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Made in fi
Regular Dakkanaut




Howdy, I am back with yet another tourny report. I know I said I would bring a camera along the next time I played a tourny but I managed to break it just a week ago so no pics of my own, will link them to this thread if someone else posts some pics later.

This was a tournament with the following scoring system:
Game points max 60
Painting max 20
Fair play max 15
Army comp max 15 (though we did not know untill the end of the tourny what the max comp would be....was a secret)

My list:

Winged CC tyrant with warp field
Walking VC/dev tyrant with shadows

Devilfex (2*tl dev, senses)
Devilfex
Devilfex

6*Genestealers (no carapace)
6*Genestealers

Ravaner (rending/talons)
Ravaner
Ravaner

SniperFex (VC/BS/SB)
SniperFex  (VC/BS)
Zoanthroape with Warp blast/Catalyst (never used this power, forgot I had it)

armylist="">
Librarian with might of heroes and some other silly power (not fury!)
Command squad with 2 cyclone missile launchers and tank hunters

Terminator squad with 2 assualt cannons
Terminator squad with 2 assualt cannons
Terminator squad with 2 assualt cannons
Terminator squad with 2 assualt cannons

Mission is cleanse Gamma with nightfight on turn 1

There is some 4+ terrain on the 4 corners of the table and another 4+ ruin almost at the dead center of the table. Opponent got to choose sides and I deployed first, I deployed just behind the terrain at the center of the table hiding as many of my army as I could behind the building.

Opponent deploys rather far away, around 24" away in a standard gun line with the 4 assualt cannon squads supporting each other with the rocket squad further back.

tyranid="" turn="" 1="">
I move half my army into the ruin, only VCs and BSs have range along with a single S5 ap3 warp blast (hooray) opponent has most of his forces together however one terminator unit is up the north face, obviously moving towards the top right quarter, I focus most of my fire on that squad and a BS shot kills 1 terminator.
tyranid="" turn="" 2="">
I know have my entire army in the 4+ cover.
BS shot kills 1 terminator from the command squad.
I get to shoot a few devs but they kill nothing.

tyranid="" turn="" 3="">
I am reluctent to leave the cover so fire only long range weapons, move a few stealers ahead and position ravaners closer to north terminators.

tyranid="" turn="" 4="">
I decide its time to move out.
2 ravaners make good fleet and difficult terrain rolls and move out of cover, into charging range of 2 terminator squads, the squad on the north face with 4 termies standing or the cyclone command squad.

Stealers all move out, as do my elite fexs and tyrants. Winged tyrant decides to wait 1 more turn, sitting behind a HS fex as not to be shot.

My shooting with elite fexs kills 1 terminator, the assualt cannon model (only one in range) from one squad, BS and VC shots kill another random terminator.

Ravaners attack north most squad, 2 ravs, 10 rending attacks.....3 rends later only 1 of the original 4 terminators is left standing, it holds its ground and passes all 3 outnumber saves. No return attacks!

tyranid="" turn="" 5="">
Everything moves forward, HS fexs positiont to take quarters.
Winged tyrant boldely moves infront of enemies entire gunline (what's left of it) the 2 ravaners assualt the command squad, staying out of btb with the librarian.

The 3rd ravaner rolls 1,1,2 for dif terrain and a weak fleet so is too far to help.

My elite fexs reduce the left most terminator squad down to 2 storm bolter terminators (torrent of fire picked off the last assualt cannon)

The tyrant is just out of charge range so stands its ground. The stealers are also just out so are left in the open.

The 2 ravaners roll their 10 rending attacks and all 3 enemy terminators go down leaving only the librarian that cannont attack!

tyranid="" turn="" 6="">
stealers and winged tyrant assualt the 2 last terminators, 3rd ravaner joins the CC with the librarian along with 2 elite fexs....

Dust settles on a planet empty of imperial presence.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in fi
Regular Dakkanaut




Game 2:

Opponent was playing necrons

Armylist:

Lord with veil and orb

6 immortals

10 warriors
10 warriors

3 destroyers
3 destroyers
6 scarabs

Tomb Spyder
2* Tomb Spyders
Monolith

Mission:
Recon Gamma, dusk and dawn (we rolled night fight for turn 6)

Terrain:
Right flank on my side of the board had a mid sized ruin.

