Post by akaiyou on Apr 5, 2009 17:43:43 GMT -5
BIOVORES
My analysis
BIO-WEAPONS
Ranged
=========
Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however).
Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10.
Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Biovores do a good job against heavy infantry armies, so this is THE time to use 'em if you want to use them. However do not USE Biovores at all! 5th edition has royally screwed these guys up. In kill point games your mines will grant your opponent an easy kill point if you miss your shot this is ridiculous and needs to be addressed in a new FAQ or Codex so do not take unless you are certain you will not be playing Annihilation.
3 Biovores
w/Frag Mines
- The best choice because of consistency of use. This will be the most useful against the majority of targets that you fire your Biovore at and it's also the most cost effective of the 3. Rating 10/10
3 Biovores
w/Bio-Acid Mines
- The most expensive but is decent as an anti-light vehicle weapon, as well as having the best AP of the 3. The problem is that it lacks strength, and most targets that save on 3s will come with toughness 4. meaning you'll wound on 5s. On the plus side the new blast rules makes this a better option because now that there's no partials it means you'll land more hits and thus more wounds per blast even if you wound only 1/3rd of what you hit. Rating 9/10
3 Biovores
w/Toxin Mines
- This one seems to be the weakest link due to the fact that it's only really effective against Tau and armies with large amount of units that save on 4s. Against any other target the other 2 mine types do a much better job. So unless you are facing Tau or similar, do NOT take this one as you'll be paying more for less. Rating 6/10
ZOANTHROPES
My analysis
HIVE MIND POWERS
Catalyst - Maybe - Very cheap and useful power when facing down enemies with high (I) stat. You use this power on other broods to allow them to strike even if killed before they get they get a chance. Can be useful as well if your brood did not take Flesh Hooks and are assaulting units in cover. However taking this power means you can't take some of the other more useful powers.
Psychic Scream - Yes - This power is sweet! too sweet maybe? Dropping enemy leadership has so many benefits that I won't even list them all. Just one of these is useful on it's own right and when you take more of them together it becomes exponentially deadly. I specially recommend this power against armies that already have low Ld like Tau.
Synapse Creature - Yes - The most useful power hands down! Almost compulsory in all cases unless u want to take zoanthropes as a psychic scream wall along with a Tyrant.
The Horror - No - No! just no! This power is hardly useful on a Tyrant let alone a Zoanthrope. Just pretend it's not there. It "WOULD" be very useful in a pack of psychic screaming zoanthropes however most of the time enemies will try to shoot a zoanthrope, and there are other powers that would be much more useful in that slot.
Warp Blast - Yes - Our most deadly shot due to high AP and Strengh. Can be pricey but worth every penny specially against MEQ armies. And remember any vehicle within 24" can be sent to the scrapyard (move and shoot it down).
Recommended Configurations To Use
GENERAL RECOMMENDATION
Zoanthropes are the ish! I love these guys they can be used in many ways and tend to be a very cheap and reliable source of synapse due to their permanent Warp Field. Many times it's worth taking a group of zoanthropes instead of a carnifex because of the added synapse you can get for your units and because warp blast is a very good weapon and can shoot even the toughest AV 14 enemy vehicles down within 18" range. Also keep in mind that Zoanthropes do NOT need to be equipped Identically! So you can always mix and match your psychic powers to complement each other or handle different tasks. Also note that you can always just take 1 power with a 2nd one being entirely optional.
