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fluger

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Everything posted by fluger

  1. Carnifexes definitely got love in this dex.
  2. I think you'd want some terms or horms in there to round it out. 3 units of 15 terms is 180 pts...
  3. They can be different now. At least, that's how it reads in Spanish.
  4. I still think Lictors have a place in the elites. But, yeah, Zoeys and Venoms are looking better and better for Synapse and Synergy.
  5. Quickly, Bright Lances are only AP2, same as starcannons. I run a list with 3 wave serpents with TL BL and under-slung shuricannon. For me, having the starcannons gives me more mid-strength shooting with AP2, which, frankly, you can never have enough of. I have a unit of 3 war walkers with dual starcannons. I stole the idea from Lord Hanaur after running dual scatter lasers for ages (including 5th edition). I can run the numbers for you, but the AP2 really helps against vehicles with the bonus on the chart (offset by fewer hits, of course), but really helps clear out infantry and MCs of a variety of stripes. Think of Riptides and Broadsides for instance. Being able to come in on a flank via outflank or just hide, move-shoot-run to cover with that 36" range REALLY helps you have a chance against those nasties.
  6. Well, it's not like people are lining up to make ravenguard lists right now. The only effective way to even benefit from their CT is to use the scout move, which you can do with Khan-led WS better. But if you wanted to run an all mech force with scouting, you could just not use Khan on a bike and do it with RG CT. So, the point was to actually get them to use JUMP PACKS in a RG force. The sniper rifles on Devs is definitely interesting, fluffy, and sensible, the only drawback is that there are no models for it.
  7. How would what you are describing work? They couldn't shoot, then spin and disembark the unit after shooting. Your strategy that you are employing would function fine, but if you moved up so close that a unit of d-scythe wrathgaurd could disembark and then shoot at the target, you are certainly within assault range of that unit. And, while not all units can threaten with assault, wave serpents are highly susceptible to krak grenade toting...anythings. The VEs allow Jim to move up and disembark as far as possible and create the greatest possible threat range for those units, while simultaneously not forcing him to expose his rear armor.
  8. The biggest advantage of running a squadron of typhoons is you can get prescience on them and really hit hard.
  9. Argh. Edit: This was in regards to the Tervigon not being a Warlord. How stupid.
  10. Only thing I'm confused about is that vectored engines help you NOT expose rear armor by allowing you to spin around after shooting, so you SHOULDN'T be exposed. Curious as to your thoughts here.
  11. Glad to hear there's a good showing in Medford and such. :D
  12. How 'bout stealer shock? Deathleaper: 130 13 Genestealers: 182 13 Genestealers: 182 13 Genestealers: 182 13 Genestealers: 182 13 Genestealers: 182 3 Lictors: 150 3 Lictors: 150 3 Lictors: 150 Trygon Prime: 230 Mawloc: 140 Mawloc: 140 2000 Deploy nothing! Infiltrate with Deathleaper, the Lictors, and the 65 stealers. Prime and Mawloc show up later. Try and hide and wait for turn two assaults!
  13. OK, after looking at the Nids in person and really delving into the dex, this is where I would go with 2k for Nids Tervigon: 195 Tervigon HQ?!?!?! Am I crazy?! Thing is, Synapse is huge, and even though I don't get him scoring, he creates more scoring units and he makes for a nice synapse bubble in the middle. He's about the most rugged Synapse for the points, and I'm not going to feel too bad about hiding him. 20 Hormagants: 100 20 Hormagants: 100 20 Hormagants: 100 20 Hormagants: 100 80 fleet guys moving at the enemy, they aren't really that deadly to most things, but they can't be ignored completely. 3 Tyranid Warriors: 90 3 Tyranid Warriors: 90 Cheap Synapse that can either be a deck chair or move up with the horde. I'm not counting on them to do anything but be Synapse. 2 Venomthropes: 90 2 Venomthropes: 90 2 Venomthropes: 90 2 stay near the Tervigon, the other two split off to give off shrouding to as much as possible, ideally the Carnifexes. Crone: 155 Crone: 155 S8 vector strikes? Yes, thanks, I'll take that. 3 Biovores: 120 Great for doing damage on the enemy. Ideally I'm creating board pressure that will make them clump up, which makes them even better. These guys are a steal. 2 Carnifexes: 270 Adrenal Glands 2 Carnifexes: 270 Adrenal Glands Highly threatening to basically everything in the game, virtually the lynchpin of the whole army concept. 