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This article is the first in a series about the new Tyranid Codex. They are intended to stimulate creativity in the use of all the new options we have available and help players forge effective armies both with their current models and the shiny new ones. With no further ado, I bring you... What Color is Your Carnifex? With the new Tyranid codex and new model releases comes a huge, new Carnifex model. It is plastic and as big as a tank! In addition, the new codex gives it a list of options far greater than any other Tyranid, giving it a lot of possibilities. I recall somebody saying that you could make 257 distinct Carnifi. I don't know if that's true, but I am sure that not all the options are equal, and not all of them are really useful. You can make a 327pt Carnifex. It would be pretty powerful, but would it be worth it to have that many points tied up in a single model? I'll let you decide that for yourself, but I'll give you my thoughts on it all as well. Okay, so how do I tell the good options from the great ones and avoid the useless ones? Well, most of the options depend greatly on how you plan to use your Carnifex and what role you want them to play in your army. Even the stoutest Carnifex isn't an army by itself (though that gives me a great scenario idea.) You want them to fit in with your army. They might supplement the theme of your army (Like a Screamer Killer Assault Carnifex supplementing an all-assault swarm.) On the other talon, they might complement your theme. (Such as a Venom-Cannon armed Carnifex adding some range to the afore-mentioned assault swarm.) Okay, so I can use them to expand my theme or to make it more well-rounded, how does that narrow my options? It doesn't narrow your options on every conceivable Carnifex, but it can on the one you are designing at the moment. It means that you have a plan, so you can take what you need and leave the stuff you don't. A T7 W5 Sv2+ Regenerating Carnifex costs a lot of points and won't necessarily make sense in every army. The Assault Carnifex: Now,
we get into a
brief bit of math. An assault
Carnifex moves 6" each turn, and may assault 6" if in range. Coupled
with typical deployment zones being more than 24" apart (go look at the
scenarios in the 4th edition rulebook, I'll wait) that means a Carnifex
typically won't get to assault until Turn 4, even if the enemy doesn't
move away from you. That only leaves 5-6 Assault Phases to do all your
damage. It gets MUCH worse if your assault carnifex starts in Reserves,
such as in missions that use Escalation. What does this mean? It means
that you can't rely on an assault Carnifex always getting to the enemy
lines, and if it does, it won't always have much time to do damage. To
me, that suggests that any Carnifex built solely for assault should be
very inexpensive, otherwise you are wasting points that won't do
anything for you. (If you can claim an objective or a table quarter
with the Carnifex, then it becomes more useful, but it's still awfully
slow to claim objectives.) I feel that a Carnifex built solely for
Assault shouldn't be much more expensive than the Shock Troops Elite
Carnifex rule: 114pts. Beyond this and you'll have a hard time getting
your points back. Some more math for you: A Screamer-Killer has 4
attacks plus Bioplasma and hits a Space Marine on a 4+, Wounding on 2+
and ignoring saves (except for the Bioplasma. This works out to (4 x
1/2 x 5/6)+(1/2 x 5/6 x 1/3) 1.8 Dead Space Marines per assault phase.
(It will be slightly more due to extra attacks from charging, but it
may also end up outside of combat at times, so I'll leave it there.)
That works out to 27pts/Assault phase. The Screamer-Killer could then
do 135-162.5 damage, assuming it started on the board. Yes, they can
kill vehicles too, but again, they may die on the way or never reach
combat as well. I feel Space Marines are a good compromise. The Gun Platform: Okay, now we start talking about adding a gun or two to the Carnifex. This gives the big lug something to do on those 4+ turns he spends walking up the field. It also can give your army some effective ranged anti-vehicle firepower. In the new Codex, some guns were improved and some were slightly weakened, particularly for the Carnifex. No more S9 Devourers, they now have a Strength cap, which makes them no stronger than a 6, even for the massive Carnifex. To partially make up for this, a lot of the smaller weapons are twin-linked on the big guys, and we all know they need all the help they can get aiming! Double Venom Cannons now count as a single, twin-linked weapon, which is a big downgrade, but still isn't a horrible deal, as it means you'll at least hit more often, even if you only get half the shots. Venom Cannons are obviously good against vehicles. Barbed Stranglers, though less effective, can still be worthwhile. A Deathspitter is much less expensive and even though it'll be only S7 vs a S8 or 10, the twin-linked goodness makes it a good secondary weapon. The Twin-Linked Devourer, as well, can be pretty effective against lighter vehicles with a S6 coupled with more shots and twin-linked accuracy.
The other Biomorphs: Okay, so
what about the
other Biomorphs? I'm glad
you asked, I'll make a list:
Building a Better Carnifex: Okay, so what are some good Carnifex Builds? Well, I don't want to spoil all your fun, but here are some that I like. (Note: I am not the creator of all of these, some of the credit goes to the members of WarpShadow.) Tusked Killer: This is an Elite Carnifex. It is basically a Screamer Killer, but it replaces the Bio-Plasma and Adrenal Glands +1 WS with the Tusked Biomorph, giving it a more effective attack on every charge. 111pts. Devilfex: This is also an Elite Carnifex. It is a strange shooting Carnifex that someone on Warpshadow came up with. (Vsurma, I think.) It has Enhanced Senses and two sets of Twin-Linked Devourers. That gives it 8 S6 shots at BS3, rerolling misses AND rerolling failed Wounds. It can actually cut through almost 2 Space Marines per turn and is the bane of any Light Vehlcle. 114pts. Tusked Horror: This is basically a pumped up version of the Tusked Killer, with the intent of wiping out whole squads on the charge. It has 2 sets of Scything Talons and is Tusked. Acid Maw, +1 WS, Thornback, Toxic Miasma. 144pts. With 6 attacks on the charge, probably hitting on 3's and rerolling failed Wounds, it will likely win the combat. Counting as 20 models should help the enemy decide to run away. Unfortunately, the low Initiative can't be helped much, but adding a fast creature such as a Lictor or Ravener should ensure the squad is run down. Crushing Claws could also be used here, but they are awfully expensive for their value. Omnifex: This is a Jack-of-all-trades Carnifex. It is an attempt at decent shooting and decent assault capabilities. Venom Cannon, Scything Talons, Spine Banks, Adrenal Glands +1 WS, Enhanced Senses, Regenerate. 177pts. Venomfex: This is a shooting Carnifex, designed to take down enemy vehicles at range. Venom Cannon, Barbed Strangler, Enhanced Senses. 148pts. Godzillafex: This is a gauntlet thrown in the face of the opponent, daring him to strike it down. It might be a pretty good distraction, too. Crushing Claws, Venom Cannon, Scythe Tail, Spore Cysts, Adrenal Glands (both), Enhanced Senses, Bonded Exoskeleton, Extended Carapace, Reinforced Chitin, Regenerate, Implant Attack, Toxic Miasma, Toxin Sacs. A whopping 298pts. Basically, shove this up the middle and let it make a nuisance of itself, cutting down vehicles and sending out Spore Mines and then laugh as they try to kill a T7 W5 creature with SV2+ that Regenerates. (Or cry if it gets stuck off the board in Escalation!) I hope this gives you some ideas as to where to go and what to do with your Carnifi. A lot of options are good for stimulating creativity, but direction and thought will temper those ideas to make effective weapons for you. If you enjoyed this, email me and let me know |