Center of the table had a mid sized building.

Left flank on opponents side had a very large ruined building.

Deployment:
Opponent takes the side with the large ruin (just to stop me from starting there)

He deploys a spyder, the immortals and a warrior squad inside, everything else is on the left side of the building well out of my los.

I deploy everything in the center (had to make sure the enemy does not veil out of my reach so I took the center)

Basically this huge terrain piece on the left hides 75% of my opponents army from my los (including the lith), it is clear that the models in the building will likely move to the same side if I ever get in shooting range.

Tyranid turn 1:
I win first turn roll and after thinking about it for a while decide I want my winged tyrant (with 2+ save) in the action asap so take first turn.

Winged tyrant moves up 12" staying to the right side of the terrain piece to stay out of los of most of my opponents army.

everything else moves forward as much as possible but the enemy is behind or so far in the terrain I cannot see much of anything, I kill nothing. My tyrant shot its VC at the lith for a laugh.

Necron turn 1:
Immortals try to move to the left of the building where the rest of the necrons are but 1,2 dif terrain roll means they don't do much, same for the warriors in the building.

Lith fires its template and the 12 destroyers fire on my tyrant with guard killing 1 guard.

Tyranid turn 2:
Takes me a while to decide what to do with the winged tyrant, everything else just moves up but sees nothing much, BS shot drops a few warriors but that is about it.

I finally decide that the tyrant will attack the necron lord. He was somewhat out in the open. My other option was to assualt the warriors in the building, I figured they would then run and I could consolidate into the tomb spyder nearby.

Though I was worried they would not run. In the end I decided to go for the lord, my opponent mentioned it was attached to the warrior unit nearby but I forgot this, it was standing 2" from them so looked like it was not part of the unit.

My plan was to attack and kill the lord and consolidate into a nearby spyder which could not be teleported out, thus keeping the tyrant safe.

I could see the whole idea of my opponents deployment was to lure the tyrant in, let it kill a few measly models then teleport them out and shoot every gun in his army at the tyrant.

So I attack the lord, kill it (did 8 wounds or so) I then consolidate.....wait no I don't, lord was attached to warriors so I am stuck in CC!
Warriors hold.

I also shoot a tomb spyder dead, leaving its summoned scarab alive.

Necron turn 2:
Necron lord rolls his WBB and gets back up with 1 wound, monolith teleports the warriors out of CC.

3 destroyers, 6 immortals, 20 warriors rapid firing and the lord all fire on my winged tyrant. 9 S6 shots, 15 S5 shots, 40 S4 shots all on the Winged tyrant. This was exactly what I did NOT want to happen!

Well we start rolling, him wounds and me saves.....64 shots later my winged tyrant is STILL on 4 wounds, no damage. Last destroyers decide to shoot at my walking tyrant with only 3+ save, they put 1 wound on it atleast.

A tomb spyder and scarab unit and the lone scarab both attack the tyrant, as do the 6 immortals.

I decide I will attack the immortals, I figure I want them dead before they monolith out of CC. The spyder hits on 5+ anyway so surely that is not a danger. I kill 3 immortals (though res orb means they just fall down)
Spyder does 1 wound to my tyrant!

Tyranid turn 3:
Everything else moves forward, again not much in los, this turn however I do get to fire a devilfex at a destroyer squad and it downs all 3!
my other 2 devilfexs, 2 sniperfexs and tyrant with VC/dev then proceed to fire on the warrior + lord unit that came out of the veil.

They manage to down 7 warriors! Opponent takes the ones closest to me (furthest from lith door) the remianing 3 and lord fail their ld10 check (well 9 since more than half are down....they roll 11) fall back corridor is blocked by the monolith and the CC between my tyrant right next to it so the unit is DESTROYED!

Lord DEAD
3+7 fallen warriors DEAD
3 fallen Immortals DEAD

3 more immortals that my tyrant now kills in CC DEAD!

All because the unit failed a ld test from shooting!

