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Just wanted to say how fantastic I think your coconut crab scheme is and thank you for the brilliant tutorial, which I have shamelessly stolen and adapted.
The whole army together looks so impressive together, it's fantastic to see!
(3000+ Points)
Lizardmen (3000+ point 8th ed army)
GSC (1500ish points)
Cothique High Elves, Legio Astorum, Flesh Tearers, and plenty more on the go.
Thanks mate. While messing around with some bits last night, I had a couple of thoughts.
1. The Devourer arm for Carnifexes is the same size and design as on Gaunts/Warriors, but it gets twice as many shots per gun at higher S. That seems weird, and I don't like how quad-Devourers looks on Carnifexes- it has a little too much of a T-Rex vibe to me.
2. The Forge World twin-linked Devourers are much better, but the arms they're on are huge. This makes sense since they were created to allow a quad Devourer loadout on a Flyrant, where only two arm slots are available, but using them as the Carnifex Devourers and having four on one model would be too much. They dwarf the Heavy Venom Cannon and Stranglethorn Cannon, which also doesn't seem right.
So, I took a spare Carnifex Deathspitter, chopped off the barrel, glue on two Devourer heads from the biomorph sprue, and did the absolute minimal amount of sculpting needed to mesh the parts. And I think it came out surprisingly well for very little effort, and should look a little more proportional to the other guns on a Carnifex or Tyrant.
This is part of an effort to magnetize up a bunch of gun arms and related biomorphs so that I can run a more gunline-oriented list involving the WIP Tyrannofex.
Top to bottom: FW, my conversion, stock arm.
This message was edited 1 time. Last update was at 2020/01/15 16:49:20
I really love how the 'nids of all different sizes come out well in this scheme and the work that you do in experimenting on variations of schemes. An interesting insight into the ways a good scheme can be worked up
Relapse wrote:
Baron, don't forget to talk about the SEALs and Marines you habitually beat up on 2 and 3 at a time, as you PM'd me about.
nareik wrote: Perhaps it is a lube issue, seems obvious now.
How's the list running with the new Blood of Baal goodies?
Well it was amazing running Old One Eye with Murderous Size on its scything talons... but then that got FAQ'd so that you can no longer give Adaptive Physiology to named characters.
I will say that the 5+ invuln from Dermic Symbiosis is a huge improvement for the bigger creatures, with the wound bracketing bonus being a handy add-on. Most of my games have actually been through Tabletop Simulator so I've had the opportunity to try out lists that I don't have physically available, so I've run a Scythed Hierodule with Dermic Symbiosis, and it's been quite an entertaining missile of claws and teeth. In 1000pt games using my actual models, I've had a lot of success putting Dermic Symbiosis on a Carnifex with Spore Cysts to act as a screen for Old One Eye, which so far has ensured that OOE makes it into combat unscathed.
Big units of Warriors also benefit from the adaptation to treat AP-1 and AP-2 as AP0, and combined with their new Stratagem become very difficult to remove. They're also a good candidate for Single-Minded Annihilation, so present a credible threat. I think they're very useful now, but suffer heavily from diminishing returns since Adaptive Physiology and the Stratagem can only benefit one unit at a time.
Haven't had a chance to try out the Lictor yet, but it looks like it'll be a solid way to shut down Overwatch.
Lastly, I haven't been too keen on any of the custom hive fleet traits compared to Kraken, but I've also been toying with a gunline-oriented list, and with less need for high mobility to secure T2 charges I might experiment with some of the more interesting custom traits. In particular the one to regenerate a wound each turn seems like it'd be really handy for a list primarily composed of multi-wound models.
Overall BoB gave the army a solid boost. It's not enough to compete with 2.0 Space Marines (let alone supplements, let alone Iron Hands), and it does sting a bit having to give up a Warlord Trait to use Adaptive Physiology, but I'll take what I can get.
And here's a tutorial on the magnetic storage boxes that I use:
Nice tutorial.
I just got myself a couple of really useful boxes and bought 2 ferrosheets
(Commercialy available magnetic sheet with self adhesive)
Magnetic storage is really the way to go. I cant wait to transfer all of my stuff and just keep some plastic troops in foam as they don't really care much about being in foam
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
So, here's what I came up with for a pair of Tempestor Primes and Hot-Shot Volley Guns using the old sculpts.
I'm not quite done with resculpting/reshaping on the Tempestors, but I'm quite happy with how the HSVGs came out, given the inherent difficulty in modifying these old sculpts.
It still annoys me that Scions can't take boltguns, not only because regular Guard can, but because there's a new relic that says it replaces a boltgun. Obviously just sloppy editing on GW's part, but it's almost like GW themselves have forgotten that it isn't an option.
This message was edited 1 time. Last update was at 2020/02/22 20:53:03
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Well, the only parts that aren't washes are the patterning, miniscule amount of edge highlighting on the carapace, and eyes/teeth, so it's a lot easier than it looks.
Genestealers have the advantage of having very little carapace to pattern, which makes them a little less interesting than the other members of the horde, but does make them a lot quicker to paint.