Post by niiai on Mar 12, 2018 2:16:11 GMT
Edit: Corrected some mistaces.
Some thoughs on Carnifexes. I would love to get some feedback.
Sugested builds:
4 Scything Tallons 82 points
4 Scything Tallons, Adrenal Glands, Spore Cysts, Club Tail 99 points
4 Devourers, with Brainleach Worms, Monstruss Acid Maw, Spore Cysts 115 points
4 Devourers, with Brainleach Worms, Enchanted Sences, Spore Cysts 115 points
2 x Deathspitters with Slimer Maggots, 1 Heavy Venom Cannon, Enchanted Sences, Spore Cysts 126 points
Some thoughts:
- Spore Cysts are always worth it as carnifexes often do their job unless they get shot. Reducing the chances of hitting them makes them less apealing targets are carnifexes only have on damage bracket, killing them halfway has no inpact. If you do not take spore cysts and are planing on melee vs infnatery Spine Banks are worth it.
- You want to keep carnifexes cheap as they are relativly fragile for their cost.
- Adrenal glands make sence if you want to advance with carnifexes. The 1 charge helps you make you charges.
- If you are in range with your guns, it makes little to advance because of the -1 to hit.
- Tusks are a bit expensive for an extra attack on a charge, a club tail is a better option against most targets.
- On a shooty carnifex enchanted sences make sense. Monstrus acid maw are an good option utelicing their many attacks and high S.
- Heavy venom cannons are not woth it if you only use the carnifex for long range shots each round. The cost of the heavy venom cannon are not worth it withouth the enchanged sences. The cannon has bad synergy with range 18 and melee weapons unless you screen them.
- Living battering ram is a supricingly good rule, that does not get uteliced by shooting 'fexes.
- Bio Plasma are bad on BS+4
- Math hammer tell us crushing claw is for the most bad, when scything tallons have a re-roll against the intended target, and very bad vs the unintended target.
Thornback I wanne love you with your improved battering ram rule. But Vicius Hunter come sup rarely and i best with full shooting. And then you have the 25 point strangelthorn cannon that is very bad. The mandatory chiting torns is also an odd inclution straining my relationshop with them.
Screamer Killers has a superior range weapon to the regular Bio-plasma. The terify rule comes into play rarely. Can take adrenal glands and Spore Cysts. At 120 points, with one less tail attack, it measures up badly with the 99 point 'regular' Carnifex mentioned above.
If you are taking carnifexes consider Old One Eye in your lists. If you manage charging him with a carnifex the carnifex hits on 2+. While expensive Old One Eye has strong synergy with screening units. The character rule means they can not shoot him. As long as you screen him there are no good solutions against him, except he is 200 points that has little inpact vs gunlines before turn 3. A melee weapon that can threaten T7 and T8 in melee is something we are lacking in 8th edition. Especially if it is something that comes towards you fast headed for melee. The crushing claw is very good on him. Scything tallons on the charge go through other things like butter.
- Carnifexes has some interesting rules with Kraken, Behemot, Jhormunghard, Leviathan and Kronos.
Kraken lets you advance faster, but charging after leaving melee is very good with living battering ram. Behemot just ensures you carnifexes makes their charges. Jormungandr gives then a 2+ save against shooting, something that makes them much better for their cost. Leviathan is almost as good as Jormunghandr, if you can keep them within synapse. That is a big if. On the upside, you can get the bonus in melee, something Jormungandr can never claim.
Kareken stratem is better used on other bigger units early, and later on you can not charge if you advance with carnifexes. Behemot stratagem can be OK if you need a mortal wound, but they are best on swarm of 30, giving more wounds. Jormungandr is mute. Leviathan war on all fronts is hard to activate, but does have some saving grace with crushing claws, or monstrus acid maw, but is othervice weak. (It is generally very hard to trigger unless you build around it.)
Kronos carnifexes benefit a lot with enchanted sences and the re-roll 1 to hit. This gives them a BS of almost 2. (Lacking 1/3 to get the whole way to 2+ from 3+.) The Kronos rule with anything 3+ to hit is amazing. The longer range on weapons benefit them. But the genral rule of a gunline is the side that will loose if you just stand stil and shooting at each other is insenteviced to advance on the other side. Carnifexes with gun will be much better if your opponent advances on you, then if you have to advance on them.
