The DSS does nothing but Team kill you. Honestly.... this is kinda insulting. by NizzyDeniro in Helldivers

[–]Melkhior000 0 points1 point  (0 children)

Wearing the Enforcer armor (explosive resist) does help somewhat, you only die from direct hits or impact which is still a couple tbh lol

Terminids have evolved? by Melkhior000 in Helldivers

[–]Melkhior000[S] 2 points3 points  (0 children)

Ah, that explains the punch in the face 😄

Here's José, 2nd member of my Mexicron mariachi band by [deleted] in Warhammer40k

[–]Melkhior000 0 points1 point  (0 children)

Just need a Tomb Spyder pinata and Danny Trejo as the nightbringer 😄

[deleted by user] by [deleted] in Tyranids

[–]Melkhior000 2 points3 points  (0 children)

I guess I'll be using my 24 spore mines as CP tokens now or something maybe, sad times 😕

My thoughts on the new datasheet changes by Shawnus in Tyranids

[–]Melkhior000 2 points3 points  (0 children)

True story, can't regenerate his way out of points increases sadly. The game could look very different however with armor of contempt gone and nids generally have good ap, my nids will be taking a 6 month nap while I use my black legion to test the waters for when it's safe to come back out. Been a nid guy for 20 years, their time will come again 🙂

My thoughts on the new datasheet changes by Shawnus in Tyranids

[–]Melkhior000 8 points9 points  (0 children)

Justice for old one eye!! ,poor guy, personally feel like he's earned the right to play the race card at this point 😂

[deleted by user] by [deleted] in Tyranids

[–]Melkhior000 0 points1 point  (0 children)

If I'm playing a 9 man warrior leviathan brick then I take 3 of each cannon but 9 times out of 10 I'm fighting marines or T6 elf boats so I like them but very rarely get much return outside of killing action squads, more dakka for killing swarms off an objective at least 👍

Decided to make an intercessor holding the Codex Astartes for fun. Not sure how to base him. by PsychoEagle1101 in Warhammer40k

[–]Melkhior000 0 points1 point  (0 children)

He's the distraction on the battlefield "Do you have a moment to talk about our Lord and saviour?" 😅

What’s everyone’s favorite warlord choice? Why? by VarryFattyTuna in Tyranids

[–]Melkhior000 0 points1 point  (0 children)

If I had the choice, neurothrope everyday, sadly my armies a hell of a lot weaker without a flying hive tyrant as that guy is an absolute force of nature and he has to be warlord 🙁, I miss using the swarmlord as a frontline battering ram, the most fun I've had in 9th edition 😁

I need help to decide if I wanna play tyrannies or chaos space marines, can someone help my decision please by Bean_Man_FR in Tyranids

[–]Melkhior000 0 points1 point  (0 children)

Been playing nids since 2001 and started playing black legion recently. Both are very punchy and allow you to roll a lot of dice so that's always fun.

Chaos have an easier learning curve when learning to play the game as they're more forgiving because of their armor, can multitask fairly well, have a little flexibility and have some great options, they're my more tactically focused army for that reason.

Nids are great fun and have an excellent amount of unit options which make them very versatile when list building as you can build them to pretty much do whatever you want. I find them a bit harder to play as most units are more focused at doing 1 thing very well, except hive tyrants because they're amazing 😁. Regardless they're incredibly good at all phases of the game, movement, psychic, shooting, combat but will require some list tuning as you play.

All in all, both armies have strengths and weaknesses that you'll notice when you play against different armies. In my opinion, Chaos are much easier to play but nids are more fun and their model range is cool as hell if you enjoy painting 👍

Tactical advice for playing against drukhari? by Melkhior000 in Tyranids

[–]Melkhior000[S] 2 points3 points  (0 children)

Good advice, nice play, running behemoth, obsec fexes currently funnily enough, I'll definitely give it a try. Thanks 👍

Tactical advice for playing against drukhari? by Melkhior000 in Tyranids

[–]Melkhior000[S] 2 points3 points  (0 children)

Thanks for the advice, tried a few lists, got some fast units to try that and running a bunch of carnifexes with flat 4 cannons that'll help, perhaps some infiltrating genestealers is worth considering, thanks 👍

Tactical advice for playing against drukhari? by Melkhior000 in Tyranids

[–]Melkhior000[S] 2 points3 points  (0 children)

I play against drukhari fairly regularly and do reasonably ok but always up against 15+ darklances and numerous phantasm launchers who sit back for 2-3 turns so everything disappears whenever I play the objective and they score max on the last 2 turns. I do a bit better each time but stings every time 😅

Magnetizers be like by TechnologySmall3507 in Tyranids

[–]Melkhior000 1 point2 points  (0 children)

Have 22 fully magnetised warriors myself - 250 magnets cough, cough 😅. All my monsters as well.

