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![[Post New]](/s/i/i.gif) 2014/11/14 04:55:46
Subject: Maleceptor Tactics
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Regular Dakkanaut
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I like both the new Toxicrene and Maleceptor model kit, but I like the Toxicren's rules better. But when I bought the kit, I went ahead and built the Maleceptor version, because I think it looks better. I've got a game coming up and I want to use him, but I want to get the most mileage from him also. I was thinking of taking Deathleaper and lowering one of my opponents character's LD, and then hunting him with my Maleceptor. Other than that, I I guess I'll try to make good use of him being a synapse creature, but that's all I have planned for him atm. Is that a good enough amount of work and duty dedicated to this brainiac of a monstrousity, or can he do more?
A quick idea of the rest of my list:
Flyrant with TL Devs
Deathleaper
Prime
Crone
Crone
Raveners x 3
Genestealer brood x 20
Genestealer brood x 20
Genestealer brood x 20
Termagant brood x 17 ( 10 with devourers ) riding in tyrannocyte and Prime drops with them
Mawloc
And that's it so far. Guess I'll have to take double force org. to take Prime and make the list Battle Forged.
Thoughts and advice? The setting will be friendly, but I do want to tear things up. Game will be around 2000 points give or take.
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![[Post New]](/s/i/i.gif) 2014/11/14 05:15:36
Subject: Maleceptor Tactics
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Missionary On A Mission
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If you want to try to make the Maleceptor work, you will need an excess of warp charges. I would load up on Zonentropes and Genestealer broodlords to power him. I would also recommend a tryannocyte so he can actually survive to get in range.
Just note, I can't see him doing work with his cost and weaknesses.
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![[Post New]](/s/i/i.gif) 2014/11/14 05:53:58
Subject: Maleceptor Tactics
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Regular Dakkanaut
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AdeptSister wrote:If you want to try to make the Maleceptor work, you will need an excess of warp charges. I would load up on Zonentropes and Genestealer broodlords to power him. I would also recommend a tryannocyte so he can actually survive to get in range.
Just note, I can't see him doing work with his cost and weaknesses.
Thank you! I am still adjusting to 7th Ed., and I am very unfamiliar with psychics in this edition. I will have to go back to the drawing board and start my list over. I have about 3 Broodlords on hand too, so I will make good use of them. I will also include Tyrant Guard ( the ones with impaler cannons ), I always forget how good those work for me.
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![[Post New]](/s/i/i.gif) 2014/11/14 09:10:03
Subject: Maleceptor Tactics
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Longtime Dakkanaut
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I would use him as a paperweight
In all seriousness, though I wouldn't take him in a competitive list without extensively testing his strengths, you would want to take Psykers wherever possible - and maybe some Daemon Allies to generate the Warp Charges required to manifest Overload
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/11/14 16:19:53
Subject: Maleceptor Tactics
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Longtime Dakkanaut
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With 2 FOC I would really take several solo Zopes, maybe in pods. Maleceptor needed to be the Heavy instead of Toxi to spread out the Psychers. 3 solos Zoe, A tyrant and the Malec's ML should give you enough charges to use Overload and still pop off good things like Catalyst and Onslaught.
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![[Post New]](/s/i/i.gif) 2014/11/17 06:12:15
Subject: Maleceptor Tactics
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Regular Dakkanaut
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Bringing more brood lords helped, but my maleceptor didn't last long. Dropped him in with a tyrannocyte, but he failed to get his power to work. The tyrannocyte did very well.
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![[Post New]](/s/i/i.gif) 2014/11/17 06:21:00
Subject: Maleceptor Tactics
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Member of the Ethereal Council
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That's the problem. Four dice to get it off, 1/2 chance to hit, then on 3d6 the average is ten. So there is so much they could do to not die. And that isn't counting payer armies. You will never get it off
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![[Post New]](/s/i/i.gif) 2014/11/17 08:02:03
Subject: Maleceptor Tactics
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Regular Dakkanaut
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The model is cool, but it would be very situational for this thing to get it jusssssst right. Even though the game was friendly, we played hard, and it was a really good test. I haven't played my bugs much in years and I went up against dark eldar.
The key for me doing so well? Ruins.
That and a lone venomthrope giving a bunch of my mvps a 2+ cover save. Without it, the game would've been very different. I think I'm going to go back to the drawing board and come up with a very nasty list, depending on taking multiples of certain units that seem indispensable.