Some thoughs on Carnifexes. I would love to get some feedback.
Sugested builds:
4 Scything Tallons 82 points
4 Scything Tallons, Adrenal Glands, Spore Cysts, Club Tail 99 points
4 Devourers, with Brainleach Worms, Monstruss Acid Maw, Spore Cysts 115 points
4 Devourers, with Brainleach Worms, Enchanted Sences, Spore Cysts 115 points
2 x Deathspitters with Slimer Maggots, 1 Heavy Venom Cannon, Enchanted Sences, Spore Cysts 126 points
Some thoughts:
- Spore Cysts are always worth it as carnifexes often do their job unless they get shot. Reducing the chances of hitting them makes them less apealing targets are carnifexes only have on damage bracket, killing them halfway has no inpact. If you do not take spore cysts and are planing on melee vs infnatery Spine Banks are worth it.
- You want to keep carnifexes cheap as they are relativly fragile for their cost.
- Adrenal glands make sence if you want to advance with carnifexes. The 1 charge helps you make you charges.
- If you are in range with your guns, it makes little to advance because of the -1 to hit.
- Tusks are a bit expensive for an extra attack on a charge, a club tail is a better option against most targets.
- On a shooty carnifex enchanted sences make sense. Monstrus acid maw are an good option utelicing their many attacks and high S.
- Heavy venom cannons are not woth it if you only use the carnifex for long range shots each round. The cost of the heavy venom cannon are not worth it withouth the enchanged sences. The cannon has bad synergy with range 18 and melee weapons unless you screen them.
- Living battering ram is a supricingly good rule, that does not get uteliced by shooting 'fexes.
- Bio Plasma are bad on BS+4
- Math hammer tell us crushing claw is for the most bad, when scything tallons have a re-roll against the intended target, and very bad vs the unintended target.
Thornback I wanne love you with your improved battering ram rule. But Vicius Hunter come sup rarely and i best with full shooting. And then you have the 25 point strangelthorn cannon that is very bad. The mandatory chiting torns is also an odd inclution straining my relationshop with them.
Screamer Killers has a superior range weapon to the regular Bio-plasma. The terify rule comes into play rarely. Can take adrenal glands and Spore Cysts. At 120 points, with one less tail attack, it measures up badly with the 99 point 'regular' Carnifex mentioned above.
If you are taking carnifexes consider Old One Eye in your lists. If you manage charging him with a carnifex the carnifex hits on 2+. While expensive Old One Eye has strong synergy with screening units. The character rule means they can not shoot him. As long as you screen him there are no good solutions against him, except he is 200 points that has little inpact vs gunlines before turn 3. A melee weapon that can threaten T7 and T8 in melee is something we are lacking in 8th edition. Especially if it is something that comes towards you fast headed for melee. The crushing claw is very good on him. Scything tallons on the charge go through other things like butter.
- Carnifexes has some interesting rules with Kraken, Behemot, Jhormunghard, Leviathan and Kronos.
Kraken lets you advance faster, but charging after leaving melee is very good with living battering ram. Behemot just ensures you carnifexes makes their charges. Jormungandr gives then a 2+ save against shooting, something that makes them much better for their cost. Leviathan is almost as good as Jormunghandr, if you can keep them within synapse. That is a big if. On the upside, you can get the bonus in melee, something Jormungandr can never claim.
Kareken stratem is better used on other bigger units early, and later on you can not charge if you advance with carnifexes. Behemot stratagem can be OK if you need a mortal wound, but they are best on swarm of 30, giving more wounds. Jormungandr is mute. Leviathan war on all fronts is hard to activate, but does have some saving grace with crushing claws, or monstrus acid maw, but is othervice weak. (It is generally very hard to trigger unless you build around it.)
Kronos carnifexes benefit a lot with enchanted sences and the re-roll 1 to hit. This gives them a BS of almost 2. (Lacking 1/3 to get the whole way to 2+ from 3+.) The Kronos rule with anything 3+ to hit is amazing. The longer range on weapons benefit them. But the genral rule of a gunline is the side that will loose if you just stand stil and shooting at each other is insenteviced to advance on the other side. Carnifexes with gun will be much better if your opponent advances on you, then if you have to advance on them.