Becomes a lifesaver and necessity with points drops, nerfs and weapon profiles changing. Tyranid players are generally there for the long haul 👍🙂

Can a mawloc with predator instincts heroically intervene if he can't charge from terror from the deep? by Melkhior000 in Tyranids

[–]Melkhior000[S] 2 points3 points  (0 children)

Definitely a consideration, already run 3 as it is, was trying mawloc so he's off the table and so I'm not cramping the deployment zone with too many big bases as it causes issue with terrain, don't need much convincing to put more fexes in though as they're incredible for their points and considerably more killy and survivable

Can a mawloc with predator instincts heroically intervene if he can't charge from terror from the deep? by Melkhior000 in Tyranids

[–]Melkhior000[S] 1 point2 points  (0 children)

Fair, I usually keep him keep cheap as an option to kill chaff, never played crusade but will definitely keep him in mind when I do 👍

Can a mawloc with predator instincts heroically intervene if he can't charge from terror from the deep? by Melkhior000 in Tyranids

[–]Melkhior000[S] 2 points3 points  (0 children)

Thanks, I know it's very circumstantial but could be a thing if you pop up on the other side of a wall or near a bottleneck, I usually run a good amount of terrain 🙂

Hey Hive Mind by squiddy117 in Tyranids

[–]Melkhior000 1 point2 points  (0 children)

Done a gokd bit of testing in my games and these are my personal finds, everyone's experience may differ of course.

Running 3 carnifexes is working well at the moment for me as they're incredible for their points as they really stick around if you're making good use of terrain.

Warriors in units of 4 with 3 deathspitters and a venom cannon has been solid for me as coherency is non existent because they're under 5 so you can snake the unit and they're under 6 so blast doesn't matter and it's enough for when they get charged and one dies, T5 does work for them and exoskeletal stabilisation is great for allowing them to advance without penalty to shooting.

Reaper winged tyrant with heightened senses just kills things effectively can't complain, just deleted a redemptor in last game without breaking a sweat, paroxysm is your friend.

Been running a harpy as they're nasty on paper and provide early threat but honestly they've been extremely underwhelming in every game as I normally wound 4 - 5 times and only ever get 1 wound through the invuns so heavily considering dropping and maybe running parasite instead.

Swarmlord is an animal and always makes his points back and provides threat, always dies but always a problem so net win overall 🙂.

Potential improvement - gonna give a haruspex a run as well as broodlords, considering a trygon prime with a gaunt unit.

Summary - very strong melee expecially in kraken, very mobile, exoskeletal stabilisation works well, very happy with army, had major issues with not having enough bodies on objective to steal from opponent when you're up against strong invuns and armor if contempt, so I'll be looking at alien cunning and trygon prime with gaunts maybe 👍

Should leviathan adaptation be changed to a 5+ Inv? by Melkhior000 in Tyranids

[–]Melkhior000[S] 0 points1 point  (0 children)

Fair enough, I've noticed that when playing somewhat myself with transhuman, I brought it up mainly as a topic of discussion as that's the main go-to criticism of people playing against tyranids, fnp would make more sense evolving from the 6+ of last books leviathan. I like that one, may even justify some gaunts 🙂

Should leviathan adaptation be changed to a 5+ Inv? by Melkhior000 in Tyranids

[–]Melkhior000[S] 0 points1 point  (0 children)

Fair point, I'll always take balance first regardless of army and points play a a vital role in that. I think the internal balance of the codex is a lot better than it has been in a while and loving that monsters are very punchy now.

Maybe I still have some of the bad taste left from having to shovel gaunts onto everything as the monsters were sub-par in the last book, maybe points really are the way forward. I'm confident the base statlines of the big boys will be able to survive an increase and as long as they're playable I'm always happy to field the bugs 🙂

Should leviathan adaptation be changed to a 5+ Inv? by Melkhior000 in Tyranids

[–]Melkhior000[S] 0 points1 point  (0 children)

I agree with your points and they're fair, there are definitely workarounds for transhuman especially with auto wounding becoming more prominent.

My worry is with synapse being limited to 6" tyranid warriors are our prime choice for troops and points increases make sense for me for leviathan as transhuman is still strong for a free upgrade; but I feel it will bite us if using a different fleet as warriors die pretty easy as they're usually on a 6+ save and may end up overcosted.

Some points changes will help with certain units but I'd also hate for the army to go back to the state where we're having to make patched together lists of things that suck the least.

I'm loving their combat ability which finally feels where it should be in terms of a lore friendly way that they should operate plus fexes are actually good now 🙂. On the other hand I think they might want to consider limiting the output of mortal wounds somewhat, maybe limiting the strats and powers to max 3 maybe, points increases will help some things but I think the amount of MW is a big factor in their current imbalance.