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![[Post New]](/s/i/i.gif) 2010/01/24 00:29:49
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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Well, the poor sod was already I1 to begin with, and is only ever higher than that if he manages to get the charge himself. There shouldn't really be many situations where he gets to charge on his own terms for that I boost, so crushing claws are probably not going to hurt him that much. Unless they cost a ludicrous amount. I don't have the codex yet so I don't know the costs for anything yet.
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This message was edited 1 time. Last update was at 2010/01/24 00:30:33
Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2010/01/24 00:33:34
Subject: "Claws or Maggots" in the new 'Nid codex
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Fairly well priced I'd wager.
Trouble is, I do like the Scything Talons, and if I want Crushing Claws, I'd have to give up the option of some Dakka on him, as I cannot do without the re-roll 1's (seriously, this saved my butt so many times today!)
One thing I can tell you though.....Deathleaper is filth on a stick. In two turns (arrived on the first when he can't do owt) carved his way through 5 Assault Marines, a Command Squad, Terminator Chaplain AND a Chapter Master, all for taking just one wound in return! WS9 and Marines hitting on 5's for the WIN! That and Rending on 5's kicks serious arse!
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![[Post New]](/s/i/i.gif) 2010/01/24 00:49:11
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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Deathleaper works almost exactly like I've always wanted lictors to work. They aren't broods of multiple pseudo-Predators jumping out and yelling BOO! at enemies while waiting for the rest of the swarm to show up. They are terrifying, one creature-army slaughterfiends that horrify and intimidate enemy troops and use their stealth abilities to slip in and out of hiding while picking off soldiers with ease. The only thing missing is something like "when Deathleaper charges an enemy unit, enemies do not see or hear him coming, and therefore no reaction moves may be made."
I want to use him but I'll probably use the standard model and pretend that thats how regular lictors have always worked.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2010/01/24 00:55:53
Subject: "Claws or Maggots" in the new 'Nid codex
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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If it's a unique model in your army, I'd have no real problem. But I have ordered myself 3 Lictors (forthcoming WD has a naughty formation I want to use. Kind of a Trygon based Tervigon, but for Hormies! Whee!) so I'll have to use his 'proper' model.
I do agree that he seems about right for a standard Lictor, though both having ranged Flesh Hooks is a pretty good move! 6", S6, AP- Assault 2 Rending is surprisingly useful for thinning out numbers before an assault.
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![[Post New]](/s/i/i.gif) 2010/01/24 00:56:25
Subject: "Claws or Maggots" in the new 'Nid codex
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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IMHO, Twin Scytals are better than Crushing Claws. They average the same number of kills, for less points, and are even nicer when it comes to vehicles moving fast. That said, two pairs of Scytals are more than twice as good as only having one pair. If you give the Fex a gun, losing the twin pair bonus, Only Then would I give the Fex Crushing Claws.
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![[Post New]](/s/i/i.gif) 2010/01/24 00:59:54
Subject: Re:"Claws or Maggots" in the new 'Nid codex
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Infiltrating Oniwaban
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I used a melee fex with bio plasma, frag spines, adrenal glands and a mycetic spore (235 points total) today in 2 games. In the first he dropped in right in front of some Long Fangs, flubbed his plasma shot and died to krak missiles immediately thereafter. But in the second game he pounded on some Plaguebearers, and two Soulgrinders (total 540 points) getting the charge each time and going first at I4. It was awesome.
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2010/01/24 01:16:39
Subject: "Claws or Maggots" in the new 'Nid codex
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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My two favorite builds would be Screamer Killers, which is what you described, and Dakkafexes which trade HtH killyness for a bigger impact the turn they land.
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![[Post New]](/s/i/i.gif) 2010/01/24 01:22:20
Subject: "Claws or Maggots" in the new 'Nid codex
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Oh, and I reckon that if you're going up against another army with lots of big Gribblies (other Nids, sodding Daemons etc) then the Tozin Sacs are well worth considering, as if you are as strong, or stronger, you can instead re-roll your fluffed wounds, which I'm sure we can all agree is pretty tasty. Between that and two pairs of Scything Talons, I might just go order 3 more Carnifex to get some Screamer Killers, innit!
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![[Post New]](/s/i/i.gif) 2010/01/24 01:28:42
Subject: "Claws or Maggots" in the new 'Nid codex
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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Never take Toxin Sacs on a Fex. The Only thing you don't wound on a 2+ is a Wraithlord, and 2+ is better than 4+ rerollable.
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![[Post New]](/s/i/i.gif) 2010/01/24 01:31:15
Subject: "Claws or Maggots" in the new 'Nid codex
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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True, failed to spot that it's always fixed, and not a fixed minimum to wound roll.
I stand corrected! :thumbs:
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![[Post New]](/s/i/i.gif) 2010/01/24 01:43:29
Subject: "Claws or Maggots" in the new 'Nid codex
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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Str 3 and 4, it's always worth it to take Toxin if you want to spend the points, as a 4+ rerollable is better than a 3+. All my Hormagaunts and Gargoyles have it, and my Gaunts will get it from their Sugar Daddy as long as he's alive. I'm only going to spend the points for it on my Warriors that have Rending Claws. The other Warriors will go without to help keep costs down.
Str 5 is a bit tricky, depending on what your facing. The 2+ vs T3 is better, but if your against MEQs, then the 4+ rerollable is better. However, the only Str 5 critter off the top of my head is the Alpha Warrior, where it costs 10 pts for the upgrades, so not particularly worth it in my mind.
