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Equipping your Tyranids for 5th ed. - Carnifex
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Old 16 Oct 2008, 04:06   #1 (permalink)
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Default Equipping your Tyranids for 5th ed. - Carnifex

CARNIFEX
My analysis

BIOMORPHS
Acid Maw - NO - you will wound most things on 2+.
Adrenal Glands (I) - Maybe - if facing many power fists otherwise no.
Adrenal Glands (WS) - YES - Always a useful CC upgrade for a Carnifex specially elite fex.
Bio-Plasma - Maybe - No MC benefits, only ever good vs monolith and walkers in cc.
Bonded Exoskeleton - Yes - nullify damage against Str 3. Reduces effectiveness of mid range weapons, and it's VERY useful in CC. Very useful add on, overall better value than extended carapace.
Enhanced Senses - YES - required to have decent shooting.
Extended Carapace - Maybe - Makes a joke out of any weapon that is not AP 2. And weapons that don't ignore armour saves in CC. However most weapons fired at a fex ARE usually goin to be AP2, so what should be a MUST-HAVE bio-morph becomes iffy.
Flesh Hooks - No - This one is also good if u are playing with lots of impassable terrain. Otherwise Spine Banks serves the same purpose much better.
Implant Attack - No - Not worth it unless making an uber expensive CC fex..which you want to AVOID like the plague.
Regenerate - NO - Ridiculous cost minimal reward.
Reinforced Chitin - YES - best defensive upgrade for any Carnifex. If you have the points always take this.
Spine Banks - Maybe - same benefits as flesh hooks when assaulting, and has an added gun. Take this is you are taking a CC fex so that you can get a cheap extra weapon.
Spore Cysts - NO - NO! seriously! NO! This CAN hurt you.
Symbiote Rippers - NO - Pointless upgrade.
Tail Weapon-Mace - YES - if you are making a CC fex take this! It's the best choice, cost effective and useful against swarms.
Tail Weapon-Scythe - Maybe - This is not too bad a choice but you need to add toxin sacs to really get the most out of it and it does not cause 2x the wounds per turn yet costs a lot more than the mace tail.
Thornback - NO - Pointless upgrade.
Toxic Miasma - YES - Works wonders with AG(W) great for a elite CC fex.
Toxin Sacs - Maybe - only good when taking tail weapon scythe otherwise forget this.
Tusked - Maybe - good for a heavy support CC fex however CC fexes should be left for elite choices.

WEAPON SYMBIOTES
Close Combat
=========
Crushing Claws - NO - Ok this is tempting there's a possibility of getting a lot of attacks out of it, however you also have a possibility of getting fewer attacks out of it. It's a gamble a very pricey one, so i have to say NO!
Rending Claws - NO - If you really want to make a VERY VERY cheap fex but under any other circumstance NO!
Scything Talons - YES - This is a great CC weapon for both CC oriented and mixed carnifexes.
Lash Whips - MAYBE - real good defensive but not all too useful on a carnifex unless you know you are gonna be assaulted by or assaulting CC units with more than 1 attack. Most of the time you'll be better off taking ST instead.


Ranged
=====
Barbed Strangler - MAYBE - Great anti-infantry weapon with decent anti-tank capabilities. Unfortunately this edition this weapon scatters and thus becomes somewhat less effective as it can easily scatter off target this is specially true against vehicles.
Twin-Linked Deathspitter - NO - Loses a lot of it's potential, a barbed strangler is always a better choice.
Twin-Linked Devourer - YES - THE weapon of choice for elite carnifexes! Highly recommended.
Twin-Linked Barbed Strangler - No - Better than the single strangler, allowing you a better chance to hit your mark. However this improvement is not all that great you'll still need luck on your side and it costs too much points for only getting a re-roll on scatter that could just scatter again just as bad or worst than the first roll.
Twin-Linked Venom Cannon - NO - You get to re-roll but costs a ridiculous amount of points most veteran players will recommend against taking this in any situation it is simply NOT worth it.
Venom Cannon - YES - Always, Always take this on a heavy support fex! Wether shooty or mixed this is THE weapon of choice for HS fexes. The venom cannon is are best anti-tank and most armies have tanks, and you'll likely to be facing AV13 unless you start manuevering like crazy, the VC can reliably stop enemy vehicles in their tracks. Works very well coupled with the Barbed Strangler for the strongest most versatile carnifex set-up in our codex.


Recommended Configurations To Use
GENERAL RECOMMENDATION
The carnifex is just so versatile you can make him fit any role you want, however the general consensus is that CC fexes are BAD! Or at least just NOT as good as Shooty fexes. Even tho in this edition we have the RUN ability and so does your opponent thus if he so desires he can keep moving away from your CC fex so that you won't ever hit combat unless the opponent actually wants to engage you. CC fexes tho are good at holding objectives as enemies will most likely not want to get withing 12" of a CC fex. If you are making a CC fex make him an elite choice, our Heavy Support power should be focused for anti-tank shooty fexes. Speaking of, the best choice is the sniper fex but if you want CC power you can forgo the barbed strangler and add ST to your fex as well as some CC biomorphs and you'll have a reliable beast. However be warned that they get VERY pricey.


