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Mercer
18-01-2008, 13:38
Hi,

Just wondering what setup everyone has got on there 'Fex's. I'm hoping to get another one and plan using:

* Crushing Claws

* Twin linked Deavours

* Acid Maw

* Spine Banks

* Extended Carapace

* Bonded Exoskeleton

* Scythe Tail

* Enhanced Senses

* Adrenal Gland (WS)

* Toxic Spores (the ones which come out the vents)

My current Carnifex has:

* Venom Cannon

* Scything Talons

* Mace Tail

* Tusked

* Toxin Sacs

* Adrenal Glands (WS)

* Enhanced Senses

Mercer

Stingray_tm
18-01-2008, 13:47
I would really wait until the rumours for 5th edition get a little more solid, before making a third Carnifex. Right now every popular combination could turn out to be pretty useless in 5th.

But your first Carnifex has a lot of wasted potential anyway, so maybe you don't care :D

Mercer
18-01-2008, 13:49
I'm getting a second Carnifex. Perhaps should have mentioned, I only play small games so anything over the top would be over kill. Plus it always has a Hive Tyrant along side it :D

Mercer

wickedvoodoo
18-01-2008, 14:10
There is the classic dakka fex, will rarely dissapoint.

2x Twin devourers, enhanced sences. I also like to add reinforced chitin and spine banks for a slightly costier dakka fex. Comes to 133 points and to be honest, kicks ass.

Mercer
18-01-2008, 16:14
The Dakka 'Fex sounds awesome. I was thinking of going for 2 x twin devourers originally. Only differnece is the acid maw. Choices choices. Plus at 133 points I can another as I have 300 points free in my army :)

Mercer

Grazzy
18-01-2008, 18:09
The 113 point dakkafex is the workhouse of the competative tyranid army. 178 points or so will buy you a sniperfex with venom cannon and barbed strangler.

Onlyhestands
18-01-2008, 18:13
I would recondmend stearing away from cc orriented carnifex, as it is slow as the infatry it wants to kill, so they can back away from it, and even if they dont they have a long time to shoot at it. I dont play tyrandids, but my guard are much more affraid of some fex shooting them than one trying to get into cc with them.

Lancaster
18-01-2008, 18:31
I would recondmend stearing away from cc orriented carnifex, as it is slow as the infatry it wants to kill, so they can back away from it, and even if they dont they have a long time to shoot at it. I dont play tyrandids, but my guard are much more affraid of some fex shooting them than one trying to get into cc with them.

A CC fex is a tactical choice where I play. It is used to goad opponent's troops away from objectives. Basically you give it the improved armour save and regeneration/the thing that gives it better toughness/ something else to make it resiliant for survivability, and then any combo of CC weapons.

You send it into a table quarter, or objective site that is relatively undefended, and you pretty much take it by default. If they stand and fight, you get it, if they run away, well, you take it.

Counterintuitively, a CC fex's only weakness is cleanse, and the other mission exactly like cleanse

Bregalad
18-01-2008, 19:16
Most people would argue like that:

Tyranids have almost no effective anti-tank weapons, with the exception of Venom canons in the hands of a Carnifex and Tyrant (will get even worse with 5th edition). So you absolutely need at least one or two Sniperfexes (Venom canon plus x, e.g. Barbed strangler or twin devourer) plus perhaps a Snipertyrant with Guards.

Powergamers also use 1-3 Dakkafexes (as Elite for 115- points) or the same beefed up with extras as Support.

In some settings, cc Carnifexes might be useful (e.g. Apocalypse with flank march or 5 Carnifexes deep striking), but mostly they are too slow to reach the enemy.

You will find discussions on that in the Tyranid Tactica thread.

Clang
18-01-2008, 19:28
attach the arms with magnets, so you can swap them. If the 5th Edition rumours are tru, close combat fexes will finally become a sensible choice, and some other weapons may become less useful.

Skyriss
18-01-2008, 19:39
No matter what you do with your Carnifex, you really need to specialise it for a particular role. Such roles include:

- Long ranged firepower
- Short ranged firepower
- Low cost assault specialist
- Mega imposing assault specialist with all survivability upgrades

The first two choices are the most popular ones, simply because at a standard 6" move it is much easier to kill things with shooting than it is with claws and teeth. Furthermore, as Bregalad has said, Tyranids lack good anti-armour firepower, and so at least one Carnifex with long range high strength weapons is usually a good idea.

That said, I agree completely with Lancaster on the Imposing Assault Carnifex of Immortal Doom Unlimited (IACIDU for short - quite a nice name I think - does exactly what it says on the tin ^^), with all the survivability upgrades and then a few combat weapons too (simple 2x Scything Talons is good enough really, but the Adrenal Glands (WS) and Toxic Miasma can really swing a combat) is much more effective than people will admit. True, it doesn't pop tanks open on turn one and it doesn't lay waste to infantry every turn with its short ranged anti-infantry firepower. What it does do is give you a very, very strong claim on a given section of the board - set it up, march it forwards and kill anything foolish enough not to run away. If you don't catch anything, nevermind because you have successfully put the enemy on the defensive and herded him to where you want him (really no different to, for example, buying Drop Pops for Marines in my opinion - it helps you win, but indirectly). If you have caught something, woohoo, lunch!

