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tbh the only thing that interests me about the ol' nids is the huge carnefixs (that are now plastic and look VERY fun to put together) stomping across the board and causing mayhem
seeing as tho im going to be buying one of the ol carnydudes or three (probably 3) tommorow at GW i want to know how i will be arming the lil beautys
because when i make them i'd probably put the wrong weapons on them and end up regretting it and stuff
now ive played a few armys in the paster (space wolves, imperial guard, dark eldar) so i know that some weapons and units are considered worthless and overpriced and that there are certain things that most people dont take (scourges for example.. just too overpriced for what they do) so can someone tell me what a decent nid godzilla list would look like?
what are the upgrades i should take for my carnies?
are there any stupid things to take?
thanks in advance peeps
-SONS of RUSS member-
Exiled until 5thED redo...
Well, here's the general loadout for the more popular carnifexes, though you can search them and find them in the forum. I agree with you, I'm going zilla myself.
The big ones, and look for zerling's post on carnifexes for more info, is the following:
Dakka Fex (+1BS, 2x TL Devourers) - 113pts (good for elite choices when at 1500 or above).
Gunfex (+1BS, +1Sv, Barbed Strangler, Venom Cannon) - 163pts (36" range and high str shots).
Talon-Fex (dunno the name everyone gave this one) (+1WS, +1I, 2 Scything Talons) - 111pts
Baitfex - Kinda like the pizza with everything on it. Basically all the trimmings, to long to list - 200+ pts.
Thats the 4 I remember, I really only use the 2 shooty, since it takes forever for them to get into CC.
Again, look up zerling's post about carnifexes, its a great guide also.
EDIT: Here's the link:
Last edited by Paladin2ez; April 8th, 2006 at 21:06.
The truest form of tactical prowess is to make your enemy smile happily as they walk into your trap.
Hug a genestealer today!
There are plenty of fun combos for Carnifexes, and almost anything can be effective, so I'll just give some general advice.
Shooty Carnifexes tend to be more cost effective than assaulty ones.
Spore Cysts are a bigger danger to your force than the enemy's, thornback generally isn't worth the points, but spine banks is actually very good as it doesn't count as a weapon symbiote (so can be fired in addition to any weapons fired).
Twin linking weapons isn't cost effective (but taking two twin-linked weapons can be).
Avoid the TL deathspitters... you lose a lot of firepower when you take them, because of their reduced number of shots.
2x Devourers and enhanced senses makes for a nasty elite Carnifex.
the barbed strangler / venom cannon / enhanced senses combo makes for a great long-range weapon... it makes the Carni a threat from turn one.
Assault carnifexes are easily avoided, but if you can get them stuck in they're particularly nasty.
Leaping rippers are -awesome- if you keep them near an assaulty carnifex. They're the same speed, provide numbers and a wound shield, and a twelve inch charge range to immobilize an enemy unit so the Carnifex can charge it (and they have the same initiative as the carnifex, so they won't be removing any models from base contact).
Make sure your carnifexes fulfill a definite role... specialize them. Don't mix CC and shooting, you'll just waste points every turn. (If you're shooting, CC biomorphs are wasted. If you're in CC, shooting biomorphs are wasted).
If you have the modeling skills, I'd see about investing into some magnets. That way you can swap the arms around until you find a combination that works for you.
What type of enemies do you normally face? That often dictates how you build your army.
The Gunfex is often considered the most potent of them, since it's your only reliable, consistent anti-tank in the Codex. Zoans are okay, but the slow speed and short range of their Warp Blast makes them sub-par. Flying Tyrants work well, though often times they're busy either marshalling the troops or tying up nasty enemy units. The Gunfex however becomes useful on turn one. Remember that your goal isn't to destroy the tank (though that's desirable) but instead to shake or stun it. Other 'Nids can then move in to finish it off.
Gunfexes are also nice to have since they're not dedicated anti-tank units. With the Barbed Strangler you have an anti-infantry role as well, so they're not wasted points.
Devilfexes are the most cost effecient of all the Carnis. They wreck Skimmers and light tanks and destroy infantry with a large amount of high strength shots. People balk at the AP value, but remember one guiding rule of 40K - anything dies if you throw enough shots at it.
Are you considering Close Combat Carnis at all?
Look into the hybrid fex if you arn't ready to make a full CC comitment. The hybrid fex is a great choice and is often overlooked. I usually run 4 fexes in my lists above 1500pts and I have no doubt that shooty fexes are far superior to CC ones. But in games above 1500pts a Hybrid fex can actually be very useful. Equip it with a venom cannon and some nasty CC biomorphs and you have unit that can deal with pretty much anything. Yes it can run high in points if your arn't carfeul, but they do provide very useful anchors to your line. While I would be very hesitant to run one of my gun or dakka fexes into combat, I have no problem charging my hybrid fex headlong into anything but genestealers. The one I use usually goes as follow:
Carnifex (187): Enhanced Senses, Adrenal Glands (WS + I), Mace Tail, Flesh Hooks, Bonded Exoskeleton, Reinforced Chitin, Scything Talons, Venom Cannon
Ya its slow but can eat pretty much any unit alive. Its absoultey fantastic for holding table quarters and is usually well worth its points.
One of my principle reasons for taking such a unit is that 2 gunfexes is not very effecient. After turn 3-4 when most vehicles are dead, and combats limit shooting choices, 2 gunfexes can often turn into expensive lawn ornaments. The hybrid fex on the other hand is useful in every turn of the game. I'm not saying every list needs such a unit, but it is one that is often overlooked.
"Dare to be Naive"
If someone helps you, or you just like what they say, rep them
if you dont mind whating to put them together get some rearearth magnets to hold the arms on
i did hear is the web page and what i have done with them