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  1. CSM 10th edition Chaos Predator Annihilator This is a topic about Chaos Predator Annihilator in the 10th edition. Do you use them? How are you using them? Do you think they perform well? How do you equip them? Is there a detachment that they are extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
  2. CSM 10th edition Possessed This is a topic about Possessed in the 10th edition. Do you use them? How are you using them? Do you think they perform well? How do you equip them? Do you attach them to any specific unit? Is there a detachment that they are extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
  3. CSM 10th edition Chosen This is a topic about Chaos Space Marine Chosen in the 10th edition. Do you use them? How are you using them? Do you think they perform well How do you equip them? Do you use any transports with them? Do you attach any characters? Is there a detachment that they are extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
  4. Let's get going with new additions to the tacticas: Biovores and their little Spore Mine friends! Long standing units for Tyranids and providing some reach with a twist, what can they do and what experiences do people have to share? For Biovores adding some long range mortal wound generation that doesn't need line of sight is nice, and they don't cost a great deal either. While they are more likely to be plinking a wound off something each turn I think their merit lies in full consideration of what they can do. First and most obvious is the ability to target almost what you like - a tough vehicle, large characters etc not even hiding from sight will protect them. This could be a nice way to reduce them and impose on your opponent. The other nice part is that missing is not the end, for you can then position a Spore Mine nearby for free (no point cost, or anything else - just need the model). I've heard of players moving their Biovore to try and get a miss because they're after placing the mine rather than inflicting any wounds which is quite sneaky. While they aren't the most threatening things in the World and easily removed the risk they pose could make a big difference. Nobody likes taking a mortal wound, and while this is the most likely outcome there is the chance for more than one. The choice is to avoid or dedicate some small arms to remove the mine. Easy enough in the latter's case, but that's some dice not going at your gaunts and the like. As for the Spore Mines option, they're not what I'd call cheap but consideration is needed as to what they can do and relative cost (i.e. effectively the same cost as a Biovore shooting and missing for five turns, which is most or all of a game). Floating down to discourage your opponent from claiming an objective (especially faster/weaker/smaller units etc with more to lose that can often go for them) seems like it has a lot of potential? Especially if paired with some Biovores for you to support/complement this role. A bigger gun, longer range, more shots etc are all good but don't add anything new - special rules like this do, so it makes sense to try and make the most of them especially when they're unique. I think they could do a lot so I'm planning on using both (just as well as I have three Biovores and fifteen mines), what does everyone think of these classic units on the table top?
  5. ++HORMAGAUNTS++ We have a new unit of the week! This week it's Hormagaunts, one of the Iconic Tyranid troop choices, and tarpitter supreme. What are you thoughts here folks? How best would you use a unit of them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Over to you.
  6. Hi guys. I like the model but not massively sure how to get the best out of him.
  7. ++Barbed Hierodule++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the massive gun-beast the Barbed Hierodule. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  8. ++Thousand Sons Unit of the Week++ ++Predator Annihilator/Destructor++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the combined datasheets of the Predator Annihilator and Predator Destructor. Former mainstays of Thousand Sons armies for their ability to bring long ranged anti tank, they now have got better with a 5++, however is this enough in an edition that is unfair to tanks? We don't see them in many armies at all, so: What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  9. ++Thousand Sons Unit of the Week++ ++Mutalith Vortex Beast++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the bloody big betentacled behemoth, the Mutalith Vortex Beast. Getting a seeming upgrade since the last codex, the beast I personally don't see on tables. Are they any good this edition? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  10. We don't see many predators on the table, not sure if it's worth having separate entry's for both vehicles. I know out Daemon engines are probably better however I would like us to discuss what is good about the unit and how we can effectively use it BEFORE complaining about its inadequacies And I don't want people saying "just take X unit instead" this is supposed to be Tactical Advice. People should be more than capable of drawing their own conclusions of what is objectively better and if they want to use them or not. /Rant Edit: we have decided to bring both types of Predator under this topic as there are only minor differences between the two