Either way, it's a fun model to play. Sort of like a Nightbringer, but without the cries of cheese.


What I would really advise against I'm afraid is what you have done with your first Carnifex. It shoots "okay", and assaults "okay" (assuming you roll enough attacks), but it isn't as good at either as it could be. That means no matter what role you put it in, it will underachieve somewhat. This is of course the tradeoff you make for a versatile killer - I for one am not such a fan of that on the Carnifex, but if it works for you then that's good really.

catbarf
18-01-2008, 19:51
A CC fex is a tactical choice where I play. It is used to goad opponent's troops away from objectives. Basically you give it the improved armour save and regeneration/the thing that gives it better toughness/ something else to make it resiliant for survivability, and then any combo of CC weapons.

You send it into a table quarter, or objective site that is relatively undefended, and you pretty much take it by default. If they stand and fight, you get it, if they run away, well, you take it.

Counterintuitively, a CC fex's only weakness is cleanse, and the other mission exactly like cleanse

I'd say that Fex is pretty weak to Lascannon fire, which can kill the bugger pretty easily. Sure, you can take objectives with it, but a min-sized squad of Gargoyles or a Lictor can do that as well. And they, at least, can do some damage.

By the way, Regeneration is useless anyway.

Onlyhestands
18-01-2008, 20:08
Honestly I would be much more affraid of genestealers or something else than a carifex if I were defending an objective. Most tyranid stuff is faster than the carnifex and get to the objective quicker. I would much rather throw a bunch of guardsmen at a carnifex just to bog it down(even if it has the t upgrade), than watch genestealers/a massive hoard of gaunts shred them with supior iniative and number of attacks. Besides weaker tyranids can still hold an objective if their in cover.

boogle
18-01-2008, 20:34
2 sets of Scything Talons
Bio Plasma
Adrenal Glands WS
Adrenal Glands I
Regeneration

Guess i'm just a bit old school when it comes to Carnies!!!

3 0f 6
18-01-2008, 21:14
MAGNETS!!!! FTW then you can interchange forever

Bregalad
18-01-2008, 22:34
BTW keep away from the spore generating back: Those spores are likely to kill the carnifex first.

onnotangu
18-01-2008, 22:41
2 sets of Scything Talons
Bio Plasma
Adrenal Glands WS
Adrenal Glands I
Regeneration

Guess i'm just a bit old school when it comes to Carnies!!!
exchange one set for crushing claws and you gotta deal.

boogle
18-01-2008, 22:51
nah, the Screamer Killer came with 2 sets of Talons

catbarf
18-01-2008, 23:25
exchange one set for crushing claws and you gotta deal.

For 17 more points, you get .5 more attacks, and can thus no longer have it an Elites fex. Looks cool, but not useful.

There are three big reasons for melee fexes being impractical:

1. Speed. They're slow. It takes three turns + assault to cross the board, meaning half the game is wasted. Since any vehicle can outrun them, they have to attack infantry, which brings me to #2...

2. Too few attacks. Even with two sets of Talons, they can only kill four troops at maximum. Against Marines, this might be useful- 60pts isn't bad. But against anything cheap like Guard or Grots, they're up the proverbial creek. Even against Marines, they're still going to hit on 3+ at best (with two upgrades- more points), and even wounding on a 2+ that still means 2.22 kills. That's 33 points.

3. Vulnerability. They have to run across open ground to get there in 3 turns, and will die quickly to any hidden powerfist.

So, all in all, the Fex takes three turns minimum of legging it over open terrain and risking being shot, then once in combat it has to both try to make up its points in only two or three turns and avoid getting smacked by Joe McSmurf.

Get a sniperfex or dakkafex, or better yet magnetize it and learn these lessons firsthand.

des04
19-01-2008, 00:09
This whole thread seems very similar to the Space marine dreadnought debate. Was the carnifex, like the dreadnought made with a possibly more common weapon combo. The arguement goes back and forth, how the dreadnought was made for it's ability to move and shoot in the same turn, but if you have just heavy weapons you cant defend in CC or take out important models in CC. Both of these arguements are very similar.

biscuit
19-01-2008, 17:00
i run a 2x sything talons fex, with bioplamsa, ext carapace, toxic miasma and both adrenal glands! has never dissapointed......good ol jeff! i just like carnifex's as combat monsters, but that's more imagerey than best/common combinations!

Mercer
21-01-2008, 12:25
Ok here's what I went for:

* Mace Tail
* Acid Maw
* Toxin Spores (ones from the vents)
* Enhanced Senses
* Adrenal Gland
* Reinforced Chitin
* Barbed Strangler
* 2 x Deavourers twin linked
* Spine Banks

That gives my 'Fex some serious fire power, extra toughness to stop any pesker bolters and still has 3 attacks in close combat. Not bad all in all. My other 'Fex is the same as that, except has tusked, venom cannon, toxin sacs & scythes. No toxic spores either.

Mercer