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I dunno...

Dakkafexes are most of the time good, if you give 'em spinebanks, you're helping them out, because MC status let's you fire at different targets, In one game (vs IG) I used the Devourers to slaughter a Guard squad and the Spinefist to pop their Chimera

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P4NC4K3 wrote:Dakkafexes are most of the time good, if you give 'em spinebanks, you're helping them out, because MC status let's you fire at different targets, In one game (vs IG) I used the Devourers to slaughter a Guard squad and the Spinefist to pop their Chimera


Incorrect. Nothing in the Main rulebook states MCs can split fire. Plus MCs can only fire two weapons.
   
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AdeptSister wrote:
P4NC4K3 wrote:Dakkafexes are most of the time good, if you give 'em spinebanks, you're helping them out, because MC status let's you fire at different targets, In one game (vs IG) I used the Devourers to slaughter a Guard squad and the Spinefist to pop their Chimera


Incorrect. Nothing in the Main rulebook states MCs can split fire. Plus MCs can only fire two weapons.


Ah, but it states in the Spinebanks entry that they can be fired in addition to any other ranged weapons the Carnifex has.

The split fire, however, can't back that one up. No entry I've found says MCs can split their attacks when shooting.

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You are right about the in addition clause about Spinebanks. But only a few models in the game can split fire.
   
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Vancouver, BC, Canada

Good point about the Spinebanks...I wonder what's more killy for an elite dakkafex, 2x Devourers with Spinebanks or 2x Devourers with Enhanced senses..

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I would say 2x Devourers with Enhanced senses because spinebanks have a range of 12" so you would have to get close to fire everything at once

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My thoughts too. But still..spine banks...that's something I haven't considered before for close combat fexes...

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In the vein of a CC fex, spinebanks are the double shot of a close range, decent weapon and assault grenades for those with a Init of 2 (might just make that powerfist go away).

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I have only been able to use a cc fex when I use every helpful biomorph possible because most of the time it would die because of its Init of 2.

Cruching claws have helped a few time like when i get that lucky six but not with the Init of 2.

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Reedsburg, WI

Linkdead wrote:
Hulksmash wrote:I have to disagree with gunfex/sniperfex being "vital" to a list. I more than get by without using them and have yet to lose a game since i built my list. Granted i've only played about 10-12 games now but it seems solid. That said i field 5 fexes, a dakka, 2 boom, and 2 cc upgraded boom's and they make a mess of the bad bad people i play. Though I also field enough warriors and small bugs that i don't worry as much about vehicles shooting at me since almost everything has a cover save


5th edition heavily buffed vehicles, to take an army with no dedicated way to stop them is asking for trouble. What do you do when you face mech eldar or land raider spam? Zoans I don't consider to be cost effective unless your fielding them as dual purpose synapse/anti-tank role. Most Nidzilla armies function best with no synapse network. Zoans would be amazing if they had longer range and didn't have to pass a test to fire warp blast.


Zoans would be better if they had BS 4. When it comes down to it a Tank Hunting Zoe is a hyped up lascannon toting devistator with a bad eye and half the range (threat range of 24"). Used them, sometimes they work, but most case they just succeed in earning my hate.

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Reedsburg, WI

Also as has been said, gun fexes are still good and from what I see, alot of people still run two in thier armies. While definately nerfed, gunfexes still give alot of versatility:

As anti-armour they still provide 3 shots per monster that can stunn/immobolize high AV vehicles. Against open top vehicles like ork trucks, tau pirahhas, dark eldar raiders, and SM Drop Pods they easily pen (with the added bonus of having the pie plate hit the DP disembarked passengers).

Against anti MC, it provides you with 3 high strength wounding shots (more usefull against non TMC for sure)(again, you can usually position the 5" blast to hit nearby infantry). And if a DP is standing by some infantry, why wouldn't you send some str 10 love his way?

As anti infantry, it provides you with 3 instant death shots that ignore FNP and one of them is a blast template to boost. Not a bad way to knock down nob bikers.

I guess the biggest change I have seen for the gunfex is that some people no longer put the +1 wound on him and spend the 15 points elsewhere.

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orchewer wrote:My thoughts too. But still..spine banks...that's something I haven't considered before for close combat fexes...


I put spinebanks on any Fex I can, even my CC ones. A pair of twin-linked S6 shots is never a bad thing for 5 points.

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