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Other FeedsEldar Psyhic Powers - Am I crazy?I had a tourney game where I had to fight this ridiculous player who apparently cannot be bothered to read a rule book. You know, the kind that questions everything you do often when the answers are gleaned from simply reading the relevant section. Either case, I hate playing people like this especially when they throw hissy fits when something bad happens to their units.
Sorry off topic This "Gentleman" kept calling me on things until he actually got down to a valid point. I am not sure if in my fevered imagination that the Eldar power Doom is used in the shooting phase but that's how I always played it. I cannot remember if this was hold over from 4th ed but I would've put down money to say that it's used in the Shooting Phase. However (due to his incessant prodding) I re-read the Eldar section on powers and couldn't find anything about it. I'm just looking to see if anyone knows of something I may be missing or not. PS: You can cast Fortune/Guide/Doom while in CC correct? The powers description lists no such restriction. Categories: WarSeer Forums
Starting a VC army... but how?So I am new on WHFB and I am starting VC because I just love the look and feel of VC armies. My main focus is painting but of course there is also the playing, so going for the aesthetically most pleasing army made me chose 'em. I have no clue about how to play VCs the best way so I am turning to you for help.
I want to base the army at 2250 points and I want to include units that would be fun painting. I bought a pack of ghouls and I will be getting a few more, setting the main theme for basic troops within my army. I also plan on getting a box of zombies or so as I thought it would be a good idea to raise some of them. I don't really have any preferences with the rest of the units but I will get some blood knights too because they look just stunning. Now, I actually just bought a box of ghouls, the winged vampire lord because I love the model and the codex. I thought of playing vampire lords, necromancers, ghouls, blood knights and wolves or so ... but I basically just decided what units I want based on their looks. In the 40K universe, I play rather straight forward and fast armies and adapted a very flexible and movement-heavy playstyle. From the looks, I'd rather not play a black coach... Apart from that, what would you recommend me to get for my army and what should I take care of when playing? Thanks! Categories: WarSeer Forums
So I've been out of the game for a bit....So I have not played in 5th ed. yet and have yet to pick it up, and I was wondering while before I go the gw store tomorrow to get it and maybe play a game or two if I should change a unit or two to fit neater in new(er) rules without having to proxy it at the shop.
So I spent some time last edition modeling my vypers with a shiuken cannon and scatter laser and from what I've heard with the change in the tank/skimmer rules going more towards the old 3rd ed way of doing things so my question is will I still beable move and fire both of these going 12 inches? And can my chaos vindicator still move and fire its demolisher cannon? A short quick reply is all I need if my vyper cant fire both at 12 I'm considering makeing them dual role by replacing the scatter laser with EML or a bright lance Thanks in advance. Categories: WarSeer Forums
imperial fist's 1st companyi was thinking of starting an imperial fist army; however, after some consideration i decided to just get the first company; seeing as how the army would later turn into an apocalyptic army, and this would have more of a theme with lysander and terminators. after such a long statement, my question is, what should the company's composition be? i was thinking maybe 5 terminator units of ten, 3 assault 2 range, 2 vanguard units, and 3 sternguard unit. plus lysander, chaplain, and venerable dreadnoughts. not to sure about command squad.
Categories: WarSeer Forums
On Dwarfs and WarpstoneDwarfs appear to use Gromril and it's various forms for the purpose of enchanting weapons and armor, and gromril only (or maybe just any strong and stable alloy they can find).
Anyway, you almost never hear of a runesmith using something that could probably accept Dwarf Rune enchantments easily: Warpstone and warpstone alloys. It was Alaric the Mad that made the nemesis crown out of Warpstone, etc, etc. Is it that they don't use the stuff because of it's inherit relation to chaos or it's naturally magical nature? One would think that they would be able to make truly great and powerful weapons capable of surpassing the rule of 3 by using Warpstone alloy as a basis for the weapon. Have there been any cases of Dwarf runesmiths using the stuff that I haven't found yet or is it just that they just plain refuse to use something like warpstone, even if Gromril is found only in Warpstone's presence (unless that is also old and outdated fluff). Also, what are the possible effects of using warpstone, if any, to hold various dwarf runes? I would think that Warpstone, being of a strong magical nature, would actually hold up rather well, and it might even be possible for a Dwarf Runesmith to re-create some of the ancient weapons of old, like that of Grudgebearer and his ilk. Categories: WarSeer Forums
Tyranid Army List : Rogue Trader Worthy?The Rogue Trader is coming up in a month or so and I plan on playing Tyranids. At our local shop last weekend I won 3/3 games with this list. Let me know if you have any tips or suggestions :)
HQ - Hive Tyrant w/ 2 Guards +Scything Talons x2 +Extended Carapace +Toxin Sacs HQ - Broodlord w/ Genestealer Retinue (10) +Extended Carapace 10 +Toxin Sacs -Genestealer Retinue +Scything Talons Elite - Tyranid Warriors (9) +Toxin Sacs +Extended Carapace +Barbed Strangler(1) +Twin-Linked Deathspitter (8) Elite - Carnifex +Twin-Linked Devourer +Twin-Linked Devourer +Enhanced Senses Elite - Carnifex +Twin-Linked Devourer +Twin-Linked Devourer +Enhanced Senses Heavy Support - Carnifex +Scything Talons +Barbed Strangler +Adrenal Glands +Extended Carapace +Mace-Tail +Toxic Miasma Heavy Support - Carnifex +Scything Talons +Barbed Strangler +Adrenal Glands +Extended Carapace +Mace-Tail +Toxic Miasma Troop - Hormagaunt Brood (32) +Scything Talons Troop - Gaunt Brood (21) +Fleshborer This list is only 1850. Since the rogue trader is 2000 then I will most likely add another barbed strangler fex, dropping one gaunt to make room. Categories: WarSeer Forums
Quality of Snap-Fit models?Hi everyone, I'm considering buying a small pack of 5 snap-fit guardsmen, but I'm a bit concerned as to their quality. Can anyone tell me how these hold up, or, indeed, any other expirience with any other version of these small snap-fit grunt packs?
Much obliged, -Des Categories: WarSeer Forums
Tau Upgrades?I've heard that there may be some changes in the Tau army sometime in the future. Like new rules, new firewarriors, and a new subrace. Anyone have any specifics? Anyone know when they will be available?
Categories: WarSeer Forums
Kroot HoundsWhat exactly do the Ferocious Fangs do for Kroot Hounds? I couldn't find it in my codex.
