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Old 07-25-2011, 04:42 PM   Top  -  End  -  #1
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Default Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

New thread time!

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Cheesegear presents Cheesegear's Newbie Guide on How to pick Warhammer 40K army, by Cheesegear (and contributors).

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This hobby breeds opinions like no tomorrow. Please read.

Some Battle Reports

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Old 07-25-2011, 04:44 PM   Top  -  End  -  #2
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Default Re: Warhammer 40K Tabletop XIII

Last time in the Eternal Darkness

The last two pages of the thread devolved into discussions of what the next thread title should be. Even though it doesn't even matter, really.

We now return you to regular darkness...
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Old 07-25-2011, 04:52 PM   Top  -  End  -  #3
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smile Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

yay new thread!

anyway, does the rule in the space marines codex that says that bike squads of at least five models can be taken as troop also apply to scout bikers? or do they stay in the fast attack slot?
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Old 07-25-2011, 04:56 PM   Top  -  End  -  #4
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Originally Posted by gabado View Post
yay new thread!

anyway, does the rule in the space marines codex that says that bike squads of at least five models can be taken as troop also apply to scout bikers? or do they stay in the fast attack slot?
Unless it's been errata'd it does not apply to Scout Bikers.
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Old 07-25-2011, 05:02 PM   Top  -  End  -  #5
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Unless it's been errata'd it does not apply to Scout Bikers.
okay, but i can still take attack bikes if i make the bike squad troop right?
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Old 07-25-2011, 05:24 PM   Top  -  End  -  #6
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

Cheesegear: You have missed Thread XII: "Now In Rapid Fire Range!" and the list of GitP Warhammerers' Battle Reports from your OP.

Jus' sayin'.
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Old 07-25-2011, 05:54 PM   Top  -  End  -  #7
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Default Re: Warhammer 40K Tabletop XIII

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Originally Posted by Cheesegear View Post
Last time in the Eternal Darkness

The last two pages of the thread devolved into discussions of what the next thread title should be. Even though it doesn't even matter, really.

We now return you to regular darkness...
Because we've got to finish out the last page somehow and no one wants to post anything they actually expect an answer for when the thread is going to be left behind and some random time in the next few hours.
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Old 07-25-2011, 06:11 PM   Top  -  End  -  #8
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Because we've got to finish out the last page somehow and no one wants to post anything they actually expect an answer for when the thread is going to be left behind and some random time in the next few hours.
This, pretty much.
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Old 07-25-2011, 06:19 PM   Top  -  End  -  #9
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Originally Posted by gabado View Post
okay, but i can still take attack bikes if i make the bike squad troop right?
Only as part of the Bike Squad, not Attack Bike Squads.
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Old 07-25-2011, 07:06 PM   Top  -  End  -  #10
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

Too early to discuss the thread title for XIV?

Brains a muddle at the moment. I'm trying to prep an Ork army for an upcoming tournament. Having seen what most people in the area field, I know my usual lists don't stand much of a chance. I don't really have the models or time to make one of the more popular lists (Green Tide, Kan Wall, Battlewagon spam) and have bits of each.

My current 1750 list is (in brief):
-3 deffrolla Battlewagons, 2 full of slugga boys, 1 with a trio of Meganobz
-Ghazghkull
-KFF big mek
-Snickrot and Kommandos
-Grot zooka killa kans
-Deffkopta with rokkits and buzzsaw
-Shoota boys in trukk
-Objective grabbin' grots

I had lootas but they have utterly failed to do anything, due in part to being the only infantry to shoot at early on and getting every low strength weapon pointed at them.
In the last tournament I ended up dead centre of the rankings with 2 wins, 2 loses and a draw. The BW are usually good at getting the boys to the enemy line, but with so much Mech I'm having trouble making an impact when I get there.

I'm currently thinking of just using this list and letting go of hopes of grand victory and instead focus on having fun individual games. That said, I applied that logic to the last tournament and found the flavour lacking without the sweet tang of victory. I worry I have become all about the winning.
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Old 07-26-2011, 01:27 AM   Top  -  End  -  #11
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Originally Posted by Wraith View Post
Cheesegear: You have missed Thread XII: "Now In Rapid Fire Range!" and the list of GitP Warhammerers' Battle Reports from your OP.
Yeah, fixed now.