Tomb spyder does another wound to my tyrant in CC as I attack the immortals.

Necron turn 3:
Not much he can do at this point, he charges another spyder into CC which I kill with my tyrant, the one that was already there does A 3RD! wound on my winged tyrant.

Destroyers shoot at walking tyrant as do 10 warriors which rapid fire it, tyrant takes 1 wound, on 2. scarabs assult stealers, 2 bases die and they fail to kill anything (hitting on 5+ wound on 5+)

Tyranid turn 4:


My Fexs finally get los with the monolith but all my opponent has left is 10 warriors and 3 destroyers which count as necrons, those and 2 spyders, 9 scarabs and the lith.

I put all my fire into the warriors and all 10 are killed, Necrons phase out.

20/0 win for the tyranids.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in fi
Regular Dakkanaut




Game 3:

Opponent was playing Space marines.

Armylist:
Chaplain on bike with thunder hammer, no instakill item, other stuff
Librarian on jetpack with fury

Dread with tl lascannon

Lascannon tac squad
Las/plas tac squad
Rokket launcher tac squad
Rocket scout squad

Assualt squad (jetpacks) with Pfist sarg and 2 plasma pistols, 6 strong

Predator with tl lascannon, HB sponsons
Vindicator with machine spirit
Whirlwind

Mission:
Escalation take and hold with nightfight on turn 6

Terrain:
My side of the table had a small ruin on the left and in the center.

The center of the table had a huge area terrain (4+) just to the left of the table center

Opponent had decent amount also but rather irrelevent as I have no ap weapons.

Opponent won choosing sides roll iirc, I won first turn roll and forced opponent to take it.

Deployment:
As it was escalation most started off the table. Opponent deploys his tac squads and scouts with los to the center of the table, clearly he wants to have a 3-4 turn shoot out before walking onto the objective.

I deploy my stealers and zoan on the left behind the area terrain, a good 20" or so away from the center.

My game plan from turn 1 was to use the terrain on the left of the objective to block los as much as possible to my army, walk behind that terrain then on the last 2 turns move onto the objective with my entire army.

Turn 1 SM:
nothing in los so a few tac squads move up towards objective.

Tyranid turn 1:
stealers and Zoan move up, staying in terrain.

SM turn 2:
reserves arrive, he gets the chaplain, a speeder, the librarian.

scouts shoot rocket at stealers, miss.
Chaplain boosts around the table cover the right flank (as if I am going there) librarians fury does nothing.

Tyranid turn 2:
HS fex arrives, as does an elite fex, the walking tyrant and 2 ravaners, deploy all behind or in the area terrain on my left flank (very far from objective but mostely out of los to enemy guns)

I shoot my HS fex at the some marines and maybe kill 1.

SM turn 3:
Chaplain boosts to the center, sits on objective.
predator arrives, as does the last speeder. whirlwind and dread still in reserve. assualt squad also arrives and moves up the center.

The new speeder arrives from the left flank, stays just within 36" and fires heavy bolter killing 2 stealers. Fury does nothing.

Tyranid turn 3:
HS fex arrives, I count that I don't have the time to reach the objective with it if I deploy on the left flank with the rest of the army so I deploy it in the center behind 5+ cover, I assume the chapain in the center is out of charge range so I think I am ok, if he does come near my winged tyrant will be arriving soon and the stealers are relatively close.

Everything keeps moving towards the objective trying to stay either in cover or out of los. My HS fex on the left flank assumes it is out of range of the speeder on the left (was just in 36") so shoots at the chaplain, gets 1 wound in! (too bad no instakill item else it would have popped from the S10 shot)

stealers advance closer still, very near the objective behind a wall so out of los to most of the enemy army.

not much shooting. Tyrant kills speeder on the right flank from afar.

