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Tyranids The Great Beast Has Come; The Devourer of Worlds.

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Old June 20th, 2007, 20:37   #11 (permalink)
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Species: Carnifex
Species name: Berserker Beetle
Bioweapons: Scything Tallons, Crushing Claws
Biomorphs: Acid Maw, Adrinal Glands (WS & I), Bonded Exoskeleton, Extended Carapace, Flesh Hooks, Implant Attack, Regenerate, Reinforced Chittin, Mace Tail, Toxin Sacs, Toxic Miasma, Tusked.
Total Cost: 262
Tactical Advise: Due to the "Greater Deamen" like profile this monster is the most heavy thing in my army. Its the kind of carnifex that makes people shit themselves. Or at least start cussing at you. Anyways we'll start at its CC features, When it charges it gets 2 attacks with the Tusked biomorph, And one for mace tail, and another for scything tallons, and add 1d6 for crushing claws, this is some place between 5-10 attacks. In Addition it has the Toxic misma biomorph this means it hits on a 3+ instead of your 50% chance 4+. Then after that you get to hit on a S10 attack, and you can re roll your missed attacks. after that you enemy gets to roll there save rolls .... sike, its a monsterous creature, unless they have invoulnerable saves its time for them to get swalled up by all the rippers jumping around.
Extra Notes: Thanks to the Reinforced Chittin, it has an extra life and on top of that it has an increased tougness making it nearly impossible to wound - in fact impossible to wound for S3 weaponry. Plus it regenerates and with any luck you'll get one back, but if The Devil is on your side you should get about 3. Then on top of it all it has (I)2 ... lol ... well at least its one step ahead of thouse damn power fists. Sure it costs alot of points, but it'll force your opponet to either shoot at it, or shot at thouse stealers that are scurring acrost the field.



Last edited by Karmoon; June 29th, 2007 at 11:15. Reason: minor changes
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Old June 28th, 2007, 22:35   #12 (permalink)
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Species: Hive Tyrant
Species name: Flyrant
Bioweapons: Lash Whip, Bonesword, Scything Talons
Biomorphs: Wings, Toxin Sacs, Adrenal Glands (I), Toxic Miasma, Warp Blast
Total Cost: 156
Tactical Advise: Used for destroying command squads and vehicles. Also can be used as a great flanking unit.
Extra Notes: When used with a a small squad of flying CC warriors, it tears through practically anything. It also can keep up with those swarms of gaunts so they stay in synapse range.

Papa K : Points costs are WAY off for this baby. Try 191 points.

Last edited by Karmoon; August 2nd, 2007 at 11:55.
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Old July 4th, 2007, 07:57   #13 (permalink)
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Species: Tyrant
Species name: Super Flyrant
Bioweapons: Scything talons x 2
Biomorphs: Adrenal glands (WS), Extended Carapace (or Warp Feild if you've got lotsa points to spend), Winged. Warp Blast
Total Cost: 190 pts with Warp field, 180 pts with Extended Carapace.
Tactical Advise: Fly forwards as fast as you can and rip small heavy units to shreds, works well with support.
Extra Notes: Ive nicknamed this build for my tyrant the immortal flyrant because with this build the most wounds my flyrant has been down to was 1 wound because of an army of terminators (20 to be exact) =P
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Old July 4th, 2007, 23:21   #14 (permalink)
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Quote:
Originally Posted by Lyssander View Post
Species: Tyrant
Species name: Super Flyrant
Bioweapons: Scything talons x 2
Biomorphs: Adrenal glands (WS), Extended Carapace (or Warp Feild if you've got lotsa points to spend), Winged. Warp Blast
Total Cost: 190 pts with Warp field, 180 pts with Extended Carapace.
Tactical Advise: Fly forwards as fast as you can and rip small heavy units to shreds, works well with support.
Extra Notes: Ive nicknamed this build for my tyrant the immortal flyrant because with this build the most wounds my flyrant has been down to was 1 wound because of an army of terminators (20 to be exact) =P
The only major problem with this is that a Tyrant Can Not take Wings and Extended Carapace. But It Can take the Warp Field and Wings at the same time. Other than that this sounds like a great Tyrant build. A tip for all thouse terminators is to take all some stealers and keep a Walking CC tyrant. With its Higher (I) it usualy strikes before the power Fists and If you give it AG (I) it'll hit before thouse Sergents and such. And to top it off you have a good load of stealers with him so They can get in there with there rending ability and force the Invulnerable save.
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Quote:
Originally Posted by Abraham Lincoln View Post
Tyranids are so pumped up with the power of their psychic connection to the Hive Mind that they sustain horrific wounds... except for some psychic weapon, which is apparently stronger than the collective consciousness of the entre Tyranid species! =D

