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So, I haven't posted here in a while, but I'm back.
I've recently made a modified tyranid Godzilla list.... at 2000 points, it goes something like this:
22x Spine Gaunt
22x Fleshborer Gaunt
5x Ripper bases.
and then the big haus of a CC carnifex....
So, I got lots of wounds. I know it's a pretty munchy army, but I tone it down for friendly games, taking out a dakafex and some of te genestealers in favor of some Zoats, and I don't play as hard.... so it's fine with the guys I play with. But I use a different tactic - I line up my TMC's in a row, and put the stealers behind them, and use it as mobile cover. It works pretty well. I played against a shooty chaos army, with like 600000 missile launchers and 2 land raiders with TL lascannons, and didn't loose a TMC until turn two, in which case, my stealers where already ready to assault. So, I think it worked well.
But, it was suprising. Not everything worked like I thought it would. I'll explain.
Ripper bases - Sure these weren't the average ripper bases, costing something like 25 points each.... but dang! They assaulted a unit of 15 strong chaos marines, with a champion in terminator armor.... On my assault, I dealt something like 9 wounds, 5 of which were unsaved, while taking only 4..... I won the assault, and outran the chaos squad because of my adernal glands.... Crazy!
CC carnifex - This guys is a hauss.... 217 points or something like that.... every close combat upgrade I could give him. Last time he was out, he took out a daemon prince and chosen squad in terminator armor..... So I figured he would do the job. Yeah, lets just say that landraiders don't really like str 10, with an average of 10 attacks on the charge (Crushing claws), that get 2D6 armor pen.... It was horrible.
Shooting fexes - These guys' didn't do a whole lot.... I was kind of let down. I was hoping to get something good against the Land raiders, like destroyed or armament destroyed or something... maybe it was just my bad luck, but after 4 glancing hits, I had yet to do anything besides make the drivers mad.... Oh well.
Tyrants - Run of the mill tyrant, VC, ScyTal, EC..... did some ok Damage, mostly there for synapse.... but they do ok in combat as well.
Stealers - .... I don't know about them. Kind of squishy. THinking about testing out raveners, since I can garauntee their safe transport to the enemy (If I can't get there anyway, something has gone wrong)
Dakkafexesk - Same as always, drew lots of fire once they got in range and barffed out shots....
Overal, I had fun, and liked the general layout. THe gaunts died of course, but kept bolters off of me for a turn or two, which is fine with me. Gaunts don't do much to chaos marines anyway...
TSg.t Zakarius Clay
142nd Cadian, Stationed Planet Skyfall B
4th Brigade, 1st Battalion, 1st Co.
'The Pathfinders', Drop Team - 6
Pssst.... give me kudos....
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
And since you can't use tail weapons on a charge (due to them having stupid rules), the absolute most attacks you can get on a charge with a Carnifex is 10 (1 for charging, 1 for charging with tusks, 1 for Scything Talons, 6 from Crushing Claws, 1 from Bio Plasma)
If you feel that the Double TL Devourer Fexes are a letdown for you, try this configuration from the Dakka forums:
Spine Banks, Tail Weapon-mace,TL Devourers, Scything Talons
Sure it can only fire 6 shots, 2 of which only have 12" range. And the shots it fires only hit at 56%, not 75%.
But, these shot are still high-strength, still have and effect outside the charge range of the Fex and they can have twice as many close combat attacks as the 2xTl Devourer ones.
Hmm, they also attack at I10 versus troops in cover...
On the subject at hand, personally I find that relying on a d6 for my base attacks is risky at best and near suicide at worst. (since the fex already has two attacks, three with the scything talons you could put on him instead of the claws.) Beyond that, claws are rediculously expensive for what they actually do.
For the Dakkafex, personally I don't see any real advantage in in using the alternate configuration with the spinebanks. You shorten your range and get a whopping one extra attack in CC. The extra shots from having a second TL devourer is almost garunteed to get you more wounds than that, especially since it will fire once at 18 inches, once at 12 inches, and then once again before you charge the remaining 6. The talons will get one extra attack, it just isn't really worth it. And if you want to go simo into cover, it's what, a whopping 1 point to get flesh hooks. I just don't see any advantage to the spinebanks configuration for an elite fex.