SM turn 4:
Chaplain moves back a few inches, putting some distance between the stealers 17.3" or so to be accurate. The assualt squad moves up behind the chaplain. Rest of opponents reserves arrive, whirlwind, vindicator and dread.

he continues to fire lascannons/rockets from afar, this time doing rather well. I had my walking tyrant out of cover with 2 guard in cover, however my HS fex blocked los to the guard so only tyrant could take wounds! he manages to put 4 wounds on the tyrant this turn! pop dead tyrant with 2 guard left walking around like fools!

speeder on the right moves up to shoot HB at HS fex, not daring to come into assualt cannon range, left speeder shoots both guns at stealer brood and kills all 4 it can see of the 6 strong brood. this leaves 2 in that squad and 4 in the other.

Not much other shooting. Vindicator puts a wound on my HS fex.

Tyranid turn 4:
Winged tyrant, 2 elite fexs and ravaner all arrive. I can see that if I deploy on the left flank with the rest of my army I will not make it onto the objective on time so I move them all in the center with the HS fex, as close to the objective as possible, behind some size 2 5+ cover.

Everything else moves up, I decide to take a chance and try to assualt the arrogant chaplain 17.3" away! Stealers move 6" forward, roll a 6 for fleet and make it into CC! of the 4 stealers only 3 are in attacking range so only 9 attacks, chaplain has 2+/4++, I roll 3 rends and 1 normal wound. He saves 1 of the rends and dies! (because the fex shot 1 wound onto it earlier!) nice! I consolidate 2", 1" too short of getting into CC with the assualt squad. I use the 2" consolidate to hide 2 of the stealers behind cover.

my shooting shakes the vindicator. not much else.

SM turn 5:
He moves the assualt squad near the 4 stealers, moves up with a 2 tac squads nearer to the objective, rest stand and shoot.

the assualt squad kills the 2 stealers they can see. the rest of the army shoots at a my left HS fex and puts it down to 2 wounds. Fury or something kills 1 of the stealers out of los, this leaves me with 2 hiding behind terrain and then 1 very near, fury also finnishes off 2 ravaners.

Tyranid turn 5:
Everything moves towards the objective, I decide not to hide the winged tyrant behind the Hs fex as the only way I can make sure the enemy tac squad does not score by being just within 12" of the objective is to make sure my tyrant can reach them at that distance.

My 2 HS fexs shoot at the vindicator, BS causes a penetrate which is downgraded to a glance due to hull down (cover) but I roll a 6 anyway.

my elite fexs shot the assualt squad down to 2 men, normal and sarge, this however meant my stealers where now out of range of assualt.

SM turn 6:
the 2 assualt marines move up, shoot and assualt my HS fex, they kill it and consolidate into an elite fex just nearby.

Everything else apart from a tac squad which moves onto the objective shoots at the winged tyrant, they manage only 2 wounds....he is about to pass the turn when he remembers he still has the land speeder on the left flank, he manages to fail all to wound rolls with the assualt cannon but a single HB shot, his VERY LAST SHOT, well no matter, 2+ will save me.....NOT. I take a wound and BAM! its about 350VPs he scored. 229pts I lose from not being able to take the objective and another 114.5 for kill points for him! nice!

Tyranid turn 6:
rav, 2 stealers attack the 2 assualt marines and kill them, Tyrant on 1 wound assualts the dreadnaught, 5 hits, 5 penetrating hits, 1 explosion.......but the tyrant survives, everything else just moves onto the objective and shoots the final tac squad off the objective.

In the end I have 3 elite fexs, 1 HS fex, 1 ravaner, 2 tyrant guard on the objective, something like this, 670 mission points.
I also get 850 kill points.

Opponent killed:
walking tyrant
half of winged tyrant
stealer squad
half a stealer squad
2 ravaners

So in the end I won by 850VPs or so.

17/3 win for the tyranids.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in fi
Regular Dakkanaut




Tournament summary:
This put me on 57/60 command points and made me the winner in command points.

Overall I came 2nd as I only scored 12/20 for painting, 14/15 (I think) for fairplay and 5/15 for comp.

The tau player that won the tournament had 43 command points and I'm guessing near full for all other areas.

In the end the tau player had 93pts and took 1st place, I was in 2nd with 88pts.

The top was rather close, I think the top 6 players all had 82pts or over.

Just goes to show, you MUST play the mission....from turn 1! That is what wins games! Especially in the last game you can see it.

