Flayed ones claws - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member visseking's Avatar
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    Flayed ones claws

    I came to think about the flayed ones. They obviosly have two sets of claws, and therefore should get a bonus attack in close combat. But the codex doesn't state claws as a dedicated close combat weapon.
    Question is, would it be possible to pull it off?


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  3. #2
    No Life King Alzer's Avatar
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    No.

    We've had about...6 threads about this I believe. It never says "counts as two CC weapons" so there is not an extra attack. Be happy with the amount they already get.

  4. #3
    Senior Member visseking's Avatar
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    Seems fair enough. It would be awesome if i was right though Thanks

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    Flayed ones are pretty stink, not even rending or anything!!!!

  6. #5
    Senior Member visseking's Avatar
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    Flayed ones are pretty ok. They can't fight other cc specialists very good, but they can kill most units thats plain Meq or less.

  7. #6
    No Life King Alzer's Avatar
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    Depending on the army you face, flayed ones can be brutal, a medium-sized squad, infiltrated can absolutely shred tau, imperial guard, and eldar troop squads, and does decently well at taking down heavy weapon teams. Flayed ones are more like commandos than some sort of hulking barbarian warriors, they do well in small-medium squads striking key elements of your opponent's force. Just keep them away from heavy combat squads.

    Granted this is not the point of the thread...*will stop tangent now*

  8. #7
    Senior Member visseking's Avatar
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    I could start one...

  9. #8
    Member *Monsterman*'s Avatar
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    I know it is not a question concerning the Flayed Ones' attack, but, can anyone give me some advice in using Flayed Ones against shooter armies, i.e., should I Deep Strike them, Infiltrate them, etc.. (Please bear in mind that they are a MUST in my army, since they are my favorite 40k models so far! )

  10. #9
    No Life King Alzer's Avatar
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    I prefer to infiltrate them myself, deepstrike can end up being far too risky, and with infiltrate you are pretty well assured a second turn charge with the flayed ones. Alternatively you can outflank them. Squads of 4-6 tend to be best.

  11. #10
    Member *Monsterman*'s Avatar
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    Yay! and if i manage to get them into some cover-providing terrain (woods and stuff), they can charge without much difficulties thanks to Move Through Cover!
    4-6 you say? Hmm...I always though a full 10 "man" squad would be best, but I'm sure you know better!

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