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![[Post New]](/s/i/i.gif) 2013/01/22 05:34:54
Subject: 4 Zoanthropes (2x2) in 1999+1 List
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Ultramarine Land Raider Pilot on Cruise Control
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I plan on running 4 zoanthropes in my army list for a FLGS Tournament on Feb 9. Against Psychic Hood armies and perhaps even Eldar armies, I was thinking about running different psychic lists from the BRB. I have 4 choices: Codex powers, Biomany, Telekinesis, and Telepathy. I have the list laid out and am probably not going to change it unless something happens from now until the start of the tournament.
2 Flyrants, TL Devourers, Wings
-1 with Hive Commander
-1 with Old Adversary
2 Tervigons
3x10 Termagants
1 Doom in Pod
2x2 Zoanthropes
2 Carnfexes, TL Devourers, both in Pods
1 Skyshield Landing Pad
My question is: If I run 4 zoanthropes, when am I aloud to choose what psychic powers they are going to field? I heard have to pick which psychic power list I'm pulling from for each zoanthropes on the original list. I also heard that I can choose which list I want to choose from after I find out what army I'm playing against. Finally, I heard that I can choose their powers after I look at their list (before deployments, but after a thorough list review). Thoughts?
I want to run 2 flyrants (psykers), 2 tervigons (psykers), and 4 zoanthropes (psykers). All pooling from different lists when I need them. Most likely the flyrants and tervigons getting Biomancy for Iron Arm and Endruance. And the Zoanthropes, rolling for Telepathy for Psychic Shriek against Horde lists, and Codex Lances for Mech Lists, or even Telekenises for the Objuration Mechanicum/Telekine Dome for blast template armies.
Is there anyone that can confirm when I have to choose my psychic powers for each Zoanthrope? Can two zoans from the same brood pick different psychic lists?
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![[Post New]](/s/i/i.gif) 2013/01/22 05:39:48
Subject: 4 Zoanthropes (2x2) in 1999+1 List
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Longtime Dakkanaut
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Well if the tournaments run it in the official order, you roll your powers right after Warlord traits have been determined, which is just after objectives have been placed. But you can find all that in your BRB.
However I know a lot of Tourneys have their own way of doing things, so you best bet would be to check your local listings Automatically Appended Next Post: Eldercaveman wrote:Well if the tournaments run it in the official order, you roll your powers right after Warlord traits have been determined, which is just after objectives have been placed. But you can find all that in your BRB.
However I know a lot of Tourneys have their own way of doing things, so you best bet would be to check your local listings
Also the Zoans pick their powers individually, so they can take different tables to each other, a mix of tables, or one keep the codex powers, and one take rulebook powers.
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This message was edited 1 time. Last update was at 2013/01/22 05:41:21
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![[Post New]](/s/i/i.gif) 2013/01/22 05:42:13
Subject: Re:4 Zoanthropes (2x2) in 1999+1 List
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Ultramarine Land Raider Pilot on Cruise Control
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Thanks for clearing that up! I'll be sure to ask before the tournament. Anyone want to put their two cents in on their favorite Zoanthropes psyker kit is? Like what powers they like to run with and how many Zoanthropes they usually like to field?
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This message was edited 2 times. Last update was at 2013/01/22 05:43:33
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![[Post New]](/s/i/i.gif) 2013/01/22 05:46:02
Subject: 4 Zoanthropes (2x2) in 1999+1 List
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Longtime Dakkanaut
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I've been trying out running two of them, after a bit of a tactic conversation with Jy2 on them. They add an extra flexibility to your list, useful if you need back field synapse. Their power load outs are entirely situational. Come up against a load of AV13-14, keep codex lance. Need some extra endurance, go for bio. Telepathy is always a nice table to default to for them though. Edit. Just found this, Jy2 explains their usefulness a lot better than me. jy2 wrote: Eldercaveman wrote:Always get excited when I see one of these Batreps turning up. Jy2 can you explain the reasoning behind the addition of the Zoanthropes? Have they been effective? What extra do they bring for you? SBG wrote:Can't wait to see this report up. Zoanthropes have, for me, worked out well in 6th due to their ability to swap out powers or keep their very effective codex powers, depending on the situation. Synapse with a 3++ is always helpful for me as well... I am curious as to your thoughts on their inclusion as well, JY2.
The reason for the zoanthropes are several. First off, I know I am losing some very important AT by dumping 1 unit of hive guards, but I think the payoff IMO is worth it. Why? 1. The focus of my list are my TMC's - the flyrants and tervigons. Anything I can do to make them better only serves to make my army better. Zoans are the perfect complement to them with powers such as Endurance. They also help my offense with powers such as Enfeeble as well. Basically, they help to make the army better as a force-multiplier. 2. They fulfill the niche role as heavy armor buster if necessary. Otherwise, my only other way to bust heavy armor is through assault. 3. They allow me to play my tervigons much more aggressively. One of the problems I am encountering is the lack of synapse in my backfield. Currently, I have to leave 1 tervigon behind to babysit my biovores, objective-sitting gants and hive guards. Now with zoans, I have the flexibility to play much more aggressively with my tervigons. Now there is nothing holding them back. After just a few games, I am really liking the combination of Doom-hive guards-zoans over the combo of Doom-double hive guards. Now, I've got to thank Janthkin for showing me how well this trio works together.
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This message was edited 1 time. Last update was at 2013/01/22 05:48:01
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