Categories: WarSeer Forums
Carnifex weaponshey quick question
Can you equip a carnifex with a barbed strangler and a devourer?, can't see how they would fit on the model in the pics I've seen also if you buy a battleforce box dosen't it come with all the options for the 'fex? Categories: WarSeer Forums
How To Equip Tyranids in 5th Edition - HS ChoicesBIOVORES
My analysis BIO-WEAPONS Ranged ========= Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however). Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10. Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it. Recommended Configurations To Use GENERAL RECOMMENDATION Biovores do a good job against heavy infantry armies, so this is THE time to use 'em if you want to use them. However do not USE Biovores at all! 5th edition has royally screwed these guys up. In kill point games your mines will grant your opponent an easy kill point if you miss your shot this is ridiculous and needs to be addressed in a new FAQ or Codex so do not take unless you are certain you will not be playing Annihilation. 3 Biovores w/Frag Mines - The best choice because of consistency of use. This will be the most useful against the majority of targets that you fire your Biovore at and it's also the most cost effective of the 3. Rating 10/10 3 Biovores w/Bio-Acid Mines - The most expensive but is decent as an anti-light vehicle weapon, as well as having the best AP of the 3. The problem is that it lacks strength, and most targets that save on 3s will come with toughness 4. meaning you'll wound on 5s. On the plus side the new blast rules makes this a better option because now that there's no partials it means you'll land more hits and thus more wounds per blast even if you wound only 1/3rd of what you hit. Rating 9/10 3 Biovores w/Toxin Mines - This one seems to be the weakest link due to the fact that it's only really effective against Tau and armies with large amount of units that save on 4s. Against any other target the other 2 mine types do a much better job. So unless you are facing Tau or similar, do NOT take this one as you'll be paying more for less. Rating 6/10 ZOANTHROPES My analysis HIVE MIND POWERS Catalyst - Maybe - Very cheap and useful power when facing down enemies with high (I) stat. You use this power on other broods to allow them to strike even if killed before they get they get a chance. Can be useful as well if your brood did not take Flesh Hooks and are assaulting units in cover. However taking this power means you can't take some of the other more useful powers. Psychic Scream - Yes - This power is sweet! too sweet maybe? Dropping enemy leadership has so many benefits that I won't even list them all. Just one of these is useful on it's own right and when you take more of them together it becomes exponentially deadly. I specially recommend this power against armies that already have low Ld like Tau. Synapse Creature - Yes - The most useful power hands down! Almost compulsory in all cases unless u want to take zoanthropes as a psychic scream wall along with a Tyrant. The Horror - No - No! just no! This power is hardly useful on a Tyrant let alone a Zoanthrope. Just pretend it's not there. It "WOULD" be very useful in a pack of psychic screaming zoanthropes however most of the time enemies will try to shoot a zoanthrope, and there are other powers that would be much more useful in that slot. Warp Blast - Yes - Our most deadly shot due to high AP and Strengh. Can be pricey but worth every penny specially against MEQ armies. And remember any vehicle within 24" can be sent to the scrapyard (move and shoot it down). Recommended Configurations To Use GENERAL RECOMMENDATION Zoanthropes are the ish! I love these guys they can be used in many ways and tend to be a very cheap and reliable source of synapse due to their permanent Warp Field. Many times it's worth taking a group of zoanthropes instead of a carnifex because of the added synapse you can get for your units and because warp blast is a very good weapon and can shoot even the toughest AV 14 enemy vehicles down within 18" range. Also keep in mind that Zoanthropes do NOT need to be equipped Identically! So you can always mix and match your psychic powers to complement each other or handle different tasks. Also note that you can always just take 1 power with a 2nd one being entirely optional. 3 Zoanthrope @ 195 Pts Synapse Creature; Warp Blast - This is the preferred set-up allowing you to support strongly with synapse as well as giving you another unit that can kill enemies at a range and even take down the toghest AV vehicles. Rating 10/10 3 Zoanthrope @ 150 Pts Catalyst; Psychic Scream - This set-up is a Hive Tyrant combo that can prove deadly to any enemy. Able to support other units with catalyst and seriously drop enemy leadership withing 18" range. You COULD drop catalyst and save some points however I find the added support is very beneficial to your other units since it'll take you at least 1 or 2 turns to get within 18" of an enemy for psychic scream to be useful. Rating 9/10 3 Zoanthrope @ 195 Pts Psychic Scream; Warp Blast - Another Hive Tyrant combo gets expensive but allows you all the benefits of warp blast while you move towards your target. Within 18" range this combo becomes very strong causing many enemy casualties and will easily cause them to fall back due to the -4 leadership from Tyrant + Zoan psychic screams. Rating 8/10 3 Zoanthrope @ 165 Pts Psychic Scream; Synapse Creature - This set-up is good if you don't want your zoanthropes to team up with the Tyrant for a psychic scream enemy melt down. Just one scream is still very useful in causing enemy to fail their tests. This set up shines as a assault support providing synapse and helping to increase the chance for sweeping advance. Rating 8/10 3 Zoanthrope @ 150 Pts Catalyst; Synapse Creature - Very useful if your zoanthropes main task is to provide synapse for your gaunts. Catalyst works very well here when you face off against armies that have several high I units. It's also useful if you are taking many many gaunts and want to save points on flesh hooks. Rating 6/10 3 Zoanthrope @ 135 Pts Synapse Creature - The best 'cheap' set-up. Just taking Synapse is useful when you don't have points to spare and need strong synapse for your units. Just remember that that's all their be good for. Rating 6/10 3 Zoanthrope @ 150 Pts Psychic Scream; The Horror - The one instance when this could possibly be useful is when fighting a CC army and you are intending to support your units in CC with Psychic Scream to help sweeping advance results. This set up will prevent your zoanthropes from being assaulted most of the time and be useful at lowering Ld. If you want synapse u can drop one scream and add synapse to one of the zoanthropes. Rating 6/10 CARNIFEX My analysis BIOMORPHS Acid Maw - NO - you will wound most things on 2+. Adrenal Glands (I) - Maybe - if facing many power fists otherwise no. Adrenal Glands (WS) - YES - Always a useful CC upgrade for a Carnifex specially elite fex. Bio-Plasma - Maybe - No MC benefits, only ever good vs monolith and walkers in cc. Bonded Exoskeleton - Yes - nullify damage against Str 3. Reduces effectiveness of mid range weapons, and it's VERY useful in CC. Very useful add on, overall better value than extended carapace. Enhanced Senses - YES - required to have decent shooting. Extended Carapace - Maybe - Makes a joke out of any weapon that is not AP 2. And weapons that don't ignore armour saves in CC. However most weapons fired at a fex ARE usually goin to be AP2, so what should be a MUST-HAVE bio-morph becomes iffy. Flesh Hooks - No - This one is also good if u are playing with lots of impassable terrain. Otherwise Spine Banks serves the same purpose much better. Implant Attack - No - Not worth it unless making an uber expensive CC fex..which you want to AVOID like the plague. Regenerate - NO - Ridiculous cost minimal reward. Reinforced Chitin - YES - best defensive upgrade for any Carnifex. If you have the points always take this. Spine Banks - Maybe - same benefits as flesh hooks when assaulting, and has an added gun. Take this is you are taking a CC fex so that you can get a cheap extra weapon. Spore Cysts - NO - NO! seriously! NO! This CAN hurt you. Symbiote Rippers - NO - Pointless upgrade. Tail Weapon-Mace - YES - if you are making a CC fex take this! It's the best choice, cost effective and useful against swarms. Tail Weapon-Scythe - Maybe - This is not too bad a choice but you need to add toxin sacs to really get the most out of it and it does not cause 2x the wounds per turn yet costs a lot more than the mace tail. Thornback - NO - Pointless upgrade. Toxic Miasma - YES - Works wonders with AG(W) great for a elite CC fex. Toxin Sacs - Maybe - only good when taking tail weapon scythe otherwise forget this. Tusked - Maybe - good for a heavy support CC fex however CC fexes should be left for elite choices. WEAPON SYMBIOTES