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Made in gb
Drop Trooper with Demo Charge





Hey - I'm thinking about making a godzilla 'nid army because I love the idea of fielding a whole army of massive monsters, and it shouldn't be too expensive or take too long to paint (unlike my stupid guard army!).  After a day trawling the boards this is what I've come up with.
 
The plan is to send the gunrant , 'fexes and zoanthropes up the board, with the spinegaunts in a line in front of them to block charges, and the raveners hidden behind them waiting to speed off and charge.  All the while the flyrant is off causing havoc in close combat.
 
My worry is that I've invested too many points in the monsters - most of the 'zilla lists I've seen on dakkadakka have had large amounts of genestealers.  Am I shooting myself in the foot by minimising on troops?  Also, I'm 10pts over, but i'm not sure where to take the points from.  Any advice would be much appreciated.
 
Thanks!
 
HQ
 
Hive Tyrant - Venom Cannon, Twin-Linked Devourer, ES, TS, Psychic Scream - 159
3 X Tyrant Guard - 135
 
Hive Tyrant - Scything Talons X 2, Wings, Warp Field - 166
 
Elites
 
Carnifex - Twin-Linked Devourer X 2, ES - 113
 
Carnifex - Twin-Linked Devourer X 2, ES - 113
 
Carnifex - Twin-Linked Devourer X 2, ES - 113
 
Troops
 
8 X Spinegaunts - 40
 
8 X Spinegaunts - 40
 
Fast Attack
 
Ravener - 40
 
Ravener - 40
 
Ravener - 40
 
Heavy Support
 
Carnifex - Venom Cannon, Barbed Strangler, ES, RC - 163
 
Carnifex - Venom Cannon, Barbed Strangler, ES, RC - 163
 
Zoanthrope - Psychic Scream, Synapse Creature - 55
 
Zoanthrope - Psychic Scream, Warp Blast - 65
 
Zoanthrope - Psychic Scream, Warp Blast - 65
 
1510
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


Your list is fine, don't worry about not having Genestealers. A combined charge of the walking Tyrant, the Raveners, a couple of Carnifexes and the Spinegaunts should kill just about anything in close combat that tries to come assault your "bowling ball" of doom.

As to where to chop the ten points from: Either give your Flying Tyrant Psychic Scream instead of a Warp Field or lose one of your Tyrant Guard (I'd lean towards losing the Warp Field personally).

With the left over points give your Tyrant Guards Flesh Hooks (why not? for one point a piece on those models it's a steal) and either buy a few more gaunts for your units, or give your flying Tyrant a few biomorph goodies.


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





Whorelando, FL

Yeah I agree with Yak on this one. If you could drop warp field and maybe take implant attack? Implant attack is nasty against characters. Capt K

   
Made in us
Dakka Veteran





Plano, Texas

Personally, I think Toxin Sacs are a must on the flyrant... wounding MEQ on a 2+ vs. 3+ is a huge difference, IMO.
   
Made in fi
Regular Dakkanaut




Looks alot like my list, identical troops, fast and elite.

Only difference I have in HS is I didnt take synapse on one of the zoans, kept warp blasts on all 3 and also I didn't take chitin on the HS fexs as I felt this made the enemy rather fire on the elite fexs and this was something I generally didn't want.

Though I keep going back and forth on this one, against starcannon heavy eldar you want the 5th wound, same goes for armies with alot of armour, against others you would rather the enemy shot the HS fexs rather than the elite fexs.

I save 20pts in HS with my config, well 10 since I have spinebanks on both of my HS fexs, the time they downed a falcon with them pretty much paid them off for the next 30 games.

I actually gave my elite fexs flesh hooks, simultanious combat when the enemy is in cover!!!!! definately worth 1pt! Also being able to scale impassable terrain aint bad.

As for the HQ slot mine differs somewhat (though not much) I find that 2 guard is enough to make sure that the tyrant is normally the last MC to be shot at, or atleast survives if it is shot at.

The 45pts saved from 1 guard and the few points I save elsewhere (HS slot) I have put into the winged tyrant, my logic is that since I don't use stealers then I need the tyrant to be the guy that can take on ANYONE in CC, a furios charging librarian/demon prince or whoever decides to come rampaging into my lines needs something to take it out.

Stealers can do it at init 6, your cheapo tyrant while it kills the average enemy infantry almost as well will just die before it gets to strike against these uber CC characters. Fexs are nice but with 2 attacks each not great, an enemy DP can just rampage through your army, killing 1 a turn unless something stops it.

Personally I would not feel safe without either a uber tyrant or some stealers, personally I chose the winged tyrant route because it is just ALOT of fun to always have the most killer model on the table! Bar the seercouncil the tyrant will usually be the Big Daddy in any given game! He is the one to watch.

Stealers are nice but I rather the ravaner, winged tyrant route, this gives you more speed and flexibility though at the cost of actual CC power. My tyrant costs the same amount as 13 stealers! (and this is with scream instead of warp field)

Drop a guard for CC upgrades on the tyrant imo.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in gb
Drop Trooper with Demo Charge





Thanks for the advice guys, and sorry for the hyper-late reply - dakka kept breaking when i tried to log in.

So I swapped out warp field on the flyrant for psychic scream and added flesh hooks to the tyrant guard and now it comes in at 1500 dead.

But now I'm tempted to lose a guard and combat up the flyrant. Which upgrades are most useful though? Actually, cutting out a guard leaves loooads of spare points - what should i do with them? I don't want to add any more guants - i like the idea of having minimum troops.
   
Made in us
Dakka Veteran





Plano, Texas

in regards to biomorphs for the flyrant:

Toxic Miasma *OR* Adrenal Glands (WS). Both have the same effect, but Miasma reduces WS3 models to WS2, thus requiring 5+ to hit the tyrant. Miasma costs more, but it helps even more against those pesky odd wounds you get when stuck in a large combat with guardsmen or eldar guardians. Don't take both, as the effect is pretty much always wasted, unless fighting genestealers.

Toxin Sacs: as I mentioned above, pretty much a must have in my book. Wounding MEQ on 2+ is incredibly valuable. Also means that your WS isn't halved when fighting Dark Eldar Wyches (Wych cults seem to be becoming more popular as of late).

Flesh Hooks: Assaulting into terrain is sometimes the only option, so make sure you atleast get to strike at the same time, instead of last.

Thats all that is needed, IMO. Adrenal Glands (I) is tempting sometimes, but most models will need 6's to wound the tyrant, so shouldn't be a concern. It can help with sweeping advance, but is really too expensive to be worthwhile, IMO.

A winged tyrant is fast enough to usually be able to choose his own targets, and should rarely be charged.
   
 
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