3 Zoanthrope @ 195 Pts
Synapse Creature; Warp Blast
- This is the preferred set-up allowing you to support strongly with synapse as well as giving you another unit that can kill enemies at a range and even take down the toghest AV vehicles. Rating 10/10
3 Zoanthrope @ 150 Pts
Catalyst; Psychic Scream
- This set-up is a Hive Tyrant combo that can prove deadly to any enemy. Able to support other units with catalyst and seriously drop enemy leadership withing 18" range. You COULD drop catalyst and save some points however I find the added support is very beneficial to your other units since it'll take you at least 1 or 2 turns to get within 18" of an enemy for psychic scream to be useful. Rating 9/10
3 Zoanthrope @ 195 Pts
Psychic Scream; Warp Blast
- Another Hive Tyrant combo gets expensive but allows you all the benefits of warp blast while you move towards your target. Within 18" range this combo becomes very strong causing many enemy casualties and will easily cause them to fall back due to the -4 leadership from Tyrant + Zoan psychic screams. Rating 8/10
3 Zoanthrope @ 165 Pts
Psychic Scream; Synapse Creature
- This set-up is good if you don't want your zoanthropes to team up with the Tyrant for a psychic scream enemy melt down. Just one scream is still very useful in causing enemy to fail their tests. This set up shines as a assault support providing synapse and helping to increase the chance for sweeping advance. Rating 8/10
3 Zoanthrope @ 150 Pts
Catalyst; Synapse Creature
- Very useful if your zoanthropes main task is to provide synapse for your gaunts. Catalyst works very well here when you face off against armies that have several high I units. It's also useful if you are taking many many gaunts and want to save points on flesh hooks. Rating 6/10
3 Zoanthrope @ 135 Pts
Synapse Creature
- The best 'cheap' set-up. Just taking Synapse is useful when you don't have points to spare and need strong synapse for your units. Just remember that that's all their be good for. Rating 6/10
3 Zoanthrope @ 150 Pts
Psychic Scream; The Horror
- The one instance when this could possibly be useful is when fighting a CC army and you are intending to support your units in CC with Psychic Scream to help sweeping advance results. This set up will prevent your zoanthropes from being assaulted most of the time and be useful at lowering Ld. If you want synapse u can drop one scream and add synapse to one of the zoanthropes. Rating 6/10
CARNIFEX
My analysis[/b]
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
My analysis
BIO-WEAPONS
Ranged
=========
Toxin - MAYBE - These are good to have because you always wound enemy models on a 4+ due to strength always = enemy toughness. AP4 makes this very effective against 4+ save infantry, however this loses out to frag mines against models with toughness 3 with anything but a 4+ save, and only does equal damage against T4 enemies with a 3+ or better save. Also note Toxin mines can ONLY attack open topped vehicles and will ONLY glance (automatically however).
Frag - YES - These are the choice mines! They are the most cost effective and do more damage against the large majority of infantry models. And are still able to glance AV 10.
Bio-Acid - YES - These are the most expensive but most versatile of the mines because you can aim it at almost any infantry unit and vehicle and have a chance at damaging it.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Biovores do a good job against heavy infantry armies, so this is THE time to use 'em if you want to use them. However do not USE Biovores at all! 5th edition has royally screwed these guys up. In kill point games your mines will grant your opponent an easy kill point if you miss your shot this is ridiculous and needs to be addressed in a new FAQ or Codex so do not take unless you are certain you will not be playing Annihilation.
3 Biovores
w/Frag Mines
- The best choice because of consistency of use. This will be the most useful against the majority of targets that you fire your Biovore at and it's also the most cost effective of the 3. Rating 10/10
3 Biovores
w/Bio-Acid Mines
- The most expensive but is decent as an anti-light vehicle weapon, as well as having the best AP of the 3. The problem is that it lacks strength, and most targets that save on 3s will come with toughness 4. meaning you'll wound on 5s. On the plus side the new blast rules makes this a better option because now that there's no partials it means you'll land more hits and thus more wounds per blast even if you wound only 1/3rd of what you hit. Rating 9/10
3 Biovores
w/Toxin Mines
- This one seems to be the weakest link due to the fact that it's only really effective against Tau and armies with large amount of units that save on 4s. Against any other target the other 2 mine types do a much better job. So unless you are facing Tau or similar, do NOT take this one as you'll be paying more for less. Rating 6/10
ZOANTHROPES
My analysis
HIVE MIND POWERS
Catalyst - Maybe - Very cheap and useful power when facing down enemies with high (I) stat. You use this power on other broods to allow them to strike even if killed before they get they get a chance. Can be useful as well if your brood did not take Flesh Hooks and are assaulting units in cover. However taking this power means you can't take some of the other more useful powers.