Close Combat ========= Crushing Claws - NO - Ok this is tempting there's a possibility of getting a lot of attacks out of it, however you also have a possibility of getting fewer attacks out of it. It's a gamble a very pricey one, so i have to say NO! Rending Claws - NO - If you really want to make a VERY VERY cheap fex but under any other circumstance NO! Scything Talons - YES - This is a great CC weapon for both CC oriented and mixed carnifexes. Lash Whips - MAYBE - real good defensive but not all too useful on a carnifex unless you know you are gonna be assaulted by or assaulting CC units with more than 1 attack. Most of the time you'll be better off taking ST instead. Ranged ===== Barbed Strangler - MAYBE - Great anti-infantry weapon with decent anti-tank capabilities. Unfortunately this edition this weapon scatters and thus becomes somewhat less effective as it can easily scatter off target this is specially true against vehicles. Twin-Linked Deathspitter - NO - Loses a lot of it's potential, a barbed strangler is always a better choice. Twin-Linked Devourer - YES - THE weapon of choice for elite carnifexes! Highly recommended. Twin-Linked Barbed Strangler - No - Better than the single strangler, allowing you a better chance to hit your mark. However this improvement is not all that great you'll still need luck on your side and it costs too much points for only getting a re-roll on scatter that could just scatter again just as bad or worst than the first roll. Twin-Linked Venom Cannon - NO - You get to re-roll but costs a ridiculous amount of points most veteran players will recommend against taking this in any situation it is simply NOT worth it. Venom Cannon - YES - Always, Always take this on a heavy support fex! Wether shooty or mixed this is THE weapon of choice for HS fexes. The venom cannon is are best anti-tank and most armies have tanks, and you'll likely to be facing AV13 unless you start manuevering like crazy, the VC can reliably stop enemy vehicles in their tracks. Works very well coupled with the Barbed Strangler for the strongest most versatile carnifex set-up in our codex. Recommended Configurations To Use GENERAL RECOMMENDATION The carnifex is just so versatile you can make him fit any role you want, however the general consensus is that CC fexes are BAD! Or at least just NOT as good as Shooty fexes. Even tho in this edition we have the RUN ability and so does your opponent thus if he so desires he can keep moving away from your CC fex so that you won't ever hit combat unless the opponent actually wants to engage you. CC fexes tho are good at holding objectives as enemies will most likely not want to get withing 12" of a CC fex. If you are making a CC fex make him an elite choice, our Heavy Support power should be focused for anti-tank shooty fexes. Speaking of, the best choice is the sniper fex but if you want CC power you can forgo the barbed strangler and add ST to your fex as well as some CC biomorphs and you'll have a reliable beast. However be warned that they get VERY pricey. Recommended Configurations To Use 1 Carnifex @ 163 Pts Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom Cannon - Best heavy support carnifex configuration, the most commonly used by Tyranid power players for it's great effectiveness. You can remove chitin if you need to save points. Rating 10/10 1 Carnifex @ 113 Pts Enhanced Senses +1 BS; Twin-linked Devourer (x2) - Best elite carnifex configuration, very low cost very high damage output and capable of damaging AV 12 with some luck. This is the most comonly used power player elite fex, specially in godzilla armies. Rating 10/10 1 Carnifex @ 218 Pts Adrenal Glands +1 WS; Bonded Exoskeleton; Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x1); Venom Cannon - Great fex, VERY expensive but capable of doing a good job anti-tank and in CC. Add Tusked if you want extra charging power Rating 9/10 1 Carnifex @ 203 Pts Adrenal Glands +1 WS; Bonded Exoskeleton; Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x1); Barbed Strangler - Pummels infantry however you may just kill most of your targets with the strangler alone before you actually get into CC. Still a decent choice if you strip him of all biomorphs he also makes a decent elite fex since BS 2 or 3 doesnt make much difference on the barbed strangler Rating 7/10 1 Carnifex @ 113 Pts Adrenal Glands +1 WS; Toxic Miasma; Scything Talons (x2) - Cool CC fex a.k.a the Ninja Fex it's cheap and does well in CC versus most infantry. Best option when you want a CC fex Rating 7/10 1 Carnifex @ 148 Pts Enhanced Senses +1 BS; Reinforced Chitin; Twin-linked Barbed Strangler - Decent fex able to give good stable anti-infantry support. Just avoid using him against tanks even with the re-roll it's not reliable for anti-tank duties. Rating 6/10 1 Carnifex @ 189 Pts Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x2) - Good CC fex a much better value than it's Crushing Claw counterpart. This fex is much less expensive and reliable. However it's flawed by the curse of the CC fex remember u can't assault after a RUN use strategically. Rating 6/10 1 Carnifex @ 217 Pts Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Scythe; Toxic Miasma; Toxin Sacs +1 St; Crushing Claws; Scything Talons (x1) - If you REALLY like the gambling all or nothing style of play this fex is what you want. He's a CC fex so he has all the problems that come with a CC fex however he's a potential monster in CC, just remember he can also be very very crapy if your luck is anything less than great. Rating 4/10 Categories: WarSeer Forums
How To Equip Tyranids in 5th Edition - Fast Attack ChoicesRAVENER
My analysis BIOWEAPONS Rending Claws + Scything Talons - YES - This is THE configuration to take! You now will have the ability to damage almost anything in the game! Excluding AV 14 all around vehicles. Scything Talons x2 - NO - This may be a cheaper set up however for 2 extra points you lose +1 attack and gain rending. Making this a bad deal. If you simply want more attacks you'd be better off investing in a group of 8 SpineGaunts for just about the same price. WEAPON SYMBIOTES Ranged ========= Deathspitter - YES - This weapon is not so bad for raveners, The ravener statline is perfect for assaulting, so why spend 6 points on a weapon that's geared for mid-distance shooting? It is a better value than getting spinefists for the same price!, but you really do want your raveners to hit combat ASAP. However in some occasions you'll find that even if u RUN and get a 6 you wouldn't be able to assault your target so this is where this weapon comes in handy. Performs decently against open-topped light vehicles as well. With the 5th edition rules you can safely hide your raveners behind gaunts shooting deathspitters until you are in range of assaulting. In most cases killing just 1 enemy model with shooting will earn you the points spend on his weapon so why not take it? Devourer - NO - This weapon is EXPENSIVE! costs almost 2x as much as the other two ranged weapons. However it is pretty effective against low T bad Sv enemies. you get 6 S3 shots that re-roll wounds. Sounds great right? However it's range is only 18"! At that range your ravener has 1/6th chance of assaulting the target! And the closer you get the better the odds for assaulting become, and with Raveners you'll make the most of them when you are in CC so it makes it really hard for this weapon to make it's points back, since most of the time you'll decide to gamble on a RUN result to attempt to assault. Spinefists - NO - The ravaner can assault at 12" from an enemy which is also the effective range of spinefist. You CAN do both shoot and then assault, however you pay 6 points for an extra 3 S4 attacks? And lets remember that the ravener is just as vulnerable as a gaunt due to most guns in the game having ap5 or better. In most cases you'll forgo shooting with a ravener and instead RUN to make use of the Ravener fleet rule to extend your assault range. Recommended Configurations To Use GENERAL RECOMMENDATION Raveners are mix of a Warrior and a Hormagaunt. Like a Warrior they have a good offensive and defensive stat line and can take rending claws, and like a Hormagaunt they are amongst the fastest units in our codex and can support any other unit in gaining victory. They are what most would consider our BEST Fast Attack choice. It is a good idea to just take 3 and turn them into 3 separate units, this works well as the opponent would not desire to shoot at 1 single model instead of the hordes most of the time. But this can also hurt you greatly in Kill Point missions so its not as desired to use in this manner then. 3 Raveners Rending Claws; Scything Talons (x1); Deathspitter - This set-up is great! You get a S5 small blast template that you can drop on enemies nearly every turn from far away or even from within 12" range and then assault as normal. Try and avoid shooting withing 13" - 18" range of the enemy, as this is the distance where you really want to RUN and attempt to assault. Remember your main attack is CC not Shooting! The gun is there because it's cheap, can make it's points back really easy and it gives you versatility as well as added killing power before the assault. Rating 10/10 3 Raveners Rending Claws; Scything Talons (x1) - If you really don't want the extra shooting or can't afford the points then go with this basic set up. You'll be focused on using RUN and cutting the distance to the enemy every turn until you can assault. It's still a very effective set-up. Rating 8/10 Gargoyle Brood My analysis Gargoyles can no be customized sadly, but they are already good as is. Consider them to be Gaunts that you are paying 6 points to gain Bio-Plasma and Wings bio-morph for. Recommended Configurations To Use GENERAL RECOMMENDATION Take them either very small or very large groups. 