Str 6 and higher I wouldn't mess with it at all. Sure, getting that 4+ rerollable vs other monsters would be nice, but I'd rather just drown them in a sea of Toxic Gaunts and their ilk. The one exception would be the Tervigon, who's not taking it for himself, but for his little buddies.
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This message was edited 1 time. Last update was at 2010/01/24 01:44:39
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![[Post New]](/s/i/i.gif) 2010/01/24 01:45:48
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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Or a Nightbringer, I guess, but that thing would mince a Carnifex before the poor thing realized it had run into a veritable adamantium blender.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2010/01/24 14:00:24
Subject: Re:"Claws or Maggots" in the new 'Nid codex
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Malicious Mandrake
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Why does OOE gain +2 I on the charge, AND have Crushing claws? BTW, would anyone here mind if I used a Carnifex with Regen, Crushing Claws, and sytals as the model for OOE, instead of the grinning hippo they have now? The only difference is that he's taller, but he has no ranged weapons.
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Nids - 1500 Points - 1000 Points In progress
TheLinguist wrote:bella lin wrote:hello friends,
I'm a new comer here.I'm bella. nice to meet you and join you.
But are you a heretic? |
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![[Post New]](/s/i/i.gif) 2010/01/24 15:41:52
Subject: "Claws or Maggots" in the new 'Nid codex
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Regular Dakkanaut
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Aduro wrote:Str 5 is a bit tricky, depending on what your facing. The 2+ vs T3 is better, but if your against MEQs, then the 4+ rerollable is better. However, the only Str 5 critter off the top of my head is the Alpha Warrior, where it costs 10 pts for the upgrades, so not particularly worth it in my mind.
The Tervigon is Str 5 as well. They will all want Toxic Sacs though to enhance the babies. I would probably add Toxic Sacs to the Prime as most of the enemy I want him to fight are T4-6.
My view is to put Toxic Sacs on all the little bug, except Termagants who will inherit it from Mommy, and to put Adrenal Glands on all the big bugs to help tank hunting.
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![[Post New]](/s/i/i.gif) 2010/01/24 16:39:53
Subject: Re:"Claws or Maggots" in the new 'Nid codex
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Infiltrating Oniwaban
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Klawz wrote: BTW, would anyone here mind if I used a Carnifex with Regen, Crushing Claws, and sytals as the model for OOE, instead of the grinning hippo they have now?
I certainly wouldn't.
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2010/01/24 18:36:09
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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OOE's special rules contradict themselves just as a Carnifex given Crushing Claws would, so they are probably just there to keep things consistent.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2010/01/24 18:49:54
Subject: "Claws or Maggots" in the new 'Nid codex
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Decrepit Dakkanaut
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Railguns: How does Old One Eye's special rules contradict themselves?
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![[Post New]](/s/i/i.gif) 2010/01/24 18:55:02
Subject: "Claws or Maggots" in the new 'Nid codex
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Never-Miss Nightwing Pilot
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I think Crushing Claws are a must for a Carnifex. I'm teetering whether or not to give it a heavy venom cannon or not. Probably not at the moment, i think its a bit to expensive and i'd rather give it bio-palsma instead. At least then i can still re-roll when i have an all-one moment.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/24 19:05:10
Subject: "Claws or Maggots" in the new 'Nid codex
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Decrepit Dakkanaut
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I'm going for Scything Talons, Stranglethorn Cannon, Adrenal Glands, and Bio-Plasma.
Incidentally I have three pairs of Crushing Claws lying around if anything wants to trade something for them!
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![[Post New]](/s/i/i.gif) 2010/01/24 20:19:30
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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He has Living Battering Ram like all Carnifexes, but also has Crushing Claws. LBR gives him plus 2 to initiative on the charge, but Crushing Claws always have the creature strike at I1. Unless I've been told wrong, LBR is there, but will never take effect because Old One Eye has a pair of crab claws.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2010/01/24 20:38:13
Subject: "Claws or Maggots" in the new 'Nid codex
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Never-Miss Nightwing Pilot
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Railguns wrote:He has Living Battering Ram like all Carnifexes, but also has Crushing Claws. LBR gives him plus 2 to initiative on the charge, but Crushing Claws always have the creature strike at I1. Unless I've been told wrong, LBR is there, but will never take effect because Old One Eye has a pair of crab claws.
It strikes at I1 i think.
I 'm probably going to equip my fex with crushing claws, bio plasma, adrenal glands and regeneration.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/24 20:58:44
Subject: Re:"Claws or Maggots" in the new 'Nid codex
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Infiltrating Oniwaban
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The adrenal glands are kind of a waste when the crushing claws will always have you strike at I1. Your spending 10 points for 1 point of strength when he charges.
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2010/01/24 21:00:45
Subject: "Claws or Maggots" in the new 'Nid codex
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Decrepit Dakkanaut
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Railguns:
That's not really inconsistency or contradiction. There's nothing inconsistent about sometimes getting +2I to your basic initiative but always attacking at I1.
Nice to see there's a reason to forego the Crushing Claws on a Carnifex armed with a Stranglethorn Cannon though!
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![[Post New]](/s/i/i.gif) 2010/01/24 21:49:08
Subject: "Claws or Maggots" in the new 'Nid codex
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Rampaging Carnifex
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Functionally it's pointless, unless you run into something like acid blood in a mirror match or some other rare situation where you need to test on the models Initiative when it is also in close combat. Unless the Carnifex lost fearless and it loses a combat outside of synapse somewhere.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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