I had my entire game plan on getting everything onto the objective, opponent didnt manage to even get the whirlwind, dread, predator there even though they could all move and shoot.

Anyway, was a great tournament, check back for the next tourny report in 2 weeks. That one will be 2 day tournament with 5-6 games.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Dakka Veteran




Orlando, Florida

Cool report and a good read.

Looking forward to the next one.

Was the comp based on some criteria or was it subjective to opponent opinion?
   
Made in fi
Regular Dakkanaut




The tournament arranger acted as a judge and gave painting and comp points completely as he wished.

As I could not know how the points would fall I didnt bother taking out some of the copy paste units, at first I was going to drop a elite fex for a lictor and such but with no criteria known I felt it would have been pointless to do so.

Course the quistion here is how do you even cheese out some lists?

Any necron army with less than 2 liths is likely to be pretty fair, any tau list without 3 railheads is fair (even that one is imo)

Course I knew mine was not all that fair when I took it there

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Regular Dakkanaut




Cincy, OH

Congrats! Great Report!

You have been a huge inspiration to my bugs over the past couple of months. Nice to see the biggins' dominate an assualt cannon list.

The Godzilla list is definately starting flex its muscles.

burp. 
   
Made in fi
Regular Dakkanaut




Well perhaps not the best example of an assualt cannon army with only 8 assualt cannons, dread/speeder armies can field alot more... (though speeders go down easily enough....so do dreads)

Deathwing has never been much of a problem, I have played several good deathwing armies and generally the assault cannons lose to the devourers, the one I played this tournament said he had not played 40k in a while but I felt he did rather well, not allowing me to stay in cover and have a shoot out there but instead luring me out.

Though if I wanted to just take a minor/solid win I could have just played the mission and not gone out to engage him at all.

So far the armies that have caused the most problems where ulthwe 1/1 against atm (granted the loss was from the first time I met the army), speed freaks in escalation recon (go figure I lost), alaitoc in escalation.

Meq eldar or other mobile shooting armies (not tau, not enough power there) say iron warriors can also cause problems. An army that can move and fire with powerful weapons is tough. Eldar for one, though the starcannon seems relatively weak when you are in cover if they can take out my long range fexs and tyrant then they are free to retreat and fire.

The Godzilla list is definately starting flex its muscles.

Too much so round my area (Finland) There are now 4 regular Zilla armies round these parts! two 6MC versions, my 7 MC list and one with the full 8. Least they are all somewhat different. True zilla, my choir (though not sure how long it will stay choir tbh), then there is a allrounder with horms, spines, rippers thrown in and a spine/termagaunt horde.

If only I could get my camera working again.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Dakka Veteran




Orlando, Florida

Yea, it seems like every report by a nidzilla list is either a best overall or a second overall due to comp damage.
   
Made in fi
Regular Dakkanaut




Our like my previous one where the 3 zilla lists took 1st, 2nd and 4th out of 56 or so players

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Dakka Veteran




Orlando, Florida

Now I have to make a nidzilla list. The reasons 1.there way good 2.no one round here plays one.
   
Made in us
Regular Dakkanaut




Cincy, OH

say iron warriors can also cause problems.


Really? I seem to do okay against Iron warriors. I do not use the choir, but alot of Raveners to tie up a good portion of their shooting. I guess it is pretty terrain dependant. Have you tried smaller squads of Hormaguants to tie up shooty units? I have found them to be pretty effective when coming from behind the MC wall.

burp. 
   
Made in us
Longtime Dakkanaut





I've heard someone whining about a 'zilla list being bad comp. Can't quite understand why.

Heck, didn't they even suggest the army in White Dwarf?
   
Made in fi
Regular Dakkanaut




Can't really fit any horms in my list, does not really fit my armies theme either, that said I havent yet lost a game to Iron warriors but if the mission favours the enemy staying back it could be a problem.

Last game against Iron warriors was take and hold with escalation, he was shooting my MCs as they came on 1 by 1 and the only reason they even made it to the center was because we had 9 turns due to random game length. Not much you can do to oblits from long range and they don't really have a reason to come within devourer range is many missions.