10 for small squads and 20 - 30 for bigger squads. This will either present the opponent with a small threat that he could consider dismissing in favor of shooting something else, or a very large threat that he needs to focus lots of firepower into. In general gargoyles will get shot to hell standing on flying bases makes them easy targets but it also makes them VERY good cover for monstrous creatures. So consider adding gargoyles to your list next time you take a Winged Tyrant and you'll have a moving 4+ cover save for him, very deadly combination. Just keep in mind that gargoyles ARE expensive units and super fragile never ever forget that. Spore Mine Cluster My analysis Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however). Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10. Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it. Recommended Configurations To Use GENERAL RECOMMENDATION Take frag mines or don't take this at all and spend your points upgrading your other models. They'll be better spent on something else. Spore Mine Clusters are good as a sort of joke attack, lacks effectiveness in any battle compared to our other choices. Categories: WarSeer Forums
How To Equip Tyranids in 5th Edition - Troops ChoicesGAUNTS
My analysis BIOMORPHS Adrenal Glands (I) - NO - Unnecessary upgrade. Gaunts should be kept as cheap as possible to make them worth taking. Adrenal Glands (W) - NO - same as above Extended Carapace - NO - This is a 'decent' upgrade if you are going to fight an army with horrible AP guns. Will improve your gaunts survivable rate in both the field and CC. However it is VERY unlikely that you'll encounter this scenario. Flesh Hooks - MAYBE - On the same boat as EC. This upgrade is useful in engaging units hiding in cover. However most of the time your guants will be a meat shield aimed at tangling enemy units, not necessarily aimed at trying to fight to win, rather fight to stall in which case the upgrade is not really necessary. However of all Gaunt upgrades flesh hooks is the most useful. Scuttlers - MAYBE - One more on the maybe boat. Will help get your gaunts across to enemy lines faster but costs quite a bit. You are literally paying for every inch and the costs gets very high very fast for a very very vulnerable unit. Best used on smaller broods. Toxin Sacs - NO - As great as having higher strength sounds, because of the ridiculous vulnerability of a 6+ save, this upgrade is quite possibly the worst you could give on almost every case. It has the added bonus of making your guns even more expensive as well to boot! Yay! Your cost effectiveness will take a very steep drop, and the 'benefits' are minimal in most situations. WEAPON SYMBIOTES Ranged ========= Spinefist - YES - Best balance! Is the cheapest and most cost effective in keeping balance between shooting and CC ability. Fleshborer - MAYBE - The best all around ranged weapon for gaunts. Useful against nearly any target lucky rolls can glance AV 10 vehicles. However your cost effectiveness takes a blow in CC as you are no better than spinegaunts and cost more. Devourer - MAYBE - Powerful but the least cost effective of the 3. This weapon is what you'd get if you combined a spinefist and fleshborer having the abilities of both in 1. (the spinefist is TL but the devourer gets 2x shots so it's pretty much the same thing) the added range makes shooting more viable as an option for gaunts. SPECIAL RULES Without Number - MAYBE - This special rule is a bit pricey but can be ridiculously useful depending on how you use it. The most common tactic is to slap it on and rush ahead with your gaunts soaking enemy fire and letting the other units behind these gaunts move up, get cover saves and avoid being shot alltogether. Then when the fighting up ahead gets messy these guys will re-spawn and be able to take objectives or rush forward as reinforcements. A pretty fun trick is to keep your synapse up ahead, this will cause the gaunts to go into IB and the rules indicate that they will need to FALL BACK towards the nearest synapse creature thus they'll come running FORWARD to wherever your synapse is located, this is a double-edged sword tho so play with caution. Think of this upgrade the same as having extra units in RESERVES, except that you need them to die first before you can get the reserves on the table. Kamikaze is the way to go. Recommended Configurations To Use GENERAL RECOMMENDATION First understand that prior to selecting a ranged weapon the minimum squad of 8 gaunts costs 32 points total. This means that without adding anything gaunts are just as good if not BETTER in combat than Hormagaunts. ANY ranged weapon you choose will make your brood less point cost effective in CC thus making spinefist the best balanced all-round in terms of cost and results. 24 Gaunt Brood @ 120 Pts Spinefists - The best choice all-round in cost effectiveness. Very cheap so you can toss them around without worrying about giving the opponents a lot of victory points. Works very well against IG, Tau and Orks. Will suffer against T4 enemies with a save better than 5+. Smaller broods are good in order to cover up more troop choices and reduce the damage of mass fire or blast weapons. However do not be shy about taking more numbers these guys are really cheap and work just as good in larger numbers even when getting pummeled by enemy fire. I recommend a squad of 8 - 24. 24 Spinegaunts can take out 2 MEQs per turn in shooting and 1.33 MEQs in CC, but their real usefulness comes from tying up enemy troops and CC which is what they end up doing most of the time. Rating 10/10 16 Gaunt Brood @ 96 Pts Fleshborer - The best all-round shooting choice. Will be able to damage the widest range of enemies with the most effectiveness. It is the absolute best gun for gaunts to use against IG, Orks and MEQs. Given that MEQs are the most common type in the 40k Universe this means that Fleshborers will always give you a fighting chance against most opponents. However the downside is that you are no more effective than a spinegaunt in combat and cost more and the sad truth is that as good as your shooting is you only have 12" range at which you are more likely to engage in combat. So that most of the time you end up throwing those extra points away for a better gun that you might never even use. Take in small to midsized broods 8 to - 16 models, this will be more point effective as taking larger numbers means half your guys wont even be in range to shoot their guns which is another big waste of points. A brood of 16 fleshborers will kill 2 MEQs per turn in shooting, the same as a large brood of 24 spinegaunts and for 24 points less! However be warned that once you enter CC your well spent points go to waste in terms of cost effectiveness. Rating 8/10 14 Gaunt Brood @ 98 Pts Devourer - Powerful! Strongest of the 3 ranged weapons for gaunts. Weapon of choice against TauEQ and models with T5 or T6, against other models it keeps a steady 2nd place being either as good as the spinefist or better. What you lose in strength of the gun you more than make up for with the re-rolls so do not be discouraged, plus the 18" range means that this is hands down THE gun to use if you actually want to SHOOT with your gaunts and avoid CC. In CC this is the least cost effective being just as good as a spinefist gaunt, also this does not just apply to CC this set up as a whole has a major cost efficiency flaw because the gaunts are so vulnerable to anything. But you CAN make up for it by slapping them in cover, avoiding CC and shooting anything in range. Remember these guys are NOT for CC they should be used strictly for shooting otherwise you are wasting a ridiculous amount of points. Take in small broods of 8 - 14 to make sure that the opponent doesnt put too much focus on shooting them and that they can get enough shots to damage whatever they shoot. A 14 strong brood will kill 2 MEQs per turn in shooting and costs about the same as the 16 strong group of termagaunts, thanks to the extra 6" range however these