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So many fexes

 Post subject: So many fexes
PostPosted: Mon Aug 07, 2006 11:27 am 
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I decdied to try and build the ultimate fex list.  Mainly to give myself a target on the number of fexs I need, but also to see if it is broken.  Turns out that the maximum you can have in a torniment list is 25.  That is quite a lot of fearless respawnable garrsionable critters.

So here is my list based on that

1, Tyrant
8 carnifex

2, Tyrant
8 carnifex

3, Tyrant
8 carnifex

4, warrior brood
7 termagaunts
6 hormagaunts
5 gargoyles
2 raveners

5, warrior brood
8 termagaunts
5 hotmagaunts
6 gargoyles
3 raveners

6, heirophant

7, heirophant

All I need is another 18 carnifex and this list will be a reality.

I just don't know if it is playable

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 Post subject: So many fexes
PostPosted: Mon Aug 07, 2006 12:23 pm 
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I've had real trouble getting anything decent out of Carnifexes. Their 15cm movement effectively stops them getting into CC under most circumstances.

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 Post subject: So many fexes
PostPosted: Mon Aug 07, 2006 1:38 pm 
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(Hena @ Aug. 07 2006,11:49)
QUOTE
I doubt the fexes can achieve as much as is wanted from them... but who knows.

As well, with the lack of reinforced armour and their high re-spawn cost, they're very succeptible to MW barrages... Orks seem to eat Carnifexes for breakfast!

I have put together a "Carnifex Carnage" army of about 16 Carnies... and, it *looks* scary... but hasn't been that effective.

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 Post subject: So many fexes
PostPosted: Wed Aug 09, 2006 10:20 am 
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(Chroma @ Aug. 07 2006,13:38)
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As well, with the lack of reinforced armour and their high re-spawn cost, they're very succeptible to MW barrages... Orks seem to eat Carnifexes for breakfast!

I have put together a "Carnifex Carnage" army of about 16 Carnies... and, it *looks* scary... but hasn't been that effective.

You know, I keep on forgetting that they are now  have a save of 3+ rather than 4+RA.

aybe it is time to start the save our carnifex save again.  :laugh:

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 Post subject: So many fexes
PostPosted: Thu Aug 10, 2006 6:29 am 
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I'd suggest rearranging your infantry-swarms into one swarm of gargoyles and termagants (FF weapons) and one of raveners and hormagaunts (Melee monsters). That way they have distinctive battlefield roles and you're less likely to run into situations where you have only half the unit with useful ability to fight (Like when assaulted in a fire-fight your hormagaunts aren't worth jack and when fighting in melee your termagants are going to suffer). The 'distinct positioning' on a battlefield, in my experience, is VERY beneficial compared to 'does everything' formations... Since most of the time such formations waste a substantial part of their combat ability when they can't reach optimal conditions to use all of it. That's just my experience though.


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 Post subject: So many fexes
PostPosted: Thu Aug 10, 2006 12:40 pm 
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I prefer to mulit task my swarms (where as my creatures are monotask).  It is a bit more flexable.  Besides if one swarm looks like it is going to be assaulted then I can force useful brood creatures from one swarm to go to ground (by being out of cohereancy) and spawn them in the threatened swarm.

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 Post subject: So many fexes
PostPosted: Thu Aug 10, 2006 1:07 pm 
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Are you allowed to drop bugs out of synapse coherency voluntarily? I thought you had to try to keep all a swarms bugs in synapse range if you could.

I also tend to multi-task my swarms although for some reason my fexes tend to stick together (antisocial lot those fexes!)

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 Post subject: So many fexes
PostPosted: Thu Aug 10, 2006 1:12 pm 
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As far as I know any one can drop people out of cohereancy.  Some mech commanders do it if they have too many trops to fit into the chimeras.

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 Post subject: So many fexes
PostPosted: Thu Aug 10, 2006 5:01 pm 
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Question that Hena asked in a new thread as well... maybe needs Jaldon input.

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