Unfortunately, I'm not quite up to task with writing down all the Battle Reports. Some days there's lots in a row, and other times it goes for weeks without any...And I forget.

Quote:
Originally Posted by Erloas View Post
Because we've got to finish out the last page somehow and no one wants to post anything they actually expect an answer for when the thread is going to be left behind and some random time in the next few hours.
But it carries over into the next thread...Well, it usually does, if someone actually posts something that doesn't get resolved and doesn't relate to a title.
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Old 07-26-2011, 05:32 AM   Top  -  End  -  #12
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Originally Posted by evisiron View Post
My current 1750 list is (in brief):
-3 deffrolla Battlewagons, 2 full of slugga boys, 1 with a trio of Meganobz
-Ghazghkull
-KFF big mek
-Snickrot and Kommandos
-Grot zooka killa kans
-Deffkopta with rokkits and buzzsaw
-Shoota boys in trukk
-Objective grabbin' grots
For me the Killa Kans stick out like a sore thumb in this list. They're the only thing that will be crumping across the field slowly, whilst the Grots hog your home objectives and everything else barrels straight to the other side of the table. Except for Snikrot obviously, who'll just whistle nonchalently as he walks on the opposite table edge (now that the its been FAQ'd, Ghazkull can always say hello with him too! ).

I'd replace the cans with more Deffkoptas or another squad of Boys in a Trukk, so your army all goes forward as one. I guess there's an arguement for having the Kans sit in your DZ and protect the Grots if anything threatens them. But in all honesty if anything so much as sneezes at Grots they're done for, so you'd be better off snagging other objectives with your Trukks and Wagons full of Boyz rather than protecting the Grots.

I'd drop the Buzzsaws on the Deffkoptas too, you don't want Initiative 2 models in at tiny unit sizes in combat, not usually anyway. Depending on the unit size you could use the points for 1-2 more Meganobz.

I'm a bit of a rookie with Orks though, so I'm probably wrong.
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Old 07-26-2011, 09:25 AM   Top  -  End  -  #13
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

So Cheesegear. You, uh, haven't taken a look at the Chaos Marine Codex in a while, huh?
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Old 07-26-2011, 10:23 AM   Top  -  End  -  #14
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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I'd drop the Buzzsaws on the Deffkoptas too, you don't want Initiative 2 models in at tiny unit sizes in combat, not usually anyway.
It could be worth to keep a few buzzsaws, for those times you manage a first turn assault against a vehicle (say, the enemy artillery), but it's pretty much an opportunity cost. I've managed to pull it off a total of two or three times, and I've played I don't remember how many games with orks.

Remember, rokkit'koptas hunt vehicles, nothing else. Then, the saw might be useful for a mercykill when the shooting goes worse than usual and it has to be neutralized for the next turn.
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Old 07-26-2011, 10:29 AM   Top  -  End  -  #15
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

GW annual report is out:

Result summary: Sales Down 123.1M from 126.5M and profit pretty much flat.

Remember GW has an annual price rise of like 5% averaged over the whole product line so if they actually had a loss of volume of about 7% again. Not so good. They do not mention the lack of volume growth much.

They also claim that everyone had a positive reaction to finecast and got a 97% Quality Control value. This would have to be the level of kits they deemed shippable at production and not the return to store level.


Better pic of the Ur-Guhl and Medusae (paintjob is very slick):

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Looks like the Ur-Guhl has two heads and is the mystery skull found on a few DE kits. The Medusa appears to have a moveable visor for the eye-blast.
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Old 07-26-2011, 04:48 PM   Top  -  End  -  #16
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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So Cheesegear. You, uh, haven't taken a look at the Chaos Marine Codex in a while, huh?
In regards to what? I actually took a look at it the other day...
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Old 07-26-2011, 04:51 PM   Top  -  End  -  #17
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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In regards to what? I actually took a look at it the other day...
Just a guess, but I think he means Defilers aren't AV13. I don't know; I've never looked at it.
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Old 07-26-2011, 04:56 PM   Top  -  End  -  #18
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Just a guess, but I think he means Defilers aren't AV13. I don't know; I've never looked at it.
yeah, they're AV12 for some reason
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Old 07-26-2011, 05:00 PM   Top  -  End  -  #19
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