guys are more capable of making their shooting count the way it should. Rating 6/10 HORMAGAUNTS My analysis BIOMORPHS Adrenal Glands (I) - MAYBE - This is a useful upgrade defensively as are most of the Hormagaunt's upgrades. Use it as a means of punishing your opponent before allowing him to attack you at full force. Just remember this upgrade is loses value against enemy units with initiative 3 as you already go first. Adrenal Glands (W) - MAYBE - The truth is that a hormagaunt with this upgrade is in fact WORST overall than a Hormagaunt with NO upgrades. There is no reason to take this upgrade UNLESS you pair it with Toxin Sacs which makes for the deadliest combination against most enemy units. However is it worth the points? Probably not. Extended Carapace - MAYBE - Same as with Gaunts. This is only good if you are being shot at by weak AP guns. However it's a bit better for Hormagaunts since they MUST be in combat to actually do anything worth while so you get more mileage with EC from Hormagaunts than normal Gaunts. Flesh Hooks - YES - Useful and cheap. Take it whenever possible, Hormagaunts are not like Gaunts that you can simply throw in there and not worry Toxin Sacs - YES - Toxin sacs make your Hormagaunts more cost effective! Yes they become more expensive per model but they will receive and incredible boost to productivity in CC compared to the cost of adding toxin sacs. Hormagaunts are usually very capable of reaching combat early so if you want meat shields use spinegaunts thats what they are for. Hormagaunst are meant to actually fight so always take this biomorph with them. Recommended Configurations To Use GENERAL RECOMMENDATION Think of it this way, Hormagaunts are what you'd get if you paid 5 points for a combination of the Leaping biomorph + 1 Scything Talon, on your base Gaunt. So first and foremost ask yourself, are these 2 upgrades worth 5 points? If the answer is YES then you are in business, if NO then look elsewhere. NOTE: There's 1 missing point, which I already totaled in due to the Hormagaunt profile already having WS 4 meaning it already used up the Adrenal Glands (WS) from a basic gaunt's biomorph options. Hormagaunts NEED to be kept safe no matter how 'cheap' or 'expensive' they get you need to do your best to protect them until they reach combat. In most cases they can hit combat on the 1st turn with a roll of 6 on RUN, otherwise expect them to hit combat by turn 2. 12 Hormagaunts @ 144 Pts Toxin Sacs +1 St - The 2nd most cost effective set up for Hormagaunts. The strength bonus really comes in handy. Takes 12 of these guys to equal the CC power of the previous set-up. Statistically kills 2 MEQs. The pro to this set up is less points per individual model thus every individual wound in the squad will hurt the effectiveness less. But being a larger brood means easier for enemies to target you or drop a template on you. Also one of the best things bout this particular set up is that it gains an enormous bonus from Feeder Tendril benefits! The benefit puts it ahead of the previous mention in CC power by far, so if you are taking this make sure to keep another unit with feeder tendrils near it and you will chew through many enemies. Flesh Hooks again should be a must have for the most part, you know the drill, add at your discretion. Rating 10/10 9 Hormagaunts @ 117 Pts Adrenal Glands +1 WS; Toxin Sacs +1 St - Has the same CC power of 18 un-upgraded Hormagaunts against the majority of enemy units you'll face and more CC power than any brood of 32 Gaunts!! This is the strongest set up able to take on damn near anything the enemy throws at you. The unit should start at 9 Hormagaunts to really be effective in CC they statistically kill 2 MEQs per turn without counting the charging +1 attack of the 1st turn. This is THE MOST cost effective squad of hormagaunts in CC with high cost but big rewards. Be warned they are still VERY VULNERABLE like a normal gaunt so if you are gonna use this set-up give them cover until you can get them into combat and let them work their magic. Flesh Hooks should always be a must for Hormagaunts but you could always not take it if you want to save points. Rating 9/10 18 Hormagaunts @ 180 Pts - This is standard. 18 is the magic number to be able to kill 2 MEQs per turn like all the other set ups. Obviously this set up is really weak per model but as a group they do good, the draw back is that it costs the most at a total of 180 points for the same killing ability you get from the 117 point and 144 point squads. Large Blasts hurt this one the most because of their heavy reliance on numbers to do damage. It still performs just as good if it manages to make it into combat intact and you'll get all your attacks in due to the 3" CC zone of Leaping. Note that this unit can become ridiculously powerful within the range of Feeder Tendrils so it is highly worth taking if you are packing Feeder Tendrils in your army list. Flesh hooks is all the same story. Rating 6/10 14 Hormagaunts @ 154 Pts Adrenal Glands +1 WS - This set up is NOT cost effective. It's not very useful at all and 14 of these guys will total up to the same CC power of the 3 previous mentions, killing 2 MEQs a turn. On the plus side there's a lot of wounds to go around so losing some to shoots won't hurt you as much, but if that is what you are looking for you are better off dropping Adrenal Glands and adding on 4 more Hormagaunts for 36 more points. Rating 5/10 Categories: WarSeer Forums
How To Equip Tyranids in 5th Edition - Elites ChoicesWARRIOR BROOD
My analysis BIOMORPHS Adrenal Glands (I) - NO - I5 isn't all that useful and the point cost per model makes this get pricey fast it's best to avoid CC altogether. Adrenal Glands (WS) - YES - One of the few CC biomorphs that can be somewhat useful defensively on mixed warriors. Just remember warriors should do CC defensively and never with the main purpose of getting into assaults. Bio-Plasma - NO - Not useful for warriors. S6 won't do much difference on vehicles compared to S5 normal attacks now that all assaults are resolved against the back armor which tends to be AV 10. In CC this is a waste because they can't benefit from rending and you can't pump out enough of them to really do much damage. Enhanced Senses - YES - Must have at all times, BS 2 is horrible on any gun, and we are not Orks. Make sure your warriors always have this, as they should always carry some type of gun! You may drop ES if you are taking deathspitters and stranglers because they'll scatter like mad anyway 1" doesnt help too much and if you are in need of points elsewhere it's safe to save the points here. Extended Carapace - MAYBE - Shooting requires protection this is almost a must have, however IF you plan on taking a swarm army you can forgo this upgrade and get cover saves from your swarm. Swarm armies require you set up cheaper units so it works out well in any other case do take EC. If you are going for ranged shooting or mixed roles this is a very good upgrade to have. Flesh Hooks - NO - Flesh hooks are our best friend in 5th edition but only on CC oriented units. Warriors should focus on shooting thus this upgrade is not necessary for them. And since warriors should enter CC defensively you won't really be in need of flesh hooks under most situations. Leaping - NO - Such a great upgrade, but a total waste for warriors. This is for offensive CC warriors meaning NOT what you want to be doing. Raveners can fit the role of any warrior unit that wants to be 'leaping' around and do a better job at it. Symbiote Rippers - NO - Pointless upgrade. Has no effect in 5th edition Toxin Sacs - YES - Always take this biomorph! The stronger your guns the more kills you'll make. Tyranid AP is horrible compared to everyone else, however we have great shooting due to high strength and mass of shots so always take toxin sacs on warriors. The one time when I recommend not taking toxin sacs is when taking twin-linked devourers, because Str 3 re-rolling "To Wound" is very effective against just about any type of infantry. Your warriors are more cost-effective without it in that set-up. Winged - NO - This upgrade used to be a HUGE NO! However 5th edition has improved it by making cover saves more readily available thus you can hide your winged warriors behind gaunts and the like for the equivalent of an EC and burst out and shoot at your discretion. Also remember if you take this, the warriors become FAST ATACK choices keep that in mind so as to not play an illegal army list. Note that you should NOT take wings on CC only warriors because you lack a good armour save to take return hits and even on shooty warriors this is bad because you can be sneezed at by just about anything after you come out of cover to attack and you won't get a save. WEAPON SYMBIOTES Close Combat ========= Lash Whip - MAYBE - Decent defensive upgrade against CC oriented armies. Rending Claws - Maybe - useless upgrade because you