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I have a complete new Carnifex box, as well as another box that has all the biomorphs but the Sything talons and the acid maw.
I want a WYSIWYG shooty carnifex. A really mean one, the type you should always take.
What is the best combo of guns/weapons/biomorphs?
Thanks in advance...
Purely personal opinion to follow:
1) Dakkafex - Use as elite, give simply enhanced senses and a pair of twin-linked devourers. Can be used as an elite choice due to under x points in 1500+ games
2) Sniperfex - Better option, can be used in any game as a heavy support choice. Venom Cannon, Barbed Strangler, Enhanced Senses. There are a number of biomorphs you can give a creature like this, commonly referred to as "defensive" morphs, that will make it more durable. I strongly recommend AGAINST them. My own opinion is that they are never worth points better spent on more for your swarm, or other MC's, or raveners, or whatever. If you choose to go with them anyway for a fluffier army, they include Bonded Exoskeleton, Reinforced Chitin, Regenerate, Extended Carapace, which confer between them all +1T, +1W, +1Save (2+), and Regeneration. There are a few others you can consider, but those are the major ones considered by players who equip their fexes with defensive upgrades.
I, personally, am more of a min-maxer in my army builds, and much prefer to have 17 force deployments and a ton of models on the table as opposed to less deployments (losing a tactical deploiyment advantage) and uber gribblies that can still be taken down by enough lascannon shots, yet are worth far more to my opponent if he does. Stay cheap and maintain your offensive effectiveness (enhanced senses is the only offensive upgrade besides the guns themselves that you need, since their strength enables max strength possible on all guns you possibly would equip on them), while having more overall models and shots across the board, so that if the opponent does mass lascannons against a fex and kill it, you don't really care.
Nids & Guard
GMail = MVBrandt
Obviously take enhanced senses for this Carnifex as it will spend most of the game shooting, hopefully all of the game shooting. The two best weapons are a venom cannon and a barbed strangler. These two weapons working together are highly effective. Always fire the barbed strangler first. You fire this weapon first as it uses a large blast. If you hit you will hit the maximum possible number of models the venom cannon can then be pointed at any survivors. If you fired the venom cannon first you would possibly kill a model and them when the barbed strangler fires it will have less models to put under it's template.
About the carapace. You have two choices, spine banks or spore cysts. Neither of these weapons are long ranged and so rarely useful in attack. You use them for defence. You can use these weapons in addtion to the Carnifex's normal shooting. Spine banks provides you with a couple of decent STR shots at close range and it is twinlinked so a good chance of hits. You use this when enemy transports race up and cough up a mob of troops to assault your Carnifex.
Spore cysts, probably not as good a spine banks. Spore cysts will spit out toxin Spore mines which will move at random, you can lose wounds when you use this biomorph. I advise it only for use against very nasty assault type enemies such as Worldeaters. Putting Spore mines in thier path will be invaluable. Remember these two biomorphs are options only if you really want them.
Defences. Consider your likely enemy. If they have a thing for AP3 weapons such as krak missiles and seeker missiles then you will need extended carapace. The best defence for the Carnifex is all four defensive biomorphs. extended carapace, reinforched chitin, bonded exoskeleton and regenerate. This will make a near invincible but two hundred plus points gobbling monster. If you want the meanest then give it all of them.
If you want to be more economical with your points spending then I suggest reinforced chitin and regenerate. These two biomorphs make your Carnifex hard to kill by adding to it's wounds and allowing it to heal damage as the game proceeds. Note it isn't hard to hurt. Extended carapace and bonded exoskeleton are the two that make it hard to hurt as they improve the Carnifex's save and toughness. Those two are best used on the Carnifex's that get close as they will encounter infantry who will rap it all over with weak hits and try to kill it with a death by one thousand cuts.
The Carnifex sitting at the rear of the table won't be likely to meet mobs of infantry. Instead lascannons, railguns and distortion cannons will be pointed at it. Improving saves and toughness gives no protection against these weapons, this is why reinforced chitin and regenerate will work so well as they will make it hard to kill and allow it to heal up it's wounds, countering the super weapons pointed at it.
You can also consider flesh hooks. A very cheap biomorph which you can use to climb walls to possibly give the Carnifex a better view of the table and a better choice of targets from a new high postion.
Last edited by Leech; June 27th, 2007 at 17:33.
magnets and THIS thread:
also remember the stickies at the top of each forum too.
Damn good recap Leech.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Magnets are a must, 6mm rare earth ones fit the sockets perfectly.
Personally id advise the venom cannon and barbed stranger combo. They'll kill anything and can cause pinning. Defensively go with the extra wound and toughness plus enhanced senses. The +1 save wont really help much. Spine banks also have the added bonus of counting as frag grenades. Avoid spending over 200 points on your fex too. A 300 point fex will die just as easily as a 150 point fex! (dont go shouting math hammer at me! I know statistically they should survive longer, but in reality, they never do!)
If your going for a close combat fex, twin scything talons and flesh hooks are your best bet. You can spend a fortune making him better equipped for CC but its very rare for a cc fex to make it across the board in one piece. Id rather take two elite fex's and have one make it, than take an uber fex and have him die!
finally the dakka fex is very nice, cheap and powerful. Re-rolls to hit AND wound, you cant go wrong. Unfortunately he aint great at taking out vehicles
Things to avoid.
Crushing claws. They can reduce the hits you give and cost a fortune!
Spore Cysts. Useful in extream circumstances, but the risk of losing a wound is too high!
Tail weapons. They can be good but you cant use them in the first round of CC.
I personally use shooty Carnifexes simply because CC ones are to slow to reach combat and if they do, a hidden pfist (or the like) usually crush them.
From there, many options are available. But I'll cut it off to my personnal preferences/experieces.
Devourers while great overall, lacks in ap, range and str to do anything other than anoying your opponnent under your number of rolls. For me (something to keep in mind, I don't use Elite Fexes), they are not worth it.
Deathspitters are worth it neither, single shot small blast high ap and limited str, bad choice if you ask me.
Venom Cannon has a good rate of fire and high str, but its unability to penetrate and average ap makes it an option I overlook.
Barbed Strangler are my Carni first choice weapon, thus why I use two Canifexes with twinlinked Barbed Stranglers. Great str for low to mid tank busting (with the ability to penetrate...), large blast, good range and twinlinked to give me some more chances to hit my target.
I know twin-linking isn't supposed to be great because of the carnifex ability to shoot two guns, but with its poor BS, my spniper fex usually landed 1 hit (average 1,5), and possibly the wrong one (venom shot into kroots...), so I decided to go the twinlinked way, and up to now, I'm not disapointed at all.
Just my two cents.