Last edited by Karmoon; August 2nd, 2007 at 11:51.
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Old July 15th, 2007, 09:16   #15 (permalink)
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Default BansheeFex: Warning Experimental

Okay this ones my 1st attemptfor a fex and i've got high hopes

Species: Carnifex
Species name: BansheeFex
Bioweapons:2X Scything Talons
Biomorphs:Adrenal glands (ws), Bio plasma, Bonded exoskeleton, Exended carapace, Reinforced Chitin, Spine banks, Mace Tail, Toxin sacs, Toxic Miasma, Tusked.
Total Cost:141Pts
Tactical Advise:get it to a tank and watch the crew cry.
Extra Notes:this is intended to be a tank/hero hunter and a troop slayer.
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Old July 23rd, 2007, 08:30   #16 (permalink)
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Default Attakkafex (143 pts) and Old One Eye (189 pts)

Species: Carnifex
Species name: Attakkafex
Bioweapons: Scything Talons, Crushing Claws
Biomorphs: Tusked, Mace Tail, Adrenal Glands (WS), Toxin Sacs
Total Cost: 143 pts
Tactical Advise: On the charge, as many as 10 attacks at S 10. Tanks become tin cans just looking at this thing.
Extra Notes: I haven't played with this yet, but there's a good chance it will never perform as well as it does on paper. Mostly this was an exercise to see how many attacks a single creature could have. More defensive upgrades (T, W, Sv) could be given to keep him alive, but chances are you'll find that many attacks is just overkill.

Species: Carnifex
Species name: Old One Eye
Bioweapons: Scything Talons, Crushing Claws
Biomorphs: Regenerate, Adrenal Glands (WS and I), Toxin Sacs, Extended Carapace
Total Cost: 189 pts
Tactical Advise: For everyone with the old model. Same stats/abilities, just more expensive.

Last edited by ImJasonH; July 27th, 2007 at 06:20. Reason: added title
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Old September 4th, 2007, 11:48   #17 (permalink)
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Default The Scariest CC Fex EVER!!!

Species: Carnifex

Species name: Old Stompy / KKND Fex /People kinda look at the point cost Fex

Bioweapons: Crushing Claws, Scything Talons

Biomorphs: Adrenal Glands (+1 WS), Bonded Exoskeleton, Ext Cara (+1 Sv), Flesh Hooks, Regen, Reinforced Chitin, Mace Tail, Thornback, Toxin Sacs (+1 S), Toxic Miasma, Tusked, Acid Maw, Implant Attack

Total Cost: 271 pts

Tactical Advise: If your after some good old fashion crushing, killing, maiming, eating etc. This is your fex. He is almost impossible to kill when u run him in COD, or move him through Terrain. On an optimum charge, this bad boy gets a good 10 S10 Attacks.
Normally at Terminators, or anything in cover and any armour you want to kill.

Extra Notes: This guy soaks up most AP2 S6+m guns. He is an awesome way to split the oponents forces. Drop him last out of your heavy choices. So he makes his points back. Can strike at Initiative 10 (IN COVER). Use generally in 2000pts or more battles for most effect. (I have this fex. modelled etc. Just send me a pm and I'll upload the pic online)
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Old September 4th, 2007, 19:22   #18 (permalink)
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A very important note on Carnifex Tail Weapons: You can NOT use them in the first round of the combat if the Carnifex charged, as you can't[ start that Assault phase in contact with enough enemy models! Besides, the way the rules for charging go also usually means the 'Fex would be unable to make base contact with more than one model.