do not want to engage in CC. However could be useful defensively to some extent, looks very scary has nice psychological effect on enemies who are considering assaulting. Scything Talons - YES - Best choice for warriors with long range weapons looking for a mixed role. This is more of a defensive weapon as you don't want to actually GET into CC with your Shooty Warrior but this will allow him to put up a better fight if engaged or if you shoot and assault. Plus it's the cheapest to get. Ranged ===== Barbed Strangler - Maybe - Very good anti-infantry. Be warned tho that it scatters like mad so aim it at the bigger squads to avoid a complete miss as much as possible. Not very reliable due to high scatter rate try before you buy. Deathspitter - YES - Has possibilities anti-light tanks and anti-infantry however against tanks it is very ineffective due to the lack of accuracy of the scatter dice. So don't rely on it consider it an optional gamble. Devourer - NO - Do not take by itself, because it's just not that good without being twin-linked. Fleshborer - NO - Great strength and point cost but range too short to ever be useful. Just pretend it's not there. Spinefist - NO - Same deal as with the fleshborer, the range is horrible, even tho it's cheap, the points you save won't be worth the lack of use. Venom Cannon - MAYBE - Great anti light/mid armor tanks. Too pricey tho, so think about this carefully before deciding as the cost can pile up quick. TL Deathspitter - YES - Best anti-tank for Warriors. can be used anti-infantry as well. TL Devourer - YES - Best anti-infantry for warriors who are providing forward synapse. Much better than Barbed Strangler against opponents with better armor saves. TL Fleshborer - NO - for 2 more points you can take TL Devourers making this upgrade pointless. Range also too limited. Recommended Configurations To Use GENERAL RECOMMENDATION Unfortunately warriors are not good for CC. They excel at shooting or mixed shooting/cc roles, but never CC only. So steer away from focusing them for CC. Focus on shooting first and then add in a few CC upgrades if you want them to have a mixed role. However most of the time it's best to let them be shooting oriented only. 4 Warriors @ 104 Pts Enhanced Senses +1 BS; Twin-linked Devourer - Most effective choice for warriors in terms of demolishing anti-infantry and providing useful forward synapse. Shines over all other set-ups for it's ability to take out any type of armor save through a shower of shoots that can't be replicated. Taking EC on them is crucial if not playing a swarm army. Take in groups of 4 - 6. Rating 10/10 4 Warriors @ 144 Pts Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons (x4); Deathspitter (x4) - Your best all-round choice. Able to take on both light vehicles and heavy infantry. Due to it's 24" range this is a great unit to use as forward/mid range synapse. Take EC depending on what your troop choices are, if you are playing with lots of gaunts there's no need for EC however in any other situation do take EC. A group of 4+ always to ensure that whatever is hit, is hit hard. Rating 9/10 5 Warriors @ 157 Pts Adrenal Glands +1 WS; Extended Carapace +1 Save; Scything Talons (x4); Deathspitter (x4); Barbed Strangler (x1) - Another dedicated anti-infantry squad. Keep it small as the BS will be your main weapon and keep it outside of 30" range in cover to maximize it's usefulness against infantry. Dropping Large Blasts without any retaliation from most infantry units. Quite unreliable due to scatter but when it does hit, it will yield high rewards to make it worth taking. These guys can hold their own in CC and have anti-light vehicle power as well as added anti-infantry power at 24" range with deathspittersRating 8/10 3 Warriors @ 118 Pts Extended Carapace +1 Save; Enhanced Senses +1 BS; Toxin Sacs +1 St; Scything Talons (x3); Deathspitter (x3); Venom Cannon (x1) - Use this for anti-tank. If you really want a venom cannon this is the set-up you should go with as deathspitter can support within range. No EC on this unit instead deploy it behind cover and leave it there all game as a synapse node and a threat to any Light or Mid armor vehicle within range of the VC. Keep it small for better cover use and because you'll mainly make use of the VC. Rating 7/10 4 Warriors @ 160 Pts Enhanced Senses +1 BS; Winged; Twin-linked Devourer - If you REALLY want wings on your warriors, this is a very good set up to use. It capitalizes on the awesome infantry demolishing power of the TL Devourers + The added range and mobility of wings to make what's arguably the deadliest anti-infantry unit in our codex. This unit is so good that it's point cost is absurd as a counter-balance so I would prefer not to even use it. Use it to take out the enemy troops that enjoy sitting at the back away from harm's way. With TL Devourers you should always take 4-6 warriors to really get the bang for your buck. Remember even tho it's useable you have much better options and keep them in cover behind your other units! These guys are extremely fragile unprotected. Rating 6/10 LICTOR BROOD My analysis Lictors have no changeable equipment, so best advice I offer is not to bother taking them unless it's on groups of 2+ GENERAL RECOMMENDATION Well Lictors are a mixed bag, they are quite expensive and to be completely honest NOT worth their points currently. Every army that's gotten a new codex has seen a point sink, so being that he was expensive before now he seems even more expensive for the little that he can do and how easily he can die. However a lictor can be quite lethal as long as you remember this rule: Lictors are SUPPORT characters in a tyranid army. Do not think of the lictor as a special character that you can just toss out there. Even though the lictor is more seen as an 'assasin' fluff wise the best possible use is to have him support your units by assaulting together with them or by deploying him close to a unit in close combat to boost it with feeder tendrils benefits. That's essentially how you have to look at him. He's an emergency feeder tendril provider. If you check my battle report of Tyranids vs Blood Angels you can see how I used Lictors to launch multiple assaults with my genestealers making those stealers uber deadly. After you win assault during your consolidation move ALWAYS have the unit the lictor supported, surround him to provide him a cover save from all sides. This will give the lictor a 2+ cover save ensuring that he lives to assault again. Also remember that Lictors have one of the best hit and runs in the game since it always works at Initiative 6 unless of course u roll a 6 (6 always fails). Another highlight of lictors is that they greatly support units coming from reserves. (this is why It is a a very good idea to take them when you will take multiple reserves) as a Lictor allows you to re-roll ensuring that you get those units early on. You get 1 re-roll per lictor every turn so always take 2 or 3 lictors, taking just one lictor is pointless. Again I point to my battle reports, you'll notice that almost my entire army usually shows up during turn 2 when I have outflankers. This is exactly why I take lictors to ensure that I get as many things as possible into the fray by turn 2 or whenever it is most convenient (even though I never actually hold off on the re-roll i like to pose a big a threat as possible). All in all lictors are great support units but too expensive so take them when you can maximize their use. Things to look for are. 1. If you lack feeder tendrils to support your assaults 2. If you have a lot of deep striking, scuttling, reserves units. 3. If you usually play with lots of area terrain on the board to give you many options on where to deep strike your lictors. Categories: WarSeer Forums
How To Equip Tyranids in 5th Edition - HQ ChoicesHIVE TYRANT