Probably because most walkers are. Why shouldn't they be?
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Old 07-26-2011, 05:22 PM   Top  -  End  -  #20
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

well they just look more intimidating than AV12. they got all the legs and stuff. the fact that they could be taken out of commission by several shots from a missile launcher just doesn't seem right.
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Old 07-26-2011, 05:47 PM   Top  -  End  -  #21
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Probably because most walkers are. Why shouldn't they be?
Furiosos are AV13 :p
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Old 07-27-2011, 01:18 AM   Top  -  End  -  #22
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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Just a guess, but I think he means Defilers aren't AV13.
For the life of me, I can't see why that would matter. I mean, it's not like I put 'Defilers' in the title of the thread or anything. It quite clearly says Soul Grinders.

In other news, picture this;

During a round in a tournament, a pair of players finish their Deployment Phase, immediately, the Tyranid player forfeits. The Space Wolf player, complains, saying "Just play the game."
The Tyranid responds that the Space Wolf player is playing full Mech, there's no way that he - the Tyranid player - can win, and to save himself the embarrassment of a crushing, humilating defeat, the player will forfeit the match and go have an early lunch or something.

The Space Wolf player responds "You suck. Just play the game, I want to beat you. If you don't, I'm marking you a bad Sportsman. I want to play the game, and you're denying me that right, you're preventing me from having fun."
The Tyranid player calmly responds that that response is why he's forfeiting. Calls a TO over, and hands the piece of paper that says he lost to the TO.

The Space Wolf player wont sign the slip, therefore the TO can't accept the slip, and the Tyranid player has to play him.

The Space Wolf player is summarily asked to leave the Tournament. The Tyranid player, counts as having a Bye for the round, and therefore is awarded a 'win'.
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Old 07-27-2011, 02:01 AM   Top  -  End  -  #23
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

Quote:
Originally Posted by Cheesegear View Post
In other news, picture this;

During a round in a tournament, a pair of players finish their Deployment Phase, immediately, the Tyranid player forfeits. The Space Wolf player, complains, saying "Just play the game."
The Tyranid responds that the Space Wolf player is playing full Mech, there's no way that he - the Tyranid player - can win, and to save himself the embarrassment of a crushing, humilating defeat, the player will forfeit the match and go have an early lunch or something.

The Space Wolf player responds "You suck. Just play the game, I want to beat you. If you don't, I'm marking you a bad Sportsman. I want to play the game, and you're denying me that right, you're preventing me from having fun."
The Tyranid player calmly responds that that response is why he's forfeiting. Calls a TO over, and hands the piece of paper that says he lost to the TO.

The Space Wolf player wont sign the slip, therefore the TO can't accept the slip, and the Tyranid player has to play him.

The Space Wolf player is summarily asked to leave the Tournament. The Tyranid player, counts as having a Bye for the round, and therefore is awarded a 'win'.
Wow. Not a fan of either reaction, TBH. I've had games where before deployment you know that you can't possibly win (3rd ed, Assassins mission vs IG Tank Company - 9 pie plates a turn to take out a chaplain), but don't agree with a straight forfeit. IMO, forfeit is there because you have some unforseen circumstance come up (eg illness, family stuff), not "I can't win". Some of my better tournament memories have involved receiving an absolute thrashing - you learn more from them than yet another close loss that you blame on poor dice rolls.

That being said, the SW player reaction is on the far side of OTT. I don't see how the puppy-player could try to justify personal attacks because of this.

And seriously, who doesn't plan for mech-based when going to a tournament?
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Old 07-27-2011, 02:12 AM   Top  -  End  -  #24
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Wow. Not a fan of either reaction, TBH.
I could see where the Tyranid player was coming from, though.

Quote:
forfeit is there because you have some unforseen circumstance come up (eg illness, family stuff), not "I can't win".
You can choose to surrender for whatever reason you want. It counts as a loss for you and a win for your opponent. Sometimes Major or Minor or even counted as a 'Wipeout' depending on the TO. Forfeiting immediately after the Deployment Phase is kind of lame though. I mean, Turn 3 or 4 I can understand - I've done it myself. But, before Turn 1? Yeah. Its really not cool.

But, sometimes there's no point in playing because the outcome is a forgone conclusion. Nobody really likes to lose if they have a choice, and nobody likes to lose when there's absolutely no chance they could've won anyway.