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![[Post New]](/s/i/i.gif) 2014/11/17 10:18:23
Subject: Maleceptor Tactics
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Battleship Captain
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hotsauceman1 wrote:That's the problem. Four dice to get it off, 1/2 chance to hit, then on 3d6 the average is ten. So there is so much they could do to not die. And that isn't counting payer armies. You will never get it off
I'm not poking the 'abnormal-rules-witchfire-roll-to-hit' plot hole, but it's even worse than that: as a focussed witchfire, to hit the dude you want you need to exceed the warp charge requirements, not just match them - so you need more like 6 dice.
I must admit, when I saw the rules and saw "may cast psychic overload up to three times!" my first response was " with what tyranid army do you think you can reliably get 18 warp charge?" - especially since you can't repeatedly pummel one target.
If you want to capitalise, then I agree Deathleaper's Assassin Brood is a good choice. 6 solo lictors, deployed in reserve and ready to ninja-strike in, are decent tools for Maelstrom of War missions (need this objective? Yoink!), but the combination of Paranoia and Ill-Discipline and It's After Me! makes for a serious Ld penalty when you have 3D6 Ld check powers to throw. Taking a winged tyrant and trying to dump the Shadow In The Warp in the right spot too can be nasty.
You might want to build a substantial number of small 'stealer broods into the force too - firstly a Broodlord is an extra warp charge, and secondly he has The Horror, which is a cheap power which capitalises very well on a unit with a big Ld penalty stacked on it.
My last comment - wait for next week. Shield of Baal: Leviathan has supposedly got 6 formations in it: it wouldn't surprise me if one of them is Malaceptor-related.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/11/19 22:08:26
Subject: Maleceptor Tactics
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Loyal Necron Lychguard
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I would go out, buy the Toxicrene/Maleceptor kit, and build the Toxicrene. The Maleceptor does not exist. It is a myth. Don't let anyone tell you otherwise.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/11/20 01:48:05
Subject: Maleceptor Tactics
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Longtime Dakkanaut
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The problem with the maleceptor is the reason to take it should be psychic overload.
but psychic overload is terrible.
If it was 2 WC and gave you three shots, it would be not so bad.
if it was 1 WC per shot it would be not so bad.
but its 2 wc per shot.
on average you need 12 WCto have a 50/50 chance to hit, if you want to hit the model you want to hit as a focussed witchfire you need 18 wc to do so. This doesn't include the hit roll, chance they pass their ld test, etc.
in the end your more likely to blow yourself up from perils than actually kill a model you want to kill.
However should you feel the dice gods are on your side, I would look towards adding deathleaper to your arsenal, as you can reduce a specific models LD, and take lots of units of zoanthropes, with the neurothrope upgrade as you can. wounds caused by the neurothropes power give you additional WC for that turn.
going unbound with balekor/tz daemons might also be worthwhile as you can get a lot of WC that way as well.
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![[Post New]](/s/i/i.gif) 2014/11/20 02:16:35
Subject: Maleceptor Tactics
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Regular Dakkanaut
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Locarno@
Just saw a leaked pic from Leviathan. Maleceptor with zoanthropes. Looks like something to boost synapse range, mostly.
Krodarklor@
Until I try more games with the maleceptor and he does something other than die, yeah I will wish I had built the toxicrene version first. But I think i want to have one version of each bug in my collection.
blaktoof@
I tried adding deathleaper and it never worked ( in the only game I tried ). I'm not so much into unbound, but if I did, I would go with the background story that one of my other armies are breeding aliens ( tyranids ) as weapons for their army. Idea comes from an old Aliens comic book.
The other idea that I've heard is, to use the Maleceptor as a durable synapse choice. But I can already hear the arguement of going with a brood of zoanthropes.
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![[Post New]](/s/i/i.gif) 2014/11/20 04:29:58
Subject: Maleceptor Tactics
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Longtime Dakkanaut
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blaktoof wrote:T
However should you feel the dice gods are on your side, I would look towards adding deathleaper to your arsenal, as you can reduce a specific models LD, and take lots of units of zoanthropes, with the neurothrope upgrade as you can. wounds caused by the neurothropes power give you additional WC for that turn.
going unbound with balekor/tz daemons might also be worthwhile as you can get a lot of WC that way as well.
The Neuro only makes Warp Blast charges.
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