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I recently got my 5th fex and for a change of pace decided to go the CC route. But I have been wondering about whether or not to actually take him in my competative lists. I usually run 4 fexes in games above 1500pts (2 gunfexes and 2 dakkafexes) and I was thinking of exchanging one of my dakka fexes for my CC one. Now I'm very well aware that shooty fexes are FAR superior to CC ones but I'd like to add some flavor and different tactics to my tournie army. So keeping in mind that there are still 3 shooty fexes in a list would anyone take this;
Carnifex (131): Adrenal Glands (WS + I), Flesh Hooks, Mace Tail, Toxin Sacs, Toxic Miasma, 2 Scything Talons
Carnifex (133): 2-TL Devourers, Enhanced Senses, Reinforced Chitin, Spinebanks
"Dare to be Naive"
If someone helps you, or you just like what they say, rep them
This is where i have a major problem with gamesworkshop, They make the fex a new Model that looks awsome, give it all kinds of upgrades, lots of them CC upgrades and then when you look at it, a Cc fex is not very effective.
Moving 6 inches up the board every turn for 3 turns before the fex gets to see any action can be a major problem in competetive games, i myself often take a CC fex in 1500 pt games if i want to overload and go for 4 Mc's (1 winged hivetyrant, 1 VC tryant, 1 VC carni and the one CC carni is optional)
Problem is, a powerd up CC fex wont get into a early CC (if your opponent knows what hes doing) And if your fex does see CC early, is becuase it just got assualted by a pack of looned up Bloodclaws with 3 powerfists or something similar.
My advice...CC fexes are nice...if you keep them cheap in pts, they still add the FEAR FACTOR of an extra MC in your army, for some reason, they still get targetted more than your Ranged carnis, and make excellent fire magnets and..with 2+ save excellent shield, wall for first turn, parked infront of a unit of stealers blocking LOS
Hope this helps and good luck :yes:
Army of the heavens, my army waits in hell
To battle on the earth, for all the souls who fell
I love the 114 point CC fex. Give him scyths, WS adrenal glands, Toxic miasma, and flesh hooks. He draws lots of fire because he is a CC monster (even though he isn't that good), he hits most things on 3s and wounds (instant kills) them on 2s, he actually can scare enemy units out of cover (I don't know why, powerfist go at the same time anyways, and they are the only thing that kills him), He is moveable terrain, and most people think he is more threatening than 8 stealers with extended carpace (I don't understand why). If he is going to be a heavy choice I would give him the initative bonus, but he doesn't really need it...he is just a cheap guy that scares people.
A powerful close combat Carnifex is a mixed blessing.
It will if it reaches the enemy slaughter them but actually reaching the enemy is another matter. It is very good at intimidation and will always draw lots of fire in that sense if the enemy want s to waste all his guns on killing what he can avoid instead of killing what he can't avoid it's not bad at all.
Try cheap ones too they can lurk about and aren't so high a points cost that if you lose one or it doesn't get into combat it isn't yhe end of the world.
Also they are great against close combat armies like Worldeaters because the will probably end up in combat whether you like it or not. And Necrons who hop all over the place with Monolith portals and take a C'tan and so will be desperate to get it close so they can show you what it can do.
There are always people who scream that a heavy pure cc fex isn't worth it, that's their opinion andsome people listen to it but I don't and if you really like the idea you shouldn't either.
I have 2 of such monsters and currently working on 2 more and I never regretted making them.
Sure it's slow and will attract a lot of fire but do rememeber that not all armies out there are stand and shoot, a heavy cc fex will be murder against armies like orks or other cc based armies as they have to move towards oyu, I always get mine in cc on turn 2 or 3 and then they can cause so much damage, I've seen mine simply run an entire IG army off the table.
They may not always make their points back but they sure are fun to use and that is what matters in this game.
So my advice, if you really like then go for it, not eevrything in this game must get points back to be effectieve, just think of the psychological aspect of such a monster.
The psychological aspect of a CC Monsterfex is a great weapon in your arsenal. Even intelligent opponants who know better will waste shots on them from time to time, and if you keep a brood of leaping rippers as a screen to ensure an assault (Rippers assault 12", Carnifex stands behind the combat, rippers (probably) don't get wiped out, Carnifex charges on your next turn). It's a beautiful thing (hooray for Tar Pits!).Originally Posted by Dreachon
Last edited by PoptartsNinja; April 16th, 2006 at 10:36.
If you can spare the points, I'd say the +1 T upgrade is a good thing to give a cc fex. It makes it more survivable against things like powerfists and missile launchers, weapons that wuld commonly be used against it. I'd say it'd be more useful then toxin sacs, and likely more useful then AG-I, though I'm not sure about that. But regardless, it's a big help if your opponents use a lot of s8 weapons (powerfist, missile launchers), s7 weapons (plasma), or s6 weapons (starcannons). It also annoys any s3 things as they can't hurt it. Of course lascannons still blow it apart like any other fex, but at least you don't have to worry as much about missile launchers and power fists, right?
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
i commonly use a CC fex as well. the monster fex is a FANTASTIC fire magnet against missions where the opponent has bunkers. i have personally gotten a SM army to waste 2 ENTIRE rounds of almost 100% of thier firepower and NOT kill it. tell me if its worth 200 points in a 1850 army to have the rest of your army not get shot at while they rush the enemy?. and yes id absolutley advise taking the +1T upgrade for then i think it is 15/20 points. almost every standard weapon needs a 6 to wound and heavy weapons aren't guaranteed to wound either at t7. tho lascannons =( well they could still miss right?