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Post by Nick P on Aug 30, 2017 7:50:03 GMT -6
One Eye doesn't have his own kit? That seems like an odd oversight He used to, then they gave us the plastic carnifex kit and just said "use the head with a missing eye" which also was supposed to represent the Regeneration Biomorph which was an option at the time. Then they got rid of that biomorph for carnifexes, then gave it back, then took away some others...its been a roller coaster. But the fact that OOE has to be made from the stock kit remains.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Aug 30, 2017 9:03:44 GMT -6
Heresy.
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Post by Eric formerly Eric on Sept 6, 2017 11:18:49 GMT -6
Ive gotta say, the haruspex does work. I ran him in my last 2 games against sisters and orks, and he was probably mvp, serving as distraction carnifex, horde mulcher and vehicle killer. He was chomping down 8+ orks a turn and regaining the few wounds they could put on him. Hes also a reliable vehicle killer since his claws dont give -1 to hit. I ran him with a malanthrope and a couple fexes. Advances them to a midfield objective (or at some Da jumped ork boyz). So theyve been right in the action.
Now, there are lots of caviats to this. His damage table is brutal, losing strength and weapons skill. Plus, his rules are hilariously inefficient (but very fluffy and fun). For instance, when he kills a model with his maw (s user, ap -1) he gets to hit the same unit a claw attack (sx2, ap -3, d6 d), which isnt an ideal target for that attack.
The biggest issue though comes down to matchups. Any army with a plethora of lascannons or equivalent long range, high S/D guns will wreck him in a turn or 2. So he is perfect against orks, sisters and equivalent midranged armies (like Tyranids!)
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Post by Joelercoaster on Sept 17, 2017 8:26:19 GMT -6
So question for the local Hive Mind... I've (so far) only played a small game with Nids (aka, sans Tyrant), and am wondering what the experience has been for any of you so far - given that he's large enough to be picked out from the crowd, I wonder at his survivability... especially in 2k, dealing 10 wounds to a T6 thing just isn't that hard to do (if your opponent really decides to). If this is your Warlord, then of course there's the extra incentive beyond "Kill a big scary thing before it hits your lines".
Have you in general been finding that the 5++ has been enough to keep him alive through the initial torrent? Has Catalyst on him been necessary? Are Tyrant Guard for a walker simply mandatory? Is it just best to make a hide-able HQ the Warlord (really goes against the fluff)?
Just looking for general thoughts/experiences so far.
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Post by Eric formerly Eric on Sept 17, 2017 10:06:53 GMT -6
Not great. Mine have typically died in the first two turns, depending on what else i bring (swarmy and exocrines are also big targets). Being a 10w character is a huge disadvantage.
Edit: to add to this, i typically use hideable HQs as my warlord. So broodlord or malanthrope. Competitively, i use swarmlord to get T1 charges, but i have to hide him well if I dont go first.
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Post by Eric formerly Eric on Sept 21, 2017 10:06:46 GMT -6
So after warhammering and having a few beers last night, i picked up a box of hive guard from the dojo. Im still not sold on how much damage a min unit can do, and they are super expensive in real world money (RWM). but here goes nothing, wish me luck. (Hopefully they get a strategem that lets them fire twice or something.)
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Post by Russell on Sept 21, 2017 10:35:51 GMT -6
oh, that's what that acronym means. good luck with the hive guard, those models are nothing if not awesome.
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Post by Eric formerly Eric on Sept 21, 2017 11:08:50 GMT -6
Well its not monopoly money
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Post by Joelercoaster on Sept 21, 2017 11:41:33 GMT -6
Min unit now is 3, right? With the new improved range/BS and reduced cost, I'm pretty stoked about their general utility personally. We're generally reliant on lots of d3 dmg shooting for ranged anti-tank, and this is one of the most concentrated sources.
Also, I realize that "most concentrated available" does not always equate to "good", but I still feel pretty good about them overall.
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Post by Eric formerly Eric on Sept 21, 2017 11:49:23 GMT -6
Oh definitely. And they are good for their points cost (48/model). Its just that a unit of 3 is probably causing around 4 wounds to a razorback, which is nice, but you need like 9 to be able to consistently point to a tank/monster and wipe it off the table.
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Post by Nick P on Sept 21, 2017 12:15:06 GMT -6
I love hive guard- just picked up another 3 to get me to 6 for standard games. They're great on their own and even better near a malanthrope - mine have been MVP
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Post by Eric formerly Eric on Sept 21, 2017 12:21:46 GMT -6
Yeah ill run them in some ruins with a malanthrope and an exocrine.
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Post by Joelercoaster on Sept 21, 2017 13:34:25 GMT -6
+1 - that's what I'm planning to do... although I'm starting with 4 in a 2k list, and that same bundle includes 3 biovores (who loves 48" mortal wounds?).
It's so true that Nids just don't have the same ranged "point and remove" units that other armies do... but we do have turbo-assaulting genestealers, so that's a thing.
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Post by Eric formerly Eric on Sept 21, 2017 13:43:42 GMT -6
Yeah, i almost bought another box of genestealers last night too.
Edit: i did not have the most self-restraint last night. I went from wanting a box a stealers to a box of hive guard to thinking "why not both?". So I'm proud that I was able to hold off on more stealers.
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Post by Nick P on Sept 21, 2017 14:16:39 GMT -6
I'm really loving the idea of 2 trygons, 2 units of genestealers, a supreme command detachment with genestealer magi for smite + a patriarch, and then malanthropes, hive guard, and exocrines as the vast bulk of my 2000 point list. Let the trygons and genestealers pressure them turn 1, sit back with the rest and smite + shoot down the most valuable targets (ie armor). Probably add in some small termagant units for board control as well, maybe some bigger things like carnifexes for distraction.
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