Warpshadow.com

An unofficial discussion board dedicated to the Tyranids of Warhammer 40,000 (tm Games Workshop)
It is currently Mon Oct 21, 2019 3:45 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 21 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Wed Jun 11, 2014 12:36 pm 
Offline
Medium One
User avatar

Joined: Tue Apr 05, 2005 6:38 pm
Posts: 254
Location: Grimsby, England
Worth a mention for zoanthropes? While they haven't got better with the new rules (other than free dominion), their strength 10 ap 2 shots are more valuable thanks to lack of other low ap shooting and high strength in general. While they will find it harder to cast (will probably need to throw 4 dice to have a good chance of success) needing 2 or more 6s to deny the witch means the power will be less likely to be blocked by a rogue 6. I'd definitely go for a group of 3 so when you do get the power off you get three chances to hit and penetrate.

The main issue is keeping them alive. Even with the 3++ they are pretty vulnerable in mu experience. If possible keep them out of LOS first couple of turns, or at least stick them behind something scarier, like a carnifex brood. At least the models are nice and slim so it's easy enough to hide them behind tall terrain features. It's worth remembering that only one of the zoes actually 'fires' the shot, so you can usually get a nice shot while the other two are cowering behind something.

_________________
Real men have 6+ saves!


Top
 Profile  
 
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Wed Jun 11, 2014 12:51 pm 
Offline
Hormagaunt

Joined: Tue Jan 14, 2014 4:55 pm
Posts: 125
Location: U.S.
Good pont with hiding the zthropes.


Top
 Profile  
 
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Wed Jun 11, 2014 7:07 pm 
Offline
Zoatibix
User avatar

Joined: Sat Oct 06, 2007 3:34 pm
Posts: 343
Location: Vancouver, Canada
In addition, zoeys can now use Warp Blast and still run, so if the dice gods are kind you can engage in pseudo-Tau JSJ behaviour. :)

_________________
Niall
Hive Fleet Manticore
So many bugs to paint and play with, so little time...


Top
 Profile  
 
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Wed Jun 11, 2014 8:44 pm 
Offline
Hormagaunt

Joined: Tue Jan 14, 2014 4:55 pm
Posts: 125
Location: U.S.
HiveFleetManticore wrote:
In addition, zoeys can now use Warp Blast and still run, so if the dice gods are kind you can engage in pseudo-Tau JSJ behaviour. :)

Same for a Flyrant if you roll Warp blast. Could be a situational boon.


Top
 Profile  
 
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Thu Jun 12, 2014 5:15 am 
Offline
Medium One
User avatar

Joined: Tue Apr 05, 2005 6:38 pm
Posts: 254
Location: Grimsby, England
HiveFleetManticore wrote:
In addition, zoeys can now use Warp Blast and still run, so if the dice gods are kind you can engage in pseudo-Tau JSJ behaviour. :)


Good catch! I hadn't noticed that one, that's a lovely sneaky little move to try out...

_________________
Real men have 6+ saves!


Top
 Profile  
 
 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Sat Feb 21, 2015 9:23 am 
Offline
Little One
User avatar

Joined: Sat Feb 21, 2015 8:43 am
Posts: 130
...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page Previous  1, 2

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron

Web Design for Warpshadow.com by SMIS Ltd.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group