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Nids 9.2.1 Discussion

 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 10:11 pm 
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Quote: (lilith @ 04 Aug. 2009, 21:28 )

uhm maybe change to 4 carnifex for the same point or a little more? or 6 for 175 the same of 3 haruspex/malefactor? another question but each cluster i've choosed i must put them in the same formation or i can split them to different swarms?
i find carnifex too slower and unesufull compared to haru/male in 2 games with the new rules 9,21 my carnifex just do 1 ff shot each in assault , they never reach cc. Maybe i've missed some trick to use them better i don't know

you can split them at will.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 10:31 pm 
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Quote: (lilith @ 04 Aug. 2009, 21:28 )

uhm maybe change to 4 carnifex for the same point or a little more? or 6 for 175 the same of 3 haruspex/malefactor? another question but each cluster i've choosed i must put them in the same formation or i can split them to different swarms?

Once purchase, the individual creatures in the "clutch" can be spread out as desired.

i find carnifex too slower and unesufull compared to haru/male in 2 games with the new rules 9,21 my carnifex just do 1 ff shot each in assault , they never reach cc. Maybe i've missed some trick to use them better i don't know


With a Hive Tyrant, Carnifex can be garrisoned, starting them closer to the enemy.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Aug 04, 2009 11:59 pm 
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uhm even if av they can garrison ? if so maybe have a little better chance but they must be minimum 6 to do something and we have the same problem they are 2 uncommon so i must buy 4 common only to field this unit uhm....

Next games i try that formation so i can have a test





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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 12:13 am 
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If this list is phase 4 (?) then the true strength of the carnifex is when they arrive in drop-spores (phase 3?) when they can be right next to the enemy.

I agree with you in regards to 9.2.1. I do not bother taking the carnifex out of the box, as there are so many other units. The same with biovores to an extent. I have 20 of the suckers as that is what I used to field (12-20) under old rules. Now they are lucky to make a showing...

Then again, Chroma is attempting to seperate the phases, and where they are of high use in one phase, they have a more limited role in the next. That is just a common aspect of when war ends, the soldiers use is lessened. Hell, that is the whole reason for the Horus Heresy is in not?  

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 2:35 am 
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Quote: (lilith @ 04 Aug. 2009, 23:59 )

uhm even if av they can garrison ?

Being able to garrison has nothing to do with AV/Inf status, the only restrictions are as follows:

On-table garrison units are set up after spacecraft have been set
up. The following types of formations may be set up on the table
as ‘garrisons’ at the start of the game:

• Formations where half or more of the units (rounding up) are
scouts

OR
• Formations where no more than one of the units has a move
greater than 15cms, and where none of the units are war engines

OR

• Any formations that include units with a speed of 0 (zero).


So, the second section is what allows Carnifex to garrison.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 5:48 pm 
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maybe change the carnifex cluster to 6 and 175 like 3 haruspex?
or 4 for 125?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 6:45 pm 
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Quote: (frogbear @ 05 Aug. 2009, 00:13 )

If this list is phase 4 (?) then the true strength of the carnifex is when they arrive in drop-spores (phase 3?) when they can be right next to the enemy.

If that's the excuse for having carnifexes not worth taking as they seem to then that's one LOUSY excuse. Game design abc #1: If something is in list it needs to be worth taking. If it's not worth taking it should be removed from the list altogether.

It's hardly impossible to make carnifexes worth taking for so they should be made. Just like nothing that rules don't require to take shouldn't be required for army to be efficient(looking at space marines and air assaults here...We fixed that long time ago. When is official space marine list going to be fixed it doesn't need to use air assaults to be efficient?).

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 6:56 pm 
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Quote: (tneva82 @ 05 Aug. 2009, 18:45 )

If that's the excuse for having carnifexes not worth taking as they seem to then that's one LOUSY excuse. Game design abc #1: If something is in list it needs to be worth taking. If it's not worth taking it should be removed from the list altogether.

