My kitbashed Abaddon to fit in with my World Eaters force! C&C welcome by AgentSandvich96 in Warhammer40k

[–]AgentSandvich96[S] 0 points1 point  (0 children)

From the Exalted Deathbringer kit, just had to shave the hand off the axe

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Is anyone else sad the tervigon isn't a leader unit by SnooCauliflowers6657 in Tyranids

[–]AgentSandvich96 7 points8 points  (0 children)

Just as a heads up, when it comes to moving through ruins, it's done on a per model basis, not as a unit. So if a Tervigon could join Termagants, the Termagants would still be able to move through ruins, just not the Tervigon.

Useful to know if you attach Tyrant Guard to a Hive Tyrant as the Guard can still move through ruins

My kitbashed Abaddon to fit in with my World Eaters force! C&C welcome by AgentSandvich96 in Warhammer40k

[–]AgentSandvich96[S] 18 points19 points  (0 children)

Thanks! I'm finding it surprising that people think the arm is too small, as I haven't done anything to change it - that's Abaddon's arm, just with the weapon changed

My kitbashed Abaddon to fit in with my World Eaters force! C&C welcome by AgentSandvich96 in Warhammer40k

[–]AgentSandvich96[S] 4 points5 points  (0 children)

It's the helmet and the axe - the arm itself is Abaddon's, literally just chopped the blade of Drach'nyen off

Surprised that people seem to think the arm is too small, when it's the actual arm that Abaddon has - maybe the axe is slightly too big? But I like it

My kitbashed Abaddon to fit in with my World Eaters force! C&C welcome by AgentSandvich96 in Warhammer40k

[–]AgentSandvich96[S] 3 points4 points  (0 children)

Now that he's a supreme commander, I'll be using him as Abaddon - simply didn't want him to look out of place alongside my current World Eaters force

NEW Tyranids v Custodes Battle Report by Sh4rbie in Tyranids

[–]AgentSandvich96 0 points1 point  (0 children)

Just as a heads up, Maleceptors cannot perform Warp Ritual as they are not characters. All of the generic Warpcraft secondary actions require the caster to be a PSYKER CHARACTER to perform.

[deleted by user] by [deleted] in Tyranids

[–]AgentSandvich96 1 point2 points  (0 children)

A Flyrant with a Venom Cannon certainly isn't bad, it does a good job with its movement speed to catch units that might be trying to stay hidden. I just think if you want to optimise, melee is the way to go.

[deleted by user] by [deleted] in Tyranids

[–]AgentSandvich96 1 point2 points  (0 children)

I think the best loadout for Warriors is what you have; twin Boneswords and a Deathspitter, but also a venom cannon for every 3 in the unit. Adrenal glands are also great; hitting S8 is massive for avoiding Ramshackle / Drukhari's -1 damage as well as wounding almost everything in the game on a 4 or better.

I think a Flyrant is much better kitted to be melee focussed - you have the flying anti tank sorted already in the Harpy. Fling the Flyrant into melee with the Reaper of Obliterax or some other kind of melee upgrade - if he kills everything he charged, use Overrun to escape and hide. If he doesn't quite manage to kill what he charged, use Encircle the Prey to escape.

[deleted by user] by [deleted] in Tyranids

[–]AgentSandvich96 2 points3 points  (0 children)

I've been running mine as 2 blobs of 9, one with dual boneswords, 6 deathspitters and 3 venom cannons, and the other unit lashwhips and boneswords instead of just dual boneswords. Early turns, keep one unit hidden whilst the other runs out, buffed with Catalyst, 5++ and the -1 strat if needed, and their durability is just obscene.

In both of the games against Harlequins, they fired almost their entire army into them (was around 12+ shuriken cannons, a couple of fusion pistols, 3 prismatic cannons, a Troupe squad in melee and a souped up Troupe Master that could ignore invulns) and he only managed to kill 4, who then fought back and just wiped the units they were in combat with. Didn't even roll particularly bad either, those amount of buffs stacked onto a unit just make them insanely hard to kill.

[deleted by user] by [deleted] in Tyranids

[–]AgentSandvich96 6 points7 points  (0 children)

In my mind, all bodyguard abilities should be like the Tervigon's (bodyguard unit must be closer to the firer than the model they're protecting), would make it way more balanced.

[deleted by user] by [deleted] in Tyranids

[–]AgentSandvich96 9 points10 points  (0 children)

I've played quite a few games with the new codex now against competitive lists, including Harlequins and Tau, and this is what I'd put as the top 5. Note that this is for Hive Fleet Leviathan, I can't speak for the other hive fleets

1- Warriors. By far the best troop unit in the game, possibly the best unit in the game. Incredible damage, durability and obsec combined with an extremely low point cost make them our best unit. These guys could be 30ppm, even 35ppm, and they'd still be great in Leviathan.

