each, although I might give one slightly different weapons), and three heavy carnifexes with venom cannons and barbed stranglers. Haven't decided on troops yet, but am tempted to go the no-gaunt way and have nothing but rippers, some winged to give some fast attack.

To get to the point, how would you equip a second hive tyrant to fit in with such a list, aiming for an as-balanced-as-possible list in a tournament setting?

The most obvious options would seem to be lash whip and bone sword, and either venom cannon or barbed strangler (that BS 3 seems a shame to waste). And a retinue of three tyrant guard, coz this beast is unavoidably going to be a slow fire magnet. Give them all flesh hooks, if only to scare anyone hoping to defend from in cover? Is toxin sacs worth it, or just too expensive in points? Toxic miasma?

Your thoughts please, especially from Godzilla players (and opponents).
 
PS to Warseer surfers: you are not suffering deja vu, I posted the same topic there too
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Made in ca
Been Around the Block




Québec

You'd still probably better by taking the Gaunts___they're faster, shoots better and are scoring unit. Use them as Termagants, for the occasionnal potshot at an isolated enemy unit and to down Speeders. But most of the time, they should be hiding behind cover, so they can intercept some enemies trying to charge the Fexes by locking them down in melee.

As for your walking Tyrant, it would be better all shooty, with Venom Cannon to down medium armor and skimmers, as well as TL Devourers to deal with light skimmers and infantry. The Lash Whip wouldn't be really relevant on a Tyrant which could take Guards and the free Catalyst is only truly useful on melee units. Also, 2 Guards should constitute plenty ample protection.

A decent Fast At choice for 'Zilla armies is the single Rending/ScyTalon Ravener. Taken as 3 broods, each with a single Ravener, they make very fine countercharge units, can prove deadly and easily seize objectives in a pinch.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


Two Tyrants should look mostly the same no matter what type of list you take.

One should be winged, either tooled all the way up with a Warp Field or stripped damn near naked. Either way it should have x2 Scything Talons.

The Second Tyrant should have either: Venom Cannon and TL Devourers (I recommend), Venom Cannon and Scything Talons, TL Devourers and Scything Talons, or x2 TL Devourers. The only biomorphs this bad boy should have is Enhanced Senses and Toxin Sacs. Psychic powers should either be: Shadow in the Warp or Psychic Scream.

No matter what style you choose, 1-3 Tyrant Guard w/Flesh Hooks are mandatory. The larger points value your army, the more Tyrant Guard you take. In a Godzilla list, I personally think it is very smart to max out on 3 Guard and take the Venom Cannon, TL Devourer combo. I also perosnally love Shadow in the Warp.

If you need full explanations as to why these are the only choices, ask me a question and I'll answer.


For the two items you suggested (and why they stink):

Barbed Stranglers waste the Tyrant's natural 3 Attacks. Only Devourers and Venom Cannons take advantage of that statistic, so you might as well use it!

The main reason against the Lash Whip/Bonesword combo is because the other choices I've mentioned are just better.

Beyond that, relatively speaking, lash Whips are poop. It is too easy for Invisible fists to stay out of base contact (but within the engaged distance) and keep piling on the damage.

The Bonesword is of limited use in a Godzilla army because mainly the weapons that can hurt your big boys in CC are those that strike at the same time or after them (powerfists). It simply isn't worth giving up that valuable weapon slot for an ability that is only going to be useful in very limited situations.



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
Regular Dakkanaut




Cincy, OH

I see alot of people lately taking 2 Shooty Tyrants/Gaurds, instead of the standard 1 Winged/1 Walking, in the Godzilla lists to great effect.

Yak, your opinion on that?

burp. 
   
Made in fi
Regular Dakkanaut




Your leaving yourself open by not taking that tyrant, what will you handle the Death company with, necrons? makes your life alot easier if you have the tyrant that takes out the whole army

Or the seercouncil (though not the best example), if you have a 2+ save tyrant then you can attack a flank, hope you win the CC and run them down (or chase them off).

I suppose you could take more ravaners though but the tyrant is normally safer. The ultimate DC killer.