My analysis BIOMORPHS Acid Maw - YES - Is better than Bio-plasma, make your hits count in CC the first turn of combat could be seen as your golden opportunity to cripple whatever you assault before you get killed. Adrenal Glands (I) - MAYBE - good for CC Adrenal Glands (WS) - MAYBE - good for CC Bio-Plasma - MAYBE - Acid Maw is simply better and you can't take both. Bio-plasma also gets no benefit from Monstrous Creature status and on a Tyrant this makes it ineffective against tanks being only strength 6/7 + D6 for penetration. However on a Winged Tyrant this can find some use if you need to chase down vehicles moving at crusing speed or higher Enhanced Senses - YES - Must have for shooting. Extended Carapace - NO - Too many points, Warp Field better on a Winged Tyrant. It's possible to get cover saves for the unit if you add in Tyrant Guard on a walk tyrant. Flesh Hooks - MAYBE - Useful only for CC Tyrants. And only against units huggin cover. Implant Attack - YES - great for CC specially against characters. Do not take if you are not planning on fighting multi-wound models. Symbiote Rippers - NO - Pointless upgrade. Toxic Miasma - NO - not so great anymore so simply do not take this unless you are building a character killer Tyrant and want to max out Toxin Sacs - YES - always take this biomorph! Winged - YES - Extremely useful makes your Tyrant really fast able to reach opponents faster. WEAPON SYMBIOTES Close Combat ========= Lash Whip & Bonesword - MAYBE - If you want Catalyst this is great. It's a good upgrade on a CC or MIXED Tyrant (walk and shoot). Otherwise there's better stuff. Rending Claws - NO - useless upgrade, specially with new Rending rules. Scything Talons - YES - Best choise for CC. Ranged ===== Barbed Strangler - MAYBE - Good anti-infantry and ranged, but unless facing tons of large units you risk missing completely or greatly most of the time. Venom Cannon - YES - Great against light/medium tanks and able to instant kill T4 multi-wound models. Spinefists - NO - That's a waste for a Tyrant. TL Barbed Strangler - MAYBE - Better anti-infantry than a single strangler. The re-roll can be golden when you only have 1/3rd chance to hit TL Devourer - YES - overall the best shooty weapon for the Tyrant vs infantry. 2 of these will decimate any type of infantry. TL Deathspitter - MAYBE - Haven't experimented with these but could be useful. I'd still rather let warriors handle these tho. TL Venom Cannon - MAYBE - If you want to guarantee the damage then take it. Otherwise you have better options as this can be a VERY pricey configuration. PSYCHIC POWERS Catalyst - NO - If you want this power use Bonesword. Psychic Scream - YES - Very useful against non-fearless units. This power works best when you keep a squad of zoanthropes with the same power close. The Shadow In The Warp - NO - All other powers are more useful. Warp Blast - YES - Always a good choice on a CC Tyrant if you want to do some light shooting before getting in combat. Otherwise always take the next power. Warp Field - YES - hands down the best psychic power since it's our only way of getting an invulnerable. however be warned that since we can now get cover saves from our own units this has lost some of it's usefulness but all in all it works really well with a Winged Tyrant of any kind. If you are adding wings, take this power! Recommended Configurations To Use GENERAL RECOMMENDATION The tyrant is powerful very powerful but you need to really think about how you want to use his power in your army. Either use him to compliment the rest of your armies or use slap wings on him and use him to hunt specific targets. The winged tyrants are very useful and you should always first make a winged tyrant and then a walking one. There's good reason why there's a 0-1 limit on winged tyrants. 1 Hive Tyrant @ 196 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2); Warp Field - This guys is a total monster against infantry, will land about 9 - 10 wounds on damn near any kind of enemy infantry. Rating 10/10 1 Hive Tyrant @ 221 Pts Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS; Extended Carapace +1 Save; Flesh Hooks; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon - I've found this build to be very effective and flexible. It's a walking version of the winged CC tyrant but better because he can hurt tanks and instant kill multi-wound T4 models with the venom cannon. And he can do this while pressing forward towards CC where he can take down hard to kill enemies and character hunt. Rating 9/10 1 Hive Tyrant @ 149 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Devourer (x1); Venom Cannon - Dual purpose Tyrant. Best use as a forward synapse unit can damage light tanks and cause good damage to infantry before possibly assaulting them. He can pump 9 shots into infantry with about 6-8 wounds guaranteed each time. keep him behind other models to get cover saves. A very inexpensive tyrant with good capabilities vs vehicles and infantry alike Rating 8/10 1 Hive Tyrant @ 137 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Barbed Strangler - Cheap! And highly useful against all types of infantry. the str 5 big template will let you wound most things on 2s or 3s, and still hurt the tougher infantry models on 4s. With the possibility of pinning any unit it damages. The highlight is that he's so cheap easily making his points back. Rating 8/10 1 Hive Tyrant @ 225 Pts Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Implant Attack; Toxic Miasma; Toxin Sacs +1 St; Winged; Scything Talons (x2); Warp Field - Character killer. He's really strong but that will work against you, opponents normally get scared when they see him approaching and will try to shoot him down so move him behind cover if you need to make him run behind other models to get a cover save and procted him until you are in range to attack. Rating 8/10 1 Hive Tyrant @ 129 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Twin-linked Devourer (x1); - Cheapest tyrant. Great for moving synapse, within 18" of an enemy infantry unit will decimate whatever it hits. Rating 7/10 1 Hive Tyrant @ 177 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Twin-linked Venom Cannon - Anti-Light/Medium armor Vehicles. This guy can keep any mid armor vehicle at bay! Do not expect to destroy vehicles but rather expect to easily incapacitate them. He comes in handy working together with a group of sniper fexes against heavy MECH armies. Rating 6/10 1 Hive Tyrant @ 157 Pts Enhanced Senses +1 BS; Toxin Sacs +1 St; Barbed Strangler; Venom Cannon - Dual purpose Tyrant able to take on light tanks and infantry from a good range! Very useful and versatile. However has a MAJOR flaw of not having any specialty. the strangler sucks against vehicles and the vc sucks against infantry so you'll have flexibility but every time you shoot it, one of your guns will be pointless. Rating 5/10 [hr] TYRANT GUARD My analysis BIOMORPHS Flesh Hooks - YES - Very useful, low point cost. Implant Attack - NO - Do not take this UNLESS you are certain that you can get these guys into CC with Multi-wound models. Most players will steer their characters away from a Tyrant Guard brood so it tends to be a waste of points. WEAPON SYMBIOTES Lash Whip - MAYBE - Situational, works very well against things with a lot of attacks but is pointless against normal units which you are likely to be fighting most of the time. Also ST are just a better upgrade. Scything Talons - YES - Best choise for CC gives better chance at RENDING. Recommended Configurations To Use I recommend a full squad of 3. I find that anything below a full brood is just not very effective and gets taken out with ease. leave 'em standard with ST and maybe upgrade them with fleshhooks if you have extra points after building your whole army. BROODLORD My analysis BIOMORPHS Acid Maw - NO - This upgrade is useful specially with the change to the rending rules however it is costly and you need to sacrifice Feeder Tendrils and Implant Attack upgrades. Which makes this the least desired of the 3. Adrenal Glands (I) - NO - Not needed unless facing some seriously fast characters. Extended Carapace - MAYBE - Gives him a 3+ save which greatly improves his chances of survival in and out of combat but he'll still be very vulnerable as 3+ is good but not amazing. Feeder Tendrils - YES - The prefered upgrade to anything else for the Broodlord as it is the ONLY WAY that you can get a group of genestealers to get preferred enemy with only one model in the unit having to pay the point cost for the tendrils. Due to his infiltrate rule the Broodlord is also a VERY good choice to accompany your first wave and provide them with preferred enemy at a very cheap cost. Flesh Hooks - YES - VERY useful but not mandatory. Worth it's points. Implant Attack - MAYBE - The broodlord is a very very good character killer when equipped with Implant Attack. Makes every unsaved wound count for 2, normally you'd only need to make the target fail 2 invulnerable saves and he's gone. On the downside the upgrade can be an expensive one and it prevents you from taking the much desired Feeder Tendrils. So take implant attack if you are wanting to assasinate some multi-wound models and already have a few units in your army with feeder tendrils. Toxin Sacs - MAYBE - A bit high on the price tag but useful when combined with Feeder Tendrils. General Recommendation 1 Broodlord @ 221pts Feeder Tendrils; Toxin Sacs +1 S 6 Genestealers Toxin Sacs; Scything Talons - This is what I would call the best set up on paper. Take 6 stealers in the retinue because the typical MEQ squad will have 10 models. Statistically you should kill 8 of them guaranteed leaving only 2 models to retaliate which your squad should be able to survive and having killed 8 models in the unit there is no way that you could 'lose' combat without being already wiped out. Letting 1 or 2 models survive also allows you to keep the unit in combat during the opponent's turn to avoid being shot and guarantees you a victory during