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Warpshadow.com • View topic - Theory Crafting Carnage


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 Post subject: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 8:25 am 
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Monstrosity
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Like...a T-Fex in a Tyranocite with Fleshborer Hive getting 40 S5 shots, along with being a monster with huge toughness, a good save, and 14 wounds.

What else have people come up with?

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 Post subject: Re: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 9:13 am 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 9:57 am 
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The rules for the snotpods are great - I might have to snap up a few more and revisit my "cannon wall" idea.

Can deep-striking units assault the round they come in? I missed that.

I was trying to think up ways to bring down gobs of cheap shooters right in people's faces (like 20 devgants). Just something that, on round one, keeps the opponent utterly distracted while the really nasty stuff moves up.

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 Post subject: Re: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 5:16 pm 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 7:31 pm 
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i did a list with a swarm lord and brood lord with homagaunts a full strength squad of stealers and a trygon. i moved the swarm lord brood lord and hormies up as far as i could in the movement phase then brought in the trygon with the stealers so the stealers were close to the swarm lord then used the swarm lords hive commander ability on them (at least that was the plan i forgot to do it :oops: ) thats an additional full move plus advance and then charge. If you can't make your opponent have really bad day with 20 gene stealers swinging first then your dice hate you :mrgreen:


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 Post subject: Re: Theory Crafting Carnage
PostPosted: Mon Jun 26, 2017 7:51 pm 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 10:02 am 
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Reading through the rules again, snotpods are brought end at the end of the movement phase.

Does this mean that critters like the Haruspex and Tyrannofex would only get their "move-and-shoot" profiles? Or would they get their double shots for holding still because *they* didn't move?

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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 10:51 am 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 12:37 pm 
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Hm...would still be nasty, though - drop that T-Fex right in front of infantry and it's likely going to live at least a round or two. Long enough for everything else to hit the line.

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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 12:56 pm 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 1:08 pm 
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That's always been my strategy with nids and it usually wins. overload big bugs on one side, little bugs on the other, deepstrike in something right in their grill.

Pick your poison: as long as I get one of the three in at full strength, the game's over.

At least in older editions.

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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 9:29 pm 
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i had some luck with distraction stealers. i accidentally forgot a rule that would have let me get a guaranteed charge on some primaris marines but my opponent was so scared of the big blob of stealers that he almost completely ignored my trygon and swarm lord who proceeded to destroy both his dreadnoughts in close combat then he got really irritated when i consolidated my swarm lord into cobat with a unit of shoot marines :mrgreen:


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 Post subject: Re: Theory Crafting Carnage
PostPosted: Tue Jun 27, 2017 11:39 pm 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Wed Jun 28, 2017 8:07 am 
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 Post subject: Re: Theory Crafting Carnage
PostPosted: Wed Jun 28, 2017 11:22 am 
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I haven't played for a few editions now, sadly. Haven't had the time or will to do it. That will hopefully change now :)

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