1995 So, deeper thoughts on this. The target saturation is REALLY high. All that shrouding is pretty strong considering even armies that ignore cover left and right are going to have a hard time picking out what to deal with first. To deal with Nids, you have to bring down synapse. This list only has 3 synapse units, two of which should be trying to stay out of LOS, and SHOULD be shrouded and in cover. So, if you start working on them first, you have to get through the cover and be able to see them. So maybe go after the venomthropes first. Makes sense, they are only 6 T4 wounds, with, ideally 3+ cover and only 5+ armor. That's not a lot, but it SHOULD take 10-11 serpent shield HITS to take out the unit. That's respectable, meaning, on average, it should take 2-3 wave serpents (since their other stuff is shooting too) to drop two. Obviously, there are certain things that will just straight up kill them, like a riptide ignoring cover, but either that riptide has the commander buddy and they just used all those points to kill 90 pts of Nids, or else they used up marker lights on them. Either way, you're spreading out the targets. So, the other target is the Carnifexes. Basically, they SHOULD be in melee by no later than turn 3 barring some unforseen circumstances and assuming they are still alive (thank you fleet!). Once there, they should tear up almost anything in the game in melee. So, if they focus on synapse, those synapse creatures are pretty tough until the venomthropes are dead, and I might be hiding them anyway. If the focus on the venomthropes for the first turn, that's ok because I don't lose anything ultra deadly, and it should take significant firepower to even accomplish that. As long as I can have enough danger presenting itself on turn two from fleeting Carnifexes, vector-striking Crones, and hordes of gaunts, I think I can safely get into melee and start consuming biomass. I don't think this is the best list ever, nor do I think something better won't present itself, but this is one avenue I see as really good.
  14. Indeed. I see where you are going with most of this list, I see what you are going for. I don't think it really needs too much beyond tweaking to get where you want it to be. I think you'll find that this will play like your wood elves, but on crack.
  15. I like the idea of the Ravenguard supplement that you propose, but I think I'd simply alter the main Codex CT to include jump pack troops, but NOT units in vehicles; keep the stealth on turn one and keep the jump pack buff. Just like how the Sentinels of Terra altered how Bolter Drill works, this would both give the Ravenguard what we all wanted, SCOUTING jump pack troops. It also takes away scouting vehicles which should be a White Scars thing. I like all your characters and items as well. I think I'd keep it simple and have a sarge upgrade that gives a single Tactical squad infiltrate. I'd also have an ITEM that gives hit and run, maybe a jump pack?
  16. As far as getting tabled in 4 turns, I highly doubt it. First of all, I expect JMGraham will use reserves and LOS blocking to his advantage to basically be out of sight for as long as possible, then leverage his mobility and durability and hard-striking potential to clobber weak points and still stay as out of danger as possible.
  17. Yeah, HS is the new Elites. Played against Pumpkinhead yesterday and saw him play against Koyote as well. My thoughts are that synapse is a BIG deal. Deathleaper was really nasty IMO as well. He lowered my farseer to a Ld7 psyker, and I didn't get a power off in the first three turns...
  18. Then there's this: "Speaking about the codex today, a few things fall into place. One of the older members of the Stoke(UK) branch is regular play tester for the pre release codex's as he has a number of armies they use when the designers want to try out their rules. Well it turns out he basically advised the design team that the NID codex was far too week and he basically walked over their armies, so they kept adding and changing the rules until it became such a mess that they stopped play testing the book. The white dwarf article was done in the released format because it became obvious that things did not work. They even toned down the riptides load out and tailored the report so it looked as if the new NID's could stand up to the best units in the game. it was a lie. "They basically ran out of time to publish the codex. To make it right, they would likely have to start over again, and the old one was already way behind. "So somewhere along the line someone high up forced the release, the Models were obviously ready and the penny counters wanted a return, as it costs to sculpt, and they don't want molds sat there for another 6-12 months. The inventory was in supply or on order, so it had to be pushed out. "Add to this that the reason we don't have the doom or parasite or pod was a hang over of the chapter-house law suit. When that went to court GW decided that they would not be making these models as the cost of the molds and time was too expensive. So the safest way to remove influence from chapter-house, was to make any of the disputed models obsolete. Remove them from the codex. "We already had the design team at Nottingham give interviews saying they would put right the 5th edition codex, i wonder what they are going to say this time."
  19. It would be slightly out of place, but not so much so, the real issue is he's got a HUGE target on his head now. Even T8 and 3+ armor and ideally cover isn't going to make him last long against dedicated firepower. With the bonus of getting StWL, he's going to have to hide more than snipe.
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