And just as a general pointer... Any enemy worth their salt will just ignore a slow and very expensive boosted CC 'Fex and concentrate on turning the rest of the Tyranid army to mush. After more important targets are pasted, they can focus on the 'Fex that's still truddling towards them. Thus I think people would be doing themselves a big favour if they forget CC 'Fexes altogether as you already have far more capable (and faster) creatures for that. If insisting on a CC 'Fex, 2x ScyTal with ToxMsm, AG WS and FlsHks is cheap and effective, and you can usually get two for the price of one insanely boosted 'Fex! That's two separate targets, a pile of wounds and a high number of attacks which aren't reliant on your dice-throwing skill.

I can't understand the deal with CrsClws, unless people have loaded dice or are otherwise very lucky with their rolls, as on the average you aren't dishing out enough attacks to have a significantly better result than the considerably cheaper 2xScyTal.
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Old September 20th, 2007, 03:01   #19 (permalink)
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Quote:
Originally Posted by Uzi-99 View Post
A very important note on Carnifex Tail Weapons: You can NOT use them in the first round of the combat if the Carnifex charged, as you can't[ start that Assault phase in contact with enough enemy models! Besides, the way the rules for charging go also usually means the 'Fex would be unable to make base contact with more than one model.

And just as a general pointer... Any enemy worth their salt will just ignore a slow and very expensive boosted CC 'Fex and concentrate on turning the rest of the Tyranid army to mush. After more important targets are pasted, they can focus on the 'Fex that's still truddling towards them. Thus I think people would be doing themselves a big favour if they forget CC 'Fexes altogether as you already have far more capable (and faster) creatures for that. If insisting on a CC 'Fex, 2x ScyTal with ToxMsm, AG WS and FlsHks is cheap and effective, and you can usually get two for the price of one insanely boosted 'Fex! That's two separate targets, a pile of wounds and a high number of attacks which aren't reliant on your dice-throwing skill.

I can't understand the deal with CrsClws, unless people have loaded dice or are otherwise very lucky with their rolls, as on the average you aren't dishing out enough attacks to have a significantly better result than the considerably cheaper 2xScyTal.
You the thing about the people that I play with generaly can't kill my swarms and hordes of creaturs dasing acrost the board, sure they aim at my stealers cuz the carnifex is slow, but the stealers just move to damn fast for them to kill. and even if they do the carnifex is in chageing range by then. and once he is, he makes mencemeat out of everything. Plus generaly speaking gaunts are NEVER effective in CC I've only ever had then be usuful for tying up people in CC. and then hitting it with stealers. So if I want to win CC I take my burserker beetle to smash threw anything. And yes there are good shooty fex's but the best guns and usual;y the most important ones don't work ... I have to get a 4 plus to even get the gun to work, where as I need a 3 in CC. idk I just prefer to smash people with my bloody claws and fangs rather than hide in the back shooting ...
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Originally Posted by Abraham Lincoln View Post
Tyranids are so pumped up with the power of their psychic connection to the Hive Mind that they sustain horrific wounds... except for some psychic weapon, which is apparently stronger than the collective consciousness of the entre Tyranid species! =D
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Old September 22nd, 2007, 22:37   #20 (permalink)
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Species: Tyramt
Species name: Flying Ninja
Bioweapons: Bone Sword And Whip Lash x2
Biomorphs:
Winged Adrenal Glands(I) Toxin Sacs Warp Field
Total Cost: 200
Tactical Advise: Fly in and Let Loose
Extra Notes: Kill your enemies fast and be swift like a flying Ninja Tyrant
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The Tyranid Hive - Tyrant/Carnifex Variants and their proper names This thread Refback January 23rd, 2008 15:12

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