Well, one of the benefits of Carnifex over "Assault Spawn" is that they're fearless, so a swarm of them suffers no "hack-down" hits if they lose an assault.  They've got good armour, awesome close combat, and they can garrison; I quite like taking them and constantly moving them forward, even when/if broken, scares an opponent and they're hard to get rid of!

Additionally, it's highly likely that at least one or two Carnifex "variants" will be introduced to the list in the near future to represent the possible different bio-morphs they commonly have.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 7:04 pm 
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Quote: (Chroma @ 05 Aug. 2009, 18:56 )

Quote: (tneva82 @ 05 Aug. 2009, 18:45 )

If that's the excuse for having carnifexes not worth taking as they seem to then that's one LOUSY excuse. Game design abc #1: If something is in list it needs to be worth taking. If it's not worth taking it should be removed from the list altogether.

Well, one of the benefits of Carnifex over "Assault Spawn" is that they're fearless, so a swarm of them suffers no "hack-down" hits if they lose an assault.  They've got good armour, awesome close combat, and they can garrison; I quite like taking them and constantly moving them forward, even when/if broken, scares an opponent and they're hard to get rid of!

Additionally, it's highly likely that at least one or two Carnifex "variants" will be introduced to the list in the near future to represent the possible different bio-morphs they commonly have.

Fearless is more like better excuse. Armour however fails big time since it's noticably weaker than haruspex(66% vs 75% against AT and 0% vs 50% against MW) nor is close combat that hot since haruspex is somewhat over 50% better in it.

So carni has only fearless and garrison plus price(41.6666 vs 58.3333). Haruspex meanwhile is noticably tougher and over 50% killier along with 10cm faster(which makes getting into CC LOT easier).

Howabout dropping haruspex FF to 6+? Would make carnifexes bit more appealing choice as they would be somewhat better when assaulted than haruspexes.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 7:42 pm 
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Quote: (Chroma @ 05 Aug. 2009, 18:56 )

Quote: (tneva82 @ 05 Aug. 2009, 18:45 )

If that's the excuse for having carnifexes not worth taking as they seem to then that's one LOUSY excuse. Game design abc #1: If something is in list it needs to be worth taking. If it's not worth taking it should be removed from the list altogether.

Well, one of the benefits of Carnifex over "Assault Spawn" is that they're fearless, so a swarm of them suffers no "hack-down" hits if they lose an assault.  They've got good armour, awesome close combat, and they can garrison; I quite like taking them and constantly moving them forward, even when/if broken, scares an opponent and they're hard to get rid of!

Additionally, it's highly likely that at least one or two Carnifex "variants" will be introduced to the list in the near future to represent the possible different bio-morphs they commonly have.

I sense mission (Monsters Inc.) creep.  

How about introducing warrior or gaunt variants instead?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 7:45 pm 
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Quote: (Carrington @ 05 Aug. 2009, 19:42 )

How about introducing warrior or gaunt variants instead?

You've already got two, some might say *three*, Gaunt variants: Terma, Horma, and Gargoyle!   :laugh:

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 7:50 pm 
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Quote: (Chroma @ 05 Aug. 2009, 19:45 )

Quote: (Carrington @ 05 Aug. 2009, 19:42 )

How about introducing [cough... gaunt-sized... cough] warrior or gaunt variants instead?

You've already got two, some might say *three*, Gaunt variants: Terma, Horma, and Gargoyle!   :laugh:

Amended.
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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 11:14 pm 
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Some impression of my proposal?


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Wed Aug 05, 2009 11:28 pm 
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Quote: (lilith @ 05 Aug. 2009, 23:14 )

Some impression of my proposal?

Points are probably going to get jiggled a bit, not sure about numbers per "clutch" yet.

For people interested in Carnifex variants, I'd ask people to look at the stats I put in the "Nidzilla list" variant.  Don't consider the army list itself, just the stats.  Thanks!

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