Quote:
you learn more from [Major Losses] than yet another close loss that you blame on poor dice rolls.
Sometimes you can, and other times you just get your arse straight handed to you for no other reason than a bad match-up.

Quote:
And seriously, who doesn't plan for mech-based when going to a tournament?
Common problem for Tyranids is that they can't. One of the many reasons why they're considered one of the weaker Codecies.
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Old 07-27-2011, 02:23 AM   Top  -  End  -  #25
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

I haven't been to a tourney for a few years, so didn't know of the "choose to surrender" option. If that were clearly spelt out in the tourney rules (or even just common knowledge), that more obviously makes the SW-player reaction even worse.

Wow - I didn't know 'nids were *that* bad. Then again, the way I play, even a killer SW/BA list of doom could look like nids
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Old 07-27-2011, 02:26 AM   Top  -  End  -  #26
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Common problem for Tyranids is that they can't. One of the many reasons why they're considered one of the weaker Codecies.
You can but it eats up your precious elite slots. Cause to be honest zoanthropes and hive guard are pretty good at popping transports, but that means you don't get venomthropes.

Also sadly the FAQ has gotten rid of the best anti-mech Doom's ability to hit people inside transports.
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Old 07-27-2011, 02:36 AM   Top  -  End  -  #27
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Cause to be honest zoanthropes and hive guard are pretty good at popping transports, but that means you don't get venomthropes.
Problem with Zoanthropes is their powers work like this;
PsyTest => Roll To Hit => Roll to Pen => Roll to damage
3 (or 4, if you don't like damage rolls) chances to fail. And that's not even including that every other army out there tries to shuts down Powers whenever they can. Compare to a Librarian Dreadnought with Lance. While it may have failed it's Psychic Test - or otherwise failed to kill a vehicle - it's still a Dreadnought with an S6 Force Weapon.

Hive Guard are great. But, AV13+ still is a problem. Like Predators, Leman Russes, and Ironclads with dual-Flamers that are about to tear your swarm a new one.

Of course, there are Tyrannofexes. But, they cost as much as a Land Raider (or Mephiston) and aren't anywhere near as good. Not to mention that they're apparently a pain in the butt to make - if you can find a conversion idea that you like.

Quote:
Also sadly the FAQ has gotten rid of the best anti-mech Doom's ability to hit people inside transports.
Tyranids (or, rather, Malan'tai Lists) were incredibly good right up until that happened.
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Old 07-27-2011, 02:45 AM   Top  -  End  -  #28
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Some of my better tournament memories have involved receiving an absolute thrashing - you learn more from them than yet another close loss that you blame on poor dice rolls.
yup, one of my fondest warhammer memories was getting my ass handed to me buy a couple of snipers and a rhino full of tactical marines. it helped break me of my old mono-death company ways.

also in regards to the whole tyranids don't have good anti tank defenses, what about the heavy support slot? old one eye and the other monstrous creatures they got milling around down there can pack a serious punch.
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Old 07-27-2011, 02:54 AM   Top  -  End  -  #29
Cheesegear
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

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Originally Posted by gabado View Post
also in regards to the whole tyranids don't have good anti tank defenses, what about the heavy support slot? old one eye and the other monstrous creatures they got milling around down there can pack a serious punch.
First; Old One Eye is terrible. Just saying.

Problem is, MCs are just so slow. You can put one Carnifex in a Spore and wait for it to land (or, you've ditched your Alpha Warrior like a silly person and gone with a Hive Tyrant), and then watch it get shot at in your opponent's turn. It's not fun.

The other option is Shrikes with Rending Claws and Boneswords. Yes. You read correctly. Why would you take Rending when you already have Power Weapons? Because you have to. Otherwise you're in trouble. Given that 'Nids have no other good FA options except for Deep Striking Gargoyles, Shrikes are a pretty good pick. It's a shame they're almost as much of a pain in the butt to make (or get right) as a Tyrannofex.

But, then your opponent just shoots the Shrikes with Meltaguns, Krak Missiles and Lascannons-on-Razorbacks.

Tyranids can't deal with Mech. True story.
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Old 07-27-2011, 02:56 AM   Top  -  End  -  #30
nyarlathotep
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"

doublepost

Last edited by nyarlathotep : 07-27-2011 at 04:53 AM.
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