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Hey, i want to put together a shooty fex for the purpose of killing lightly armoured troops. i.e. guardsmen, orks etc. I'm definitely going to take the BS, but the other weapon i'm sure of. for me the two options are twin-linked deathspitters or TL devourers.
DS have more range, an ap, blast template and 1 more strength, but only one shot
Dev have 4 shots, shorter range, no ap and lower strength.
I'm inclined to go for the TL DS as it has ap and a template, but that mean i only get 2 shots in total from 1 fex. what do u use and what are u're opinions?
This is not the best idea. Being an old Tyranid player u should have swarms of gaunts to take out infantry. For heavier infantry then u have warriors next against their HQ and heavily armoured troops (such as terminators) u have hive tyrant or brood lord, Finaly u leave the carnifex for what it is ment for blowing up tanks. Anyway u should not have anything shooty about ure tyranids except for zoanthropes and biovores. In my old list eveything had just sything talons or rending claws and in used 2 packs of 3 zoanthropes for blowing things up. Finaly i had a Tyrant with just sything talons some wings and warp blast.
Laws are like sausages, it is better not to see them being made.
Otto von Bismarck
What?! 113 point fex's with 2x TL devourers and enhanced senses are great. Averaging about 6 wounds a turn to infantry, or 2 glances on a skimmer can be very effective. Or with a Tyrant you get 12 shots up to BS4, averaging about 9-10 wounds. Good luck saving all of those. Tailored right, the Nids can have quite an effective shooty force.Originally Posted by wastedinabattletank
But Marvus, to answer your question, I'd semi-agree with Wasted, give it a VC. This way you have the ability to take down tanks while still having good anti-light infantry with the BS. You'll also be able to stay further away to avoid being charged and locked in combat for a few turns.
I know this might not seem tactically sound or correct, but i don't like mixing the roles of a unit. i'm having an anti-tank fex so now i need an anti-troop fex. that's just my playing style. it give each unit a specific puropse, so i don't do the job half heartedly. it also gives me the option of leaving a fex out, so i won't be disadvantaged if i know the opponent. i can spend the points from the anti-tank or anti-troop fex somewhere else.
also, if i had one fex, and that dies i loose both anti troop and tank. by having 2 fex's it gives me double wounds and atleast one should survive for the majority of the battle.
on top of that i don't want to do any converting so the arms will fit on or look decent.
I disagree with wastedinabattletank but respect his opinion. Swarms will do it and so will many other things. So if you are going to feild a shooty carnifex anti do want it to be anti light troop, then go with the Barbed Strangler. Though I would suggest a vemon cannon these are great anti-tank support.
The following was an outstanding repsonce in the Thread "Broodlord and his BS skill"Originally Posted by PoptartsNinja
So why not run two tank-hunter 'fexes? That way, even if one goes down, you've still got something capable of fighting back against vehicles. You said it yourself, it's double the wounds so at least one should survive, and the Carnifex is really the only thing we have that performs reasonably well against "hard shelled targets".Originally Posted by Marvus
The Barbed Strangler is still decent against vehicles with strength 8, and, unlike the Venom Cannon, it can penetrate AV 12. So a VC/BS 'Fex remains viable. Even better, it means you don't have to bother with Toxin Sacs.
Yes it is ok as an anti tank weapon but no it can't score penetrating hits. Weapons with no AP can only ever score glancing hits.Originally Posted by PoptartsNinja
But still two strength 10 and one strength 8 shot is still enough to put many vehicles out of commission.
... only triumph could turn pooing his pants into a good thing..
these 2 weapons have an ap, BS ap5 and VC ap 4 but the VC can only make glancing hits on no open topped vehicles, so:
weapon_______vehicle open topped______vehicle non open topped
VC___________penetrating hits___________glancing hits
BS___________penetrating hits___________penetrating hits
Why does everyone make a fuss about not penetrating? Any glancing hits that you get are gonna mean that the tank is not doing something (i.e. shooting, moving). In the end, I think that any glacing result means that it's not shooting, cept for the immobilised, and you just lessen your chances of knocking it out (1/6 as opposed to 3/6). And by association, that leaves the rest of your horde being shot at less, which is always good. I hope that you'll take this into consideration when arming your 'fex.
"Did he just go crazy and fall asleep?" -Wash
Hive Fleet Invictus -- 3/4/0
Crimson Templars --
Tomb Kings --
take BS with DS enhanced sensors and TS and spine banks (or spore cysts watever allows u 2 make spore mines)