Both work though.
duel dev or dev/BS both work, although the BS does not kill much unless the enemy has weak armour it does cause pinning and with 5 pscychic screams your going to be pinning alot.

Imo the VC on the tyrant is just too good to pass up so I run VC/dev on mine, nothing more annoying than an enemy with speeders or vypers...perhaps piranhas in the future that just zoom around shooting you for many turns!

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


I'm with Vsurma on this. Anytime you make your army one-dimensional you start painting yourself into a corner in that you can handle certain armies well, but will get smeared by others. The flying CC Tyrant is pretty darn good against any army in any situation. . .There's a reason they made flying Tyrants 0-1, and I think anyone would be silly not to realize that.


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
Rampaging Carnifex





I'm fairly sure that you'd do better with 3 dakkafexes, 2 shootie tyrants and 3 zoanthropes than with 5 carnies and lictors Lictors'd be great if they started on the board and gave you improved comms - it'd give you a great out in escalation. But no dice.
   
Made in nz
Longtime Dakkanaut





New Zealand

The lictors are mostly there to:
- disrupt the enemy setting up as freely as they otherwise might
- get into combat with any shooty enemy, in the vague hopes of destroying them or to at least prevent some shooting while the rest of the enemy trundles forward
- give me 3 reserves rolls per turn, which seems very useful in any scenario using reserves
to me this seems worth giving up 1 dakkafex

I will have a think about replacing 1 heavy carnifex with 3 Zoanthropes though...
   
Made in us
Rampaging Carnifex





Lictors are really, really bad at everything. Sub-par assault rolls and you lose to bolter marines in combat.

Lictors themselves have to arrive first, before they give you the reserve rolls, don't they? So by the time you get them it's at least turn 3, since they can't get on the board until turn 2. Maybe I'm hazy on that rule.

Maybe I'm seeing it from the wrong perspective but every time I've ever seen lictors on the table they've been impotent. Not the worst choice in the army, but there're a lot of things I'd rather have more of.

But, sort out the reserve rolls rules and try them and see if they work for you. They're pretty slick looking models anyway
   
Made in ca
Been Around the Block




Québec

The Lictors' Reserve reroll works whether if they're in Reserve or in play.
   
Made in ca
Dakka Veteran




The Hammer

Nerm...Dunno about the Zoeys. Using an IG parralel, Zoanthrope=command squad, Lictor=hardened fighter improved comms drop troop catachan sentinel
Without a bunch of Gaunts, Zoeys are pointless, but with a whackload of TMCs, you really do want at least one Lictor, even if he basically pays a twenty point penalty. Whereas in a horde army, you don't really care about Lictors and really need Zoeys.
(somewhat tangentially)
The army I've been (half) working on is a bit of a pile - the full 1800 of it is 1 (completely converted) dakkafex, 1 (2nd-ed. based) piefex, 2 gunfex (including 1 converted from a rubber frog and warrior bits), 1 (2nd-based) flyrant, 15 hormies, 16 spinies, 10 termies, 2x8 stealers, 3 winged warriors(my "bad" unit - there was no way I was going to go through the hell that was posing the first one as leaping twice over again) 2 Raveners (one with 2nd edition stealer claws, warrior talons, and a 2nd-edition tyrant head, the other with the red terror's torso, 2nd-edition carnifex talons and old one eye's claws...) 1 lictor and 2 zoeys still sleeping in their blisters, plus three biovores that won't see much play except in organized games against IG, Orks and possibly Tau. Not ultra-competitive as the units, while (mostly) good individually, were purchased haphazardly and are mostly my 3rd edition list with a few more conversions to the 'fexes, plus Battle for Maccragge and some random bits. The Lictor is pretty much neccessary for the list - between the hormies, warriors, (raveners) and TMCs most of the army'll be in reserve in escalation. With the reroll, I ought to see 4/7 or 5/9 turn two, followed by two or three on turn three. It's only a little boost, but definitely worth it, IMHO. Feeder Tendrils are also kind of cool with hormies, if I can manage to get both units into the same scrap.

When soldiers think, it's called routing. 
   
 
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