  11. ++Thousand Sons Unit of the Week++ ++Hellbrute++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Hellbrute. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  12. ++Meiotic Spores++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the giant floaty gas bags, the Meiotic Spores. What are you thoughts, and how best would you use them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  13. ++Thousand Sons Unit of the Week++ ++Rubric Marines++ New codex, new discussions about units! As we already have in other faction sections, I'm starting up a Unit of the Week series for Thousand Sons, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we start with the core Troops choice of the codex, and the iconic model in any Thousand Sons army, the Rubric Marine - we'll get to other units in time as we all unpick the codex and get some games in. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What <GREAT CULT>, loadouts, spell and Stratagems support do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  14. ++Thousand Sons Unit of the Week++ ++Forgefiend++ New codex, new discussions about units! As we already have in other faction sections, I'm starting up a Unit of the Week series for Thousand Sons, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Forgefiend - we'll get to other units in time as we all unpick the codex and get some games in. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiple units? What <GREAT CULT>, loadouts, spell and Stratagems support do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  15. ++Thousand Sons Unit of the Week++ ++Exalted Sorcerer++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Exalted Sorcer - probably the most flexible and customisable unit in the codex, and such a key one at that. I think it's worthwhile to cover this unit early on, then we can revisit as the edition develops. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  16. ++Hierophant++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This time we've saved the biggest (but is it the best?) for last, and this week it's the massive Tyranid Bio-Titan the Hierophant! What are you thoughts, and how best would you use them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  17. ++Thousand Sons Unit of the Week++ ++Chaos Spawn++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Chaos Spawn - failed mortal champions of the Gods of Chaos, these gribbly monsters have been in Chaos armies since time immemorial. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  18. Death Guard Unit of the Week - Plagueburst Crawler I have run many lists including 1-3 of these and have found (for me) 3 is the number. Over many games 1 is not even worth bringing, 2 isn’t that bad, but 3 seems to get the job done. The law of averages makes 3 almost OP. I do tend to run more dakka then most, I just think in the current meta it’s needed. With 3 I average about 8 wounding hits with the mortar, killing a good 5 models. Around 4 with the entropy cannons, knocking out a vehicle or two. The heavy slugger doing some chip wounds, but still worth it depending on the target. I also run 2-3 Volk-Contemptors and do quite well (w/tallyman) clearing objectives (or units that can reach objectives) especially if I go first. So my question(s) is how are others running them and how do you find yourself taking them? Is 2 enough or is 3 an auto included to make them worth taking?
  19. ++Thousand Sons Unit of the Week++ ++Scarab Occult Terminators++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the former premier bodyguards of the Thousand Sons Legion, the Scarab Occult Terminators. These Terminator Plate Clad warriors were the paragons of their legion, now reduced to automata, however no less deadly. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++ Was a bit late on opening the UotW topic this week, so we'll leave this one open for an extra week, as there's plenty to talk about. I think the main discussion will be on whether you take 1x10, or 2x5, or maybe even 2x10 man units?! I think we can all agree that SOT are a great unit, but how is it best to take them? Time to get models back, or Duplicity to 'port them around?
  20. ++Thousand Sons Unit of the Week++ ++Cultists++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the odious rabble of the Legion, the Thousand Sons Cultists - a horde of scum and villains devoted to the dark gods in search of fame and glory, these madmen follow the Thousand Sons into battle, or are driven forth before their armies. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  21. ++Tyranid Prime++ We have a new unit of the week! Having already discussed all codex and Forge World datasheets, we're working our way back throgh some of them. This week it's the Tyranid Prime. Previously discussed under the same topic as the Tyranid Warriors, the Prime is sufficiently distinct enough to deserve its' own topic. What are you thoughts, and how best would you use them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  22. ++Scythed Hierodule++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the massive point beast the Scythed Hierodule. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  23. ++Stone Crusher Carnifex++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the pointy cousin of the regular Carnifex, the Stone Crusher. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  24. Hi guys On to the next part of the Unit of the Week (possibly fortnight). Lord of Contagion. There are 2 models out there. The original from the Dark Imperium and Lord Felthius Let's have your thoughts on what weapons it would be best to equip and how you would best use this glorious leader
  25. As I'm making my way back down the list of units we get to the Foul Blightspawn I heard a lot of good things about this chap in 8th although my experience never seemed to include the high strength and high auto hits at the same time. Recently got some new relics all of his own. Is he still the boss that he used to be? Discuss!
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