Psychic Scream - Yes - This power is sweet! too sweet maybe? Dropping enemy leadership has so many benefits that I won't even list them all. Just one of these is useful on it's own right and when you take more of them together it becomes exponentially deadly. I specially recommend this power against armies that already have low Ld like Tau.
Synapse Creature - Yes - The most useful power hands down! Almost compulsory in all cases unless u want to take zoanthropes as a psychic scream wall along with a Tyrant.
The Horror - No - No! just no! This power is hardly useful on a Tyrant let alone a Zoanthrope. Just pretend it's not there. It "WOULD" be very useful in a pack of psychic screaming zoanthropes however most of the time enemies will try to shoot a zoanthrope, and there are other powers that would be much more useful in that slot.
Warp Blast - Yes - Our most deadly shot due to high AP and Strengh. Can be pricey but worth every penny specially against MEQ armies. And remember any vehicle within 24" can be sent to the scrapyard (move and shoot it down).
Recommended Configurations To Use
GENERAL RECOMMENDATION
Zoanthropes are the ish! I love these guys they can be used in many ways and tend to be a very cheap and reliable source of synapse due to their permanent Warp Field. Many times it's worth taking a group of zoanthropes instead of a carnifex because of the added synapse you can get for your units and because warp blast is a very good weapon and can shoot even the toughest AV 14 enemy vehicles down within 18" range. Also keep in mind that Zoanthropes do NOT need to be equipped Identically! So you can always mix and match your psychic powers to complement each other or handle different tasks. Also note that you can always just take 1 power with a 2nd one being entirely optional.
3 Zoanthrope @ 195 Pts
Synapse Creature; Warp Blast
- This is the preferred set-up allowing you to support strongly with synapse as well as giving you another unit that can kill enemies at a range and even take down the toghest AV vehicles. Rating 10/10
3 Zoanthrope @ 150 Pts
Catalyst; Psychic Scream
- This set-up is a Hive Tyrant combo that can prove deadly to any enemy. Able to support other units with catalyst and seriously drop enemy leadership withing 18" range. You COULD drop catalyst and save some points however I find the added support is very beneficial to your other units since it'll take you at least 1 or 2 turns to get within 18" of an enemy for psychic scream to be useful. Rating 9/10
3 Zoanthrope @ 195 Pts
Psychic Scream; Warp Blast
- Another Hive Tyrant combo gets expensive but allows you all the benefits of warp blast while you move towards your target. Within 18" range this combo becomes very strong causing many enemy casualties and will easily cause them to fall back due to the -4 leadership from Tyrant + Zoan psychic screams. Rating 8/10
3 Zoanthrope @ 165 Pts
Psychic Scream; Synapse Creature
- This set-up is good if you don't want your zoanthropes to team up with the Tyrant for a psychic scream enemy melt down. Just one scream is still very useful in causing enemy to fail their tests. This set up shines as a assault support providing synapse and helping to increase the chance for sweeping advance. Rating 8/10
3 Zoanthrope @ 150 Pts
Catalyst; Synapse Creature
- Very useful if your zoanthropes main task is to provide synapse for your gaunts. Catalyst works very well here when you face off against armies that have several high I units. It's also useful if you are taking many many gaunts and want to save points on flesh hooks. Rating 6/10
3 Zoanthrope @ 135 Pts
Synapse Creature
- The best 'cheap' set-up. Just taking Synapse is useful when you don't have points to spare and need strong synapse for your units. Just remember that that's all their be good for. Rating 6/10
3 Zoanthrope @ 150 Pts
Psychic Scream; The Horror
- The one instance when this could possibly be useful is when fighting a CC army and you are intending to support your units in CC with Psychic Scream to help sweeping advance results. This set up will prevent your zoanthropes from being assaulted most of the time and be useful at lowering Ld. If you want synapse u can drop one scream and add synapse to one of the zoanthropes. Rating 6/10
CARNIFEX
My analysis[/b]
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