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Thread: Tyrant and Carnifex build reference file

  1. #21

    Species Carnifex
    Species Name =Clasified=
    Bioweapons Crushing Claws, Scything Talons
    Biomorphs Adrenal Glands (WS & I) Mace Tail, Bioplasma, Extended Carapice
    Total 166
    Tactical Advice Roll right through the enemie with D6+3 Str 9-10 attacks. I prefer Bioplasma to tusks because you get the extra attack every turn, and at I4 which means one less attack back on your carnie

  2. #22

    Quote Originally Posted by Bubbaganoosh View Post
    Species Carnifex
    Species Name =Clasified=
    Bioweapons Crushing Claws, Scything Talons
    Biomorphs Adrenal Glands (WS & I) Mace Tail, Bioplasma, Extended Carapice
    Total 166
    Tactical Advice Roll right through the enemie with D6+3 Str 9-10 attacks. I prefer Bioplasma to tusks because you get the extra attack every turn, and at I4 which means one less attack back on your carnie
    just make sure you understand that if the T of the defender is 6 or higher, they still get there save roll.
    Hive Fleet Toraques:3000 pts and growing
    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

  3. #23

    You always get an armour save against bioplasma.
    toughness is irrelevant in this case.
    if the wound is not saved then you go and check whether the S of the attacker was double or more of the T of the defender (if it is of any relevance; multi wound model).

  4. #24

    Unless you equiped your carnifex with rending claws, which makes your bioplasma rend on a roll of 6 - no armor save for rending.

  5. #25
    Son of LO Uzi-99's Avatar
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    88

    Quote Originally Posted by Bubbaganoosh View Post
    I prefer Bioplasma to tusks because you get the extra attack every turn, and at I4 which means one less attack back on your carnie
    --- You are aware that this can possibly be extremely detrimental to your CC 'Fex?

    1. You can't really get more than one enemy model in base contact when charging, unless enemy has Counterattack.

    2. If your opponent is lucky and the 'Fex manages to kill a model with BioPls, a smart enemy removes the only model in base contact. This means your 'Fex now loses the rest of its attacks as it is no longer engaged once its regular Init turn arrives. Even if the 'Fex wins and the enemy fails Morale, you can't sweep as you're not in base contact.

    See 4thEd:
    P37, left column, second paragraph, "Start the charge by moving..."
    P39, left column, "Who Strikes First", second paragraph, line seven, "A model will only fight..."
    P43, "Sweeping Advances & Consolidation", left column, second paragraph, "If the falling back unit..."


    This is also why I don't think Tail Weapons are such a hot idea on an Init-boosted 'Fex... Not that I'd particularly like them even with basic-I 'Fexes. See my commentary on the previous page about TailWpns.
    "The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."

  6. #26

    You can always choose not to attack with bioplasma on the charge, then use it as an extra attack in the succeeding combat turns.

  7. #27

    or you could let them take the one model and then do your 6" pile in move. Then the enemy has to make a moral cheak because they just lost in CC and depending on how big the squad was and what your carni has on it you might get a -1 on there leadership. then they might fall back & then you might be able to sweeping advance them if you sat there and explained all of that to your Adversary, my they might not decide to take that one model who is in base contact.

    Anyways what I'm saying is that the 6" pile in mean that een if they do take that one model, the carni will still be in CC at the end of the turn.

    Anyways this is getting erelivent. We should prolly have a mod clean up this thread a little bit, or posably pic out a few Carni make ups, and make an index. We all know whats gunna be at the top ... "Sniper fex!"
    Hive Fleet Toraques:3000 pts and growing
    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

  8. #28
    Son of LO Uzi-99's Avatar
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    88

    Quote Originally Posted by Bringer_of_Acid-Death View Post
    or you could let them take the one model and then do your 6" pile in move.
    --- Doesn't work that way: pile in is only used to get models into base contact if the combat would continue as it happens after Morale and Sweeping&Consolidation.

    This is how it goes, by the book:

    1. Bio-Plasma hits and wounds, enemy fails saving throw, opponent chooses the only model in base-to-base as casualty.
    2. Any attacks at a later Init phase are lost, as the 'Fex and the opposing unit are no longer engaged.
    3. If the 'Fex inflicted more damage to enemy than enemy to 'Fex, enemy needs to roll for Morale.
    4a. If enemy succeeds, then the locked units pile in to become engaged again.
    4b. If the enemy fails, then they fall back. The 'Fex can only consolidate, as no enemies remain in BtB contact.

    I also don't see any competent opponent refusing to remove the model in BtB contact even if it worked the way you thought it did, as they'd only give the 'Fex more chances to deal damage and break the opposing unit.

    And yeah, this is irrelevant for the most part of this thread so any continuation should happen elsewhere.
    "The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."

  9. #29
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    117

    Bronto scorpius

    Species: Carnifex.
    Species name: Bronto scorpius. (thunder scorpion)
    Bioweapons: Crushing claws and scything talons.
    Biomorphs: Adrenal glands for WS and I, toxin sacs, implant attack, scythe tail, flesh hooks, tusked, bonded exoskeleton, reinforced chitin, regenerate, extended carapace.
    Total cost: 253.
    Tactical advise: A very large and threatening model. It is best used in two basic ways. Obviously for basic mass destruction. When effort has been made to convert it and show as much of it's weaponry and biomorhs as possible it will get attention. In this case it is large and very threatening. The idea is to have an opponent over estimate it and flee before it or use all thier weapons to destroy it and ignore all else. The second method is to lure in big-shot independent characters to fight it. Basically it acts as a magnet, drawing in all attention and letting your swarm get to work. Secondly it works in taking objectives and closing in on vunerable targets, typically of the slow and static shooting variety. It also possesses a fair amount of excentrics such as the scythe tail and implant attack which can be exploited.
    Extra notes: A very pricey expense and best used in larger games and when a clear idea of what it will do exists in your head.

    Last edited by Leech; January 18th, 2009 at 00:29. Reason: 5th edition changes to rules.

  10. #30
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    Quote Originally Posted by arcticsnake View Post
    Unless you equiped your carnifex with rending claws, which makes your bioplasma rend on a roll of 6 - no armor save for rending.

    Bio-plasma doesn't get rending.


    ------------


    Species: Tyrant
    Species name: C'thulu (The sleeper)
    Bioweapons: (var1) 2* Scything talons (var2) Barbed strangler and TL Devourer
    Biomorphs: (var1) Wings, toxic miasma, AG (both), Acid maw, Flesh hooks, Symbiote rippers, Toxin sacs.
    (var2) Enhanced senses, Extended carapace, Toxin sacs.
    Psychic power: Psychic scream
    Cost: (var1) 194, (var2) 172
    Tactics: (var1) Charge in and break their squads, you'll rape them in close combat, they'll do piss all, you'll outnumber them and they get an extra -1 modifier for Psychic scream, probably averaging out to -3, which will lead to a sweeping advance (except vs space marines).
    (var2) Get within 18" and shoot the squads, which will likely lead to pinning or running away, in either case, they aren't a problem in the next turn, and if they regroup you can shoot them more, or they'll be useless due to injury.
    Extra notes: Var1 is fast synapse.

    PS: var is short for variation.
    Last edited by Winterous; October 31st, 2007 at 08:03.

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