Also the silly "you cannot split attacks between units" rule makes it difficult for the winged tyrant to just rampage through in CC. Generally the tyranids will be better at playing the mission though, well that or the Iron warriors player will not commit his entire army to taking objectives like I will with my tyranids.

As for bad comp...

Most tyranid armies have 30! T6 3+ wounds!
Most of the armies you will face will not have the power to take that out during the entire course of the game!
This is out of cover! factor in cover and it gets real mean!

People may feel slightly overwhelmed with the 7-8 MCs most godzilla lists put on the table.

Just for comparisin when I played at the Scandinavien GT last year, I was at the top table after 2 games and stayed there the entire tournament, still I lost a total of 7 MCs during the course of my 6 games! I played Tau, Necrons, Deathwing, Chaos, Speed Freaks, Blood angles, still none of these armies could take my MCs down!



The Plasma Gun is a game altering force of unspeakable power 
   
Made in gb
Been Around the Block




Hi vsurma.

Good stuff.  On a tangent, has anybody ever objected to your twin devs TMCs?  Have they said you can't twin twin link and you should only get half the shots?  If so, what happened next?

Cheers,

Gazzor (Worried about his 4 2 x twin dev TMCs)

   
Made in us
Dakka Veteran




Orlando, Florida

I've heard someone whining about a 'zilla list being bad comp. Can't quite understand why


I do not think nidzilla is a bad comp. However, a lot of 'non-competative army players' do, as illustrated by vsurma getting a 5/15 on comp. Regardless of games workshop supporting nidzillas, a lot of people will still see it as bad composition due to the fact that most non-competative armies cannot handle 6-8 MCs, hence why the list works so well. Hell, i've been to tournaments that majorly damaged a players comp score if they even had more then 1 monsterous creature, much less 8.

I was mearly stating a fact, albeit a stupid one, that godzilla lists do usually take comp damage.
   
Made in fi
Regular Dakkanaut




Well here in Finland (just 1 big gaming community....well not so big)

Anyway it is general concensis here in Finland that they are legal, I did play in 1 "fair play" tournament where they where specifically banned along with siren, FOD and a few other things.

We did discuss it at a tournament once but this was during the breaks, it not being legal for said tournament never came up.
A few times in the beggining I would email the tournament arrangers to make sure but they where always legal so I no longer bother.

Alot of people believe their power is sick but no one claims they are not legal round my parts.

Personally I am getting rather used to coming 1-2 in command points and getting no prize as alot of judges score my army down because it is dipped rather than painted.

Used to bother me that I always went to tournaments with a mate who would not do as well in games but always win a few prizes (best army and 2-3 overall) but these days I don't really care. I have always just been interested in the gaming aspect of the hobby, painting and modeling are not what I am in it for.

Besides when writing a batrep it makes no difference whether you cam 2 or 5th in overall points, its the command points people are interested in and the strategies that got you there.

http://www.ageofstrife.com/modules.php?set_albumName=Bugs&op=modload&name=Gallery&file=index&include=view_album.php&page=5
Incase someone had not yet seen my nids. Check out the last page.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Rampaging Carnifex





I think the reason this list gets the nerfbat from comp is because it has 2 minimum sized troop selections Most people still stick with the 'need lots of big troop selections or you are cheesy" rule. Oh, 2 hqs and 3 heavies and 3 fast attacks in a 1500pt list will get you knocked too (my Mecha Tau with 3 elites, 3 heavies, 2 troops and 2 hqs in 1500 gets the same treatment).

I'm really not sure how I would do against this list with my pods, but there're several nidzilla lists in my area and none of them have ever been ranked high enough in a tourney to play me.

How're you faring against podders with a healthy number of powerfists?
   
Made in fi
Regular Dakkanaut




Never played a list with more than 2 pods so hard to say, does not scare me much at present though.

All the devouerer fire will easily take some meqs, then I have the stealers, ravs and tyrant for CC punch. Never yet come up against a list with better CC ability that could not be sufficiently weakned by my guns that I couldn't take them out in CC.

Generally marines don't fare well agianst init 5/6, I can normally empty my kill zone and thus recieve no return attacks, finnish the squad or atleast sufficiently weaken it so that the next turn I don't take much damange either.

