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im not sure wether my team mate will play. blood angels imperial guard a baby armored company possibley allied daemon hunters saim hann, who knows...
here is the list
tyrant devourer venom cannon enhanced senses tox sacs
tyrant 2x scything talons toxic sacs adrenal glands both winged
carnifex 2xdevoures enhanced senses
carnifex 2xdevoures enhanced senses
carnifex venom cannon barbed strangler enhanced senses
sounds mean! im hoping my buddy plays an uber cheesy blood angels list composed of
cheap chaplain+death company
2 tac squads with un-equiped sergeants
8 man strong fast attack grey knights
or something like that... sounds pretty under handed!
tactics would be buddy hides behind my mcs during setup. 1st turn i advance he stays behind me or jumps into line of sight blocking cover. turn 2 hopefully flyin tyrant makes a charge possibly accompanied by death company! mcs fire the entire time. pretty straightforward!
we should slam most cc armies. im pretty sure with the output of shots ive got skimmers will be toasted! terminators deep striking would be in trouble from sheer number of shots, all those devourers! swarms could tie up my MCs way too easy, hmmm. bolter firing marines could provide some great swarm control.
i expect to encounter an eldar army that likes its wave serpeants and never leaves without a wraithlord that will be accompanied by a ultra marines force/daemon hunters. almost defineately gunna be a C'tanless necron list playing with some one, no fear there!
any and all advice much appreciated.
Last edited by purple40k; April 25th, 2006 at 19:35.
Not bad. If you're not going to give him Toxin Sacs, consider switching out the devourer for a twin-linked deathspitter. You'll be wasting some of the Tyrant's potential with a deathspitter, but you'll be hitting at a higher strength. Otherwise, toxin sacs and a barbed strangler > TL Deathspitter on a stompy tyrant.Originally Posted by purple40k
Try to get him some tyrant guard.Your points seem off to me.. Oooh, you didn't take Warp Field. Get this Tyrant Warp Field, stat! You'll need that 2+ armor save.Originally Posted by purple40kLooks fine.Originally Posted by purple40k
heavyDrop one of these for enough points to take two shooty 'fexes like the one below, and use the remaining points to get warp field for your Sky Tyrant, and at least one Tyrant Guard for the other.Originally Posted by purple40kSemi-solid... try to get him extended carapace (or, at the very least, Reinforced Chitin).Originally Posted by purple40k
i am gunna keep the 2+ off of the flying tyrant, ive played many a game where missile launchers have done things they shouldnt have to tyrants, but i rather like the idea of having 5 MCs!
on second thought ill see what my team mate intends to field first. if he brings 2 leman russes, exterminator and a flame tank of wonder, ill defineately keep all 5. i am meat shield! hehe.
i forgot to note the tox sac upgrade on the walker, already in the points.
ill be thinkin on the warp field upgrade today... especialy considering my 750 chaos alternative list includes 12 missile launchers 2 lascannons 2 plasma guns and a kai gun!
thanks again pop tarts you never fail to toast the top parts of my posts!
Hehe... don't think of it as a "toasting", think of it as an attempt to help you make as solid a list as possible for the points listed. Even if all my advice is ignored, if you've stopped for a moment and asked yourself "Hm, why am I bringing X?" and are satisfied with your answer, I've done my part.Originally Posted by purple40k