Welcome to Librarium Online!
This list is designed to be both fluffy and combat effective. I'm not really looking to make major changes, but comments, critiques, and questions are certainly welcome.
"The Unnamed Horror"
Hive Tyrant w/ 2x Twin-Linked Devourer, Enhanced Senses, Toxin Sacs, Toxic Miasma, Wings, and Warp Field - 202 points
2 squads of 13 Gaunts w/ Spinefists - 130 points
2 squads of 5 Rippers w/ Spinefists, Enhanced Senses, Leaping, Toxin Sacs - 200 points
1 Zoanthrope w/ Synapse Creature, Catalyst - 50 points
1 Carnifex w/ Venom Cannon, Barbed Strangler, Reinforced Chitin, Enhanced Senses, Flesh Hooks - 169 points
1 Carnifex w/ 2x Scything Talons, Acid Maw, Adrenal Glands (I), Adrenal Glands (WS), Bonded Exoskeleton, Extended Carapace, Flesh Hooks, Regenerate, Reinforced Chitin, Symbiote Rippers, Thornback, Toxin Sacs, Toxic Miasma, Tusked - 249 points
Total Army Cost - 1000 points
I had actually intended for those Spinerippers to have Toxin Sacs... I dunno why I added Extended Carapace instead. o.O
Last edited by PoptartsNinja; June 26th, 2006 at 17:38.
I would change these guys a little by adding +1S this will increase the cost by 30 points which against IG increase the number of wounds to 24 from 18 or a 33% increase for a 16.7% cost increase. And against SM 18 wounds instead of 12 which is a 50% increase. I would also consider losing the Extended carapace as most basic weapons will still ignore a 5+ save. this gives your army a points increase of 20.Originally Posted by PoptartsNinja
On a side note you could probably split these guys up into two groups as they are quite deadly with 35 attacks on the charge.
The Str4 also allows you to attack the backs of most tanks and inflict glancing if so required.I would lose the symbioterippers, toxin sacs and Acid Maw to save points and the Miasma off the Tyrant.Originally Posted by PoptartsNinja
TO justify my choices the rippers don't do anything really, so are easily able to be gotten rid of. Str 9 for almost all situations is = to str 10 and against tanks str 9 +2d6 should be enough. Acid Maw was the hardest as it is practically makes every hit wound on the charge. and for its cost its awesome on a CC carni however it was either this or the extra I alternatively
you could remove thorn back and rippers and fleshhooks and toxin sacs and give him spinebanks. This would put you bakc at 1000 points
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I would think keep TM on the HT unless you need to skim a few points or so since it can really help sometimes (space wolves blood claws come to my mind at the moment) though really depends on your oppenent on how usefull it is.
As Carnifexus said probally should drop the EC and go for TS as it is a lot more usefull though they can become big targets for your enemy so make then in two 5 man sqauds or two 3 man and one 4 man squads to lower casulties.
IMO keep thornback and flesh hooks as they are much more usefull for a CC fex then spinebanks plus the 20 outnumbering is very usefull against fearless units though not so good against non fearless units. Though as Carnifexus said acid maw probally isn't the best for a fex since he already will wound most oppenents on 2+ and their aren't that many units with 5 T and mutiple wounds (though if in your area you do probally keep it then).
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
I would agree wholeheartedly usually but i needed to get the 20 points from somewhere so i took 6 from here. The reasoning was that its only really effective against WS 3 opponents and generally he doesn't need the help here. for weapons skill 5 and or 6 opponents the adrenaline glands are jsut as good and cost 2 points less.Originally Posted by Lictor1989Yeah superb point I was thinking it, when i read your post I looked thru mine and I guess I forgot to put it in.... Whatever hes completely right 2x5 > 1x10Originally Posted by Lictor1989UNfortunately I needed the points for the spine rippers 20 points so the bottom option loses hooks off both carnis, thornback, rippers and toxin sacs and adds spine banks which removes 20 poins enough to get the converted spinerippers.Originally Posted by Lictor1989
Also I think your thinking of toxin sacs not acid maw. I think acid Maw is quite worth it on a carni for the cost.
I gave two approachs to taking off the 20 points depending on what biomorphs poptarts was more attached if he wanted to take my suggestion.
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