your own turn so that you may take on the next. What I looked for to come up with the best possible unit was killing power ability to make it's points back and ability to survive return attacks and to maximize the chance of winning in case of No Retreat. Rating 10/10 Recommended Configurations To Use 1 Broodlord @ 83 Pts Feeder Tendrils; Toxin Sacs +1 S - POWERFUL! This Broodlord can do it all and do it well, he can chew down any infantry and elites as well as take down the strongest of vehicles (monolith not included) and also performs really well against enemy characters.Rating 10/10 1 Broodlord @ 86 Pts Extended Carapace +1 Save; Feeder Tendrils; Flesh Hooks - This guy is great to provide preferred enemy while remaining relatively cheap and effective. Remember he's an independent character and as such he CAN join other units! So if his retinue get's destroyed make sure to join another unit to keep him alive! Rating 8/10 1 Broodlord @ 95 Pts Flesh Hooks; Implant Attack; Toxin Sacs +1 St - This guy is a character killer! a monster of 1 on 1 combat. He'll be able to kill most of the opponent's characters. Rating 7/10 KILLING POWER COMPARISON BROODLORD GENESTEALER RETINUE My analysis BIOMORPHS Acid Maw - YES - More powerful than having Toxin Sacs for the 1st turn of combat. You will hit the enemy very hard. Extended Carapace - MAYBE - This is a good upgrade makes your stealers more survivable however dedicated enemy fire can quickly peel through this, making it a better option to try to move into cover or within assault distance right away. Flesh Hooks - YES - If you are outflanking this comes in very handy as enemies will likely be in cover at their back lines. However this upgrade is not always necessary, you can live without it. Implant Attack - NO - Unless you are specifically fighting models with multiple wounds this upgrade will be a waste otherwise. Toxin Sacs - YES - This makes genestealers more powerful and capable of making their points back with ease in the long run. WEAPON SYMBIOTES Close Combat ========= Scything Talons - YES - This upgrade will give you +1 attacks which is really really good with the nerf on rending. However it costs as much as adding EC it's a very expensive upgrade per model to add on. However of all offensive upgrades this is the best one next to feeder tendrils, and will allow you to make your points back quickly. Recommended Configurations To Use GENERAL RECOMMENDATION I recommend you keep the unit small as it becomes easier to make your points back and keeps you from looking like a very big target on the field. Give the stealers Talons before anything else and make sure your broodlord has taken Feeder Tendrils. You can keep them base with just talons which improve their effectiveness immensely or if your stealers have no talons you can add in acid maw and toxin sacs to get a powerful combination that will make it's points back just as easily. 5 Genestealers @ 115 Pts Toxin Sacs; Scything Talons - The strongest reliable combination. More attacks and more strength to take out a wider range of targets. This is the ideal set up to strike the enemy hard and make your points back as quickly as possible while maintaining a strong offensive and defense. Rating 10/10 5 Genestealers @ 120 Pts Acid Maw; Scything Talons - Very powerful slightingly more expensive than taking toxin sacs but talons do so much more for you. And making your points back is very easy if you assault the right opponent. Rating 8/10 5 Genestealers @ 115 Pts Acid Maw; Toxin Sacs - Very powerful, the first round of combat is very deadly and the killing power is improved when paired up. Making your points back becomes much easier as they can easily kill whatever they encounter. Rating 7/10 5 Genestealers @ 100 Pts Scything Talons - Lots of attacks, and stronger than any other single biomorph when paired with a feeder tendrils wielding Broodlord. Highly recommended as it works very well offensively and defensively Rating 7/10 5 Genestealers @ 95 Pts Toxin Sacs +1 St - Very strong offensively slightly weaker at wiping out enemies during the 1st turn assault than Acid Maw, but stronger in the long run and also stronger against vehicles. Great reliable option Rating 6/10 5 Genestealers @ 100 Pts Acid Maw - Very powerful during the first turn of combat. This upgrade works absolute wonders against opponents with high toughness or that you would only be able to damage via rending like Wraithlords. If you want to charge in and wipe out the enemy as quickly as possible this is a very good option coupled with feeder tendrils from the broodlord Rating 6/10 5 Genestealers @ 80 Pts - Very weak, but the Broodlord's feeder tendrils will help greatly making them a viable option if you want to go really cheap on points Rating 5/10 Categories: WarSeer Forums
Tactical Marines. What am i doing wrong?I changed over to 40k from fantasy this year and have been playing around with the contents of the AoBR box set.
While it has been somewhat of a shift in thinking, i think im getting the hang of how the game plays now and what role each unit is best suited to..... Except Tactical marines. After a couple of games against Tau and Daemons, i found tac's to be actually quite fragile, slow and limited by the range restrictions on rapid fire weapons. (I first played back when the game had "to hit modifiers" and staying still got you two shots at maximum range...) Then i bought them some tanks. Their survivability and manuverability has increased, but now i just find myself using them as mobile pillboxes, hanging around untill turn 5 when they scoot toward an objective..... What am i doing wrong? How do you get the most out of these guys? Categories: WarSeer Forums
Forest Spirit army?It seems viable and cheap! I'm debating to build one as an alternative to my Lizardmen. I really, really love the idea of the army. I've always loved the woods / camping and actually used to have Wood Elves back in 5th before I sold them to a friend.
I would love to field something like Drycha, 5x8 Dryads, 3 Treekin, and 2 regular Treemen. I estimate $305 at the most for an army like this. Thoughts on: 1) Balanced? Able to win a game? It would have 8 DD. I don't want to build OK or something here. 2) Quick to paint? If so, how would you do it? Prime white, paint, dip? Thanks in advance! Categories: WarSeer Forums
GoI, The John Spencer wayME: On the "Warseer", there has been multiple massive debates that deal with the wording. The belief of one side is that it will allow you to teleport out of combat because it doesn't say you can't essentially. When comparing this rule to Skyleap, 'Ere We Go and Veil of Darkness the other side says you can't do it because there is a clear precedence to mention what would happen in a close-combat situation.
The people are split pretty much 50-50 on what they think, at least there. Clarity, even unofficial might be helpful. Thank you for your time Guess Who: Hello, You can use Gate of Infinity to leave close combat. Please note that as our codices are written by different people, so no wording sets a precedence for future wordings. Thanks! John Spencer Customer Service Specialist Since this is replicable, I figure it's good enough to end that debate in general, not that it's "official". I was on the opposite side of this argument, and find it strange that it works, given we don't have any direction on what do with with the former squad. That being said, hope this hasn't already been done... if so, my apologies. Categories: WarSeer Forums
Dark Elf units.Hello again sorry to be boring but need to bring up the subject of Dark Elves again (sorry once again if this subject is boring any one by now ).
I recently saw a unit of ' Dark Elf man flayers' what i wish to know is :- How many unit's would any one suggest of them.? Secoundly how many of them should i include in a unit ?. Thirdly are they a vauable addtion to the army that follows ( any other addtion's suggested would also be welcome). 2x units of 20 coursairs. 1x unit of warriors (20 spearmen , 10 crossbowmen). 3x unit of 5 cold one knights. 1x unit 20 executioners. 1x unit 20 black gaurd. 2x unit 5 shades. 1x unit 5 witch elves. 1x bolt thrower with crew. 1x war hydra with beast masters. 1x lokir fellheart. 1x shadowblade. 1x morathi on dark pegasus. 1xmalikith on black dragon. 1x dreadlord on cold one. 1x he dragon converted to de dragon. I should add that only a small partion of the above is painted/assembled/finished. That's my dark elf army up to date and it't taken me about8 mths to get this far as i,m still(in my eye's anyway) a novice so any feed back s most welcome. Many thank's. Categories: WarSeer Forums
tactica: chaos dwarfsok so lets start disussing CD tactics.
so what do you people think of blunderbuss's? if you want to find the rules they are here http://oz.games-workshop.com/downloa...aos_Dwarfs.pdf Categories: WarSeer Forums
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