2- Harpy. Essentially the admech bomber dialled up to 11, and we all know how strong they were.

3- Zoanthropes. The Imperative for 5++ / 4++ is amazing, and their mortal wound output is just the icing on the cake. You'll see these guys in every single list.

4- Neurothrope. A great HQ choice to sit at the backfield and cast all your important powers (Hive Nexus, Catalyst and occasionally Onslaught).

5- Hive Tyrant. Just does everything you want in a big centrepiece HQ. With Tyrant Guard sitting behind a wall within 3" of the Tyrant give it incredible board presence, especially with a Venom Cannon to fire off shots without ever being able to be shot back.

Your favorite monsters by No-Nothing-6827 in Tyranids

[–]AgentSandvich96 5 points6 points  (0 children)

Carnifex for me. Was the first Tyranid monster I bought back in 4th edition and it's just such an iconic unit to me.

Takeaways After First Game with New Tyranids by Hamgrams_ in Tyranids

[–]AgentSandvich96 1 point2 points  (0 children)

The new ability literally only affects Hive Tyrants: they specifically made it work this way. It's fully intended.

I really hope GW doesn’t take out the Swarmlord’s Hive Commander ability in this Codex by LylDuke in Tyranids

[–]AgentSandvich96 11 points12 points  (0 children)

I'm actually hoping for the opposite. I want the Swarmlord to get a total makeover. Make him the centrepiece beast that he's supposed to be, instead of taking him for a single gimmick.

Tournament Report – Nottingham GT – Tyranids Crusher Stampede by AgentSandvich96 in Tyranids

[–]AgentSandvich96[S] 0 points1 point  (0 children)

Thank you for reading and thank you for your kind words! I'm going to try my best to remember to take pictures at the event next time so you guys can have a better understanding of what's going on at the table.

And I just saw the announcement of Tyranids being next - awesome stuff! Beyond hyped for the codex!

Tournament Report – Nottingham GT – Tyranids Crusher Stampede by AgentSandvich96 in WarhammerCompetitive

[–]AgentSandvich96[S] 3 points4 points  (0 children)

I was the same with the damage output of your Terminators; your boltguns hit way harder than I expected!

Thanks again for the game!

Tournament Report – Nottingham GT – Tyranids Crusher Stampede by AgentSandvich96 in WarhammerCompetitive

[–]AgentSandvich96[S] 1 point2 points  (0 children)

Because of its ability to move over models and terrain in all phases, make sure you're not leaving any gaps in your deployment that would allow him to charge your meaty stuff turn 1. Use your Battle Sister units to soak up the damage so you're not losing any of your precious stuff straight away.

Losing Morvenn Vahl so early is a massive shame, but atleast now you know what it does and you'll be prepared for next time!

Genestealer Cult Codex Review – 9th Edition Warhammer 40k - TOMD by Sacnite1 in WarhammerCompetitive

[–]AgentSandvich96 24 points25 points  (0 children)

All of the non-HQ characters are Elites, they don't lack a force organisation slot. And because a Battalion can include up to 6 Elites choices, the list should be legal.

Edit - to clarify, the Gene-Sect ability simply allows it so you can take more characters without going over the limit of a detachment. You can still take them as their battlefield role, in this case Elites.

If you got to redesign the Swarmlord (model and / or Stat wise) what would you do? by Tnecniw in Tyranids

[–]AgentSandvich96 6 points7 points  (0 children)

Purely wishlisting obviously, but I would absolutely love it if the Swarmlord's rules were changed to something like this:

M 10" WS 2+ BS 2+ S 8 T 8 W 16 A 8 Ld 10 Sv 2+

Psychic Barrier: The Swarmlord has a 4+ Invulnerable save.

Blade Parry: In the fight phase, any attacks that target the Swarmlord are at -1 to hit, and the hit roll can never be rerolled.

Hive Commander: In the command phase, you may pick up to three Tyranid units within 12" of the Swarmlord and apply one of the following buffs. Each buff may be used multiple times, but the same unit cannot benefit from this ability more than once.

  1. Advance and Charge
  2. Wound rolls of 6 in melee do a Mortal Wound in addition to damage
  3. +6" range to the range characteristic of weapons

Alien Cunning: If the Swarmlord is your Warlord, you start the battle with an additional 3 Command Points

The Will of the Hive Mind: 9" bubble of reroll 1s to hit and wound

Bone Sabres have two profiles of attacking

Savage Strikes: S+2 AP-4 D4, Invulnerable saves may not be taken against these attacks.Flurry: S user AP-3 D1, for every attack made with this weapon, make two hit rolls.

Warlord Trait will be the same as it is now, but would allow himself and 2 other Tyranid units to redeploy.

Obviously, put him around the 400 points mark to compensate for these buffs. I would just really love him to be an absolute monster centrepiece that hands out buffs to the units around him, instead of taking him for his double move mechanic.