Course against pod list if I want I can just stay out of the 12" range and avoid assualt most of the time, charge them if I can't.

Generally the BAs deathcompany never gets to strike with any fists, don't see why things would be different, unless you can actually land 4 pods on the same turn.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Rampaging Carnifex





I run 10 pods in my list. 5 squads with powerfists (3 x 2 flamers, 2 x 2 melta), some termies, 3 (1 venerable) dreads with heavy flamers and a small meltagun squad. Course that's at 2000 pts, so not really the ideal Zilla playground.

I yet to have any problem with any bugs. I've not run into full on nidzilla list yet, but have run into a few with 4-ish monsters, and the number of monsters is not really a factor. It's whether you have enough genestealers to kill my squads in cover before they eat your big bugs with powerfists. And the stealers have to survive flamers on the drop first.

I wouldn't want to play your 1500 pt list suffice it to say, since my pod list loses most of its punch below 1850 (subtract one dread at 1850) by not having enough pods to overwhelm people.

   
Made in fi
Regular Dakkanaut




Hard to say really since I generally only play at 1500pts, its our tournament gaming level round here.

Still that did get me thinking, since pods can arrive anywhere those flamers could actually do alot of damage to the ravaners, stealers and gaunts normally behind a MC wall, making the fexs very vulnurable to the fists, still you would have to land right next to them to get any use from such short range weapons.

Still pods don't arrive all at the same time so I wouldn't be too worried, all speculation at this point, you haven't played a decent zilla list and I have yet to play a decent pod list.

Next tournament for me is next weekend, 2 days, 5 games. There is 1 all pod army roaming around, might run into it.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Still that did get me thinking, since pods can arrive anywhere those flamers could actually do alot of damage to the ravaners, stealers and gaunts normally behind a MC wall, making the fexs very vulnurable to the fists, still you would have to land right next to them to get any use from such short range weapons.

Tt would depend on what the player armed his units with. Many people overlook the flamers and go strait to plasma or melta. I think that is a mistake as flamers are still great againt MEq and plain nasty againt just about any other army. With the way the pods work its a rare occurance to not get the flamers in a prime location (nad rarer still to not even get to shoot them, though it does happen).

The pods are also good at blocking LOS and keeping you from overloading a unit with devourer fire.

Still, with the mobility and realtive toughness of the TMCs, I think it'd be a fun matchup that could go either way.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in fi
Regular Dakkanaut




Honestly the reason I didnt think pods where a threat was because I didnt really think people would be using flamers!

Wasn't untill I looked at the pod list on the previous page that got me thinking how vulnurable the stealers are against those flamers (heck mine don't even take carapace because I just like being badass with a 5+ save)

Whenever I thought of pod lists I just figured terminators with assualt cannons at near max range or plasma/melta squads.

Its the flamers that scare me, without the flamers those Pfists will no nothign as they will be eating ravaner/stealer rending before they get to strike, throw in those flamers and its a whole different story.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Rampaging Carnifex





I use a ton of flamers for ork and nid and Tau/etc defense (nids/tau make up about 1/2 of the tourney environment here, and there is at least one ork player every tournament). It makes me a huge spoiler in tournaments because with FoD and all those flamers, nothing that is lacking power armor can really put up much of a fight.

I do have some issues with space marine hordes, like Alpha legion, Chaos fighty armies, and Blood Angels, due to the lack of plasma. But usually I can focus fire enough to weaken their squads so that I can polish them off with 2-3 of my powerfist squads and a dreadnought.

Another huge thing that most people forget is that nids/raveners lose to marines in cover. The best you can do is striking simultaneous if I drop my dudes in cover. And then your stealers' initiative means very little.

Not gonna say I'd whomp you, but it'd be a much much tougher fight than most pod armies. Most people out here use plasma/melta too, but I'm the only pod army winning tournaments out here and there's a reason for that


   
Made in fi
Regular Dakkanaut




Interesting tactics, good to learn of some new tactics once in a while, you can't run into everything on the tabletop.

The Plasma Gun is a game altering force of unspeakable power 
   
 
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