Recommended Configurations To Use
1 Carnifex @ 163 Pts
Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom Cannon


- Best heavy support carnifex configuration, the most commonly used by Tyranid power players for it's great effectiveness. You can remove chitin if you need to save points. Rating 10/10

1 Carnifex @ 113 Pts
Enhanced Senses +1 BS; Twin-linked Devourer (x2)


- Best elite carnifex configuration, very low cost very high damage output and capable of damaging AV 12 with some luck. This is the most comonly used power player elite fex, specially in godzilla armies. Rating 10/10

1 Carnifex @ 218 Pts
Adrenal Glands +1 WS; Bonded Exoskeleton; Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x1); Venom Cannon


- Great fex, VERY expensive but capable of doing a good job anti-tank and in CC. Add Tusked if you want extra charging power Rating 9/10

1 Carnifex @ 203 Pts
Adrenal Glands +1 WS; Bonded Exoskeleton; Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x1); Barbed Strangler


- Pummels infantry however you may just kill most of your targets with the strangler alone before you actually get into CC. Still a decent choice if you strip him of all biomorphs he also makes a decent elite fex since BS 2 or 3 doesnt make much difference on the barbed strangler Rating 7/10


1 Carnifex @ 113 Pts
Adrenal Glands +1 WS; Toxic Miasma; Scything Talons (x2)


- Cool CC fex a.k.a the Ninja Fex it's cheap and does well in CC versus most infantry. Best option when you want a CC fex Rating 7/10

1 Carnifex @ 148 Pts
Enhanced Senses +1 BS; Reinforced Chitin; Twin-linked Barbed Strangler


- Decent fex able to give good stable anti-infantry support. Just avoid using him against tanks even with the re-roll it's not reliable for anti-tank duties. Rating 6/10

1 Carnifex @ 189 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Mace; Toxic Miasma; Scything Talons (x2)


- Good CC fex a much better value than it's Crushing Claw counterpart. This fex is much less expensive and reliable. However it's flawed by the curse of the CC fex remember u can't assault after a RUN use strategically. Rating 6/10

1 Carnifex @ 217 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save; Reinforced Chitin; Spine Banks; Tail Weapon - Scythe; Toxic Miasma; Toxin Sacs +1 St; Crushing Claws; Scything Talons (x1)


- If you REALLY like the gambling all or nothing style of play this fex is what you want. He's a CC fex so he has all the problems that come with a CC fex however he's a potential monster in CC, just remember he can also be very very crapy if your luck is anything less than great. Rating 4/10
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Old 16 Oct 2008, 10:04   #2 (permalink)
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Default Re: Equipping your Tyranids for 5th ed. - Carnifex

Crushing Claws is a great biomorph. Look at it this way, in general you are going to get more attacks, you have a 33% chance to get less attacks, you have a 16% chance to the same number of attacks, and a 50% chance to get more attacks than if you just equipped Scything Talons into the bio weapon slot.
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Old 16 Oct 2008, 19:18   #3 (permalink)
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Default Re: Equipping your Tyranids for 5th ed. - Carnifex

Quote:
Originally Posted by Gada Mazaha
Crushing Claws is a great biomorph. Look at it this way, in general you are going to get more attacks, you have a 33% chance to get less attacks, you have a 16% chance to the same number of attacks, and a 50% chance to get more attacks than if you just equipped Scything Talons into the bio weapon slot.
It's about reliability. If you enjoy gambling then yes Crushing Claws is nice.

However most people want the reliability. Not only is Talons more reliable but it costs a lot less. The last thing you want is to pay a dozen more points for something that has a 1/3rd chance to back fire.

It's not like plasma guns where they only overheat on a 1. that's 1/6th chance pretty minimal. Crushing claws fail 2x as often. And if you look at how often you'll get your fex into an assault opportunity, it's really not that often and at these critical times you really want to be able to make your attacks count.

So it's ultimately a gamble for the player that likes to take the risk. I judge things based on how reliable they are in the majority of cases and this is only my own analysis and opinion not a golden rule.
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Old 16 Oct 2008, 22:11   #4 (permalink)
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Default Re: Equipping your Tyranids for 5th ed. - Carnifex

I love crushing claws in an apocalypse game, but tend to the scything talons for more tightly competitive fare.

I've found in 5th edition that stranglers are much improved for 'fexes, since they are big enough to clip a model in a loose unit, even if they scatter.
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Old 20 Oct 2008, 03:51   #5 (permalink)
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Default Re: Equipping your Tyranids for 5th ed. - Carnifex

You could look at the Crushing Claws biomorph this way:

One set of Claws give a "base" attack average of 3.5, with a chance to really kick some butt, for the cost of a grey knight.
This one is great if you like to play like an ork and take your chances, prefer godfexes, have a crab claw fetish, or can somehow reliably get into CC with high cost units (honor guard, etc.).

One set of Talons would give a "base" attack of 3.0, with no variation and costs as much as guardian. Much more competitive because of the point cost and reliability. With the extra points you could get practically tail mace, bio-plasma and acid maw.

Barbed stranglers also seem like a must with the new template rules, even for CC fexes, because you could have 2-3 key turns of shooting to soften up the enemy and perhaps even pin before engaging.
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