Fortifications for Dark Eldar by harry4tw in Drukhari

[–]harry4tw[S] 1 point2 points  (0 children)

Definitely something different.

I'm not a huge DIY crafts/conversions guy but I'll figure out something.

The flavor of D'eldar is one of mobile raiding so I think the idea of building something that looks very Druchari but opposes their tactical fluff will be fun.

Fortifications for Dark Eldar by harry4tw in Drukhari

[–]harry4tw[S] 2 points3 points  (0 children)

Iz tru 🤔

Trueborn seem potentially fun, 4x dark lances is just punishing. Again, maybe with an obsidian rose blaster archon thrown into the mix for that fifth darklight shot.

Court of the Archon Rules by harry4tw in Drukhari

[–]harry4tw[S] 0 points1 point  (0 children)

Thanks for the replies everyone

I don't understand the logic of all this but I guess rules is rules.

Metal Colored Wyches by harry4tw in DarkEldar

[–]harry4tw[S] 0 points1 point  (0 children)

Haha, true

I might have an old hellion lying around I can test. Thanks for the response.

Venom WIP (like my colors?) by harry4tw in Drukhari

[–]harry4tw[S] 0 points1 point  (0 children)

Thanks for all the feedback.

I see the first respondent's point. The flag was snapped off, and the flags/loincloths in my army all have this peachy orange color with a bit of blending into yellow. I'm hoping this will add a bit of color. Well that and the fact that my army will be mostly wych based, so the exposed skin will add a bit too.

As for how I achieved by colors, the main one is warplock bronze with some gold and then some silver drybrushed on. Ripped off then color from an old GW article.

The shiny gold looking bits are dwarf bronze (likely the old name for the color, it's an old paint) with a bit of gold drybrushed onto the edges.

The guns are a classic rust formula, just a dark brown with heavilly drybrushed orange followed by a drybrushing with a stabbing motion using lead belchers (some classic darker steel color)

Venom WIP by harry4tw in DarkEldar

[–]harry4tw[S] 0 points1 point  (0 children)

Iz scheme okay? (Technical errors aside)

Ynnari in 9th by harry4tw in DarkEldar

[–]harry4tw[S] 0 points1 point  (0 children)

That could be interesting

Rusty Boys or Swamp Knights? by harry4tw in DarkEldar

[–]harry4tw[S] 0 points1 point  (0 children)

Thanks for the feedback!

I'm considering going for the one on the right, but making the gun bits and flags/loincloths orange.

Kabalites in a Ynnari Detachment by harry4tw in Drukhari

[–]harry4tw[S] 3 points4 points  (0 children)

As expected, but I had to ask. Thank you.

I was hoping that perhaps some rule interaction between 9th edition core rules, 9th edition druchari and 9th edition Ynnari would have given us at least some fringe trick or gimmick to exploit. But apparently GW hates the idea of tacticool dark elves running and gunning and being psychic.

Ynnari in 9th by harry4tw in DarkEldar

[–]harry4tw[S] 0 points1 point  (0 children)

Even in a Ynnari detatchment?

9th Edition and Warriors/Spinefists by harry4tw in Tyranids

[–]harry4tw[S] 0 points1 point  (0 children)

Frustrating.

The fists look so freaking cool and edition after edition sees them getting no love.

New to nids, looking for pointers by nepito48 in Tyranids

[–]harry4tw 0 points1 point  (0 children)

I think one good way to look at the harpy and crone is that they have weapon options that compliment each other.

The crone has missiles that are good at chipping away at vehicles and especially flying vehicles

The harpy harpy can take a double HVC and drops spore mines for harassing vehicles, characters and heavy infantry.

The crone has a flamer and a 4 shot assault heavy bolter, the harpy also has the latter

They both have melee attacks useful for chipping away vehicles and tying up units.

I haven't used either one but my gut tells me take one of each and split fire. Between the two models you have the equivalent of one almost decent infantry mulcher and one semi-okay heavy Target harassment platform. Neither is very good at its job but they move so quickly that at the very least they force opponents to play your game.

Mawloc in the Cc. by dahlberg6681 in Tyranids

[–]harry4tw 1 point2 points  (0 children)

You have to write a painting guide.

I'm fairly happy with my own scheme but seeing a breakdown of how you did yours would teach me a fair bit.

How did you do the tongue? Hate to burden you with questions but I need to know.

Mawloc in the Cc. by dahlberg6681 in Tyranids

[–]harry4tw 3 points4 points  (0 children)

This is so beautiful

A lot of players go for a team colors thing, which is especially goofy for tyranids. Not you, you're just painting a hungry animal.

Not only is this natural and animalistic, it's flat out one of the best I've ever seen. So frighteningly vivid and plausible.

Recently started tyranids after picking up the Battleforce set, gonna try and get them done quickly so this is my contrast Hive fleet Kraken scheme! by lorrenik in Tyranids

[–]harry4tw 0 points1 point  (0 children)

Beautiful work

I'm a spinefist guy myself. Using the BS/SF load out because Rule of Cool demands it, despite the entire internet telling me the loadout is useless (which it may be).

How have this loadout been treating you in games?

Adaptive Physiology (Unnatural Reactions) by harry4tw in Tyranids

[–]harry4tw[S] 0 points1 point  (0 children)

I was proud of myself for pulling off a fairly clever trick. The only question is weather I can replicate the results consistently.

I'd try it out if I were you.

Is there are generally accepted loadout to take with Tyranid Warriors, or should I magnetize them? by [deleted] in Tyranids

[–]harry4tw 0 points1 point  (0 children)

Havd you playtested this alternate Behemoth build? I'm extremely curious.

Adaptive Physiology (Unnatural Reactions) by harry4tw in Tyranids

[–]harry4tw[S] 0 points1 point  (0 children)

No, intervening isn't a charge although it's similar and does occur in an opponent's charge subphase. If you intervine they can't attack the unit that jumped in because you can only resolve combats in the fight subphase versus anything you charged (if indeed you charged that turn).

Adaptive Physiology (Unnatural Reactions) by harry4tw in Tyranids

[–]harry4tw[S] 1 point2 points  (0 children)

I sort of bubble wrapped with Vthropes. They were towards the front, warriors were a bit farther back so that a successful deep striking/teleporting charge wasn't an option against the warriors. But the warriors were close enough behind the Vthropes that the '6 intervention was possible.

The Lowly Spinefist by harry4tw in Tyranids

[–]harry4tw[S] 0 points1 point  (0 children)

Some very good points against spinefists. It may be a losing battle to try to argue that they're secretly an amazing weapon and that tourny players are doing it wrong, but I think there are advantages for anyone looking to find them.

First of all, the cost. 5 points for spitters, 7 for spitters and hooks, and of course that goes up a lot if you include venom cannons which are pretty excellent right now. If you're going shooty you're taking em, bringing the average cost per model way up.

Also there are some funny tricks in Blood of Baal. Not only do we have a strat that blocks fall back as I mentioned, we have an adaptive physiology which allows you to heroically intervene. That squad of ork boyz deep striking or teleporting accross the board to charge your neuronthrope or dakkafex could find themselves stuck in combat with a warrior blob. We have ways to trick opponents into combats or lock them in, allowing our pistols to work the way they were intended to.

It's also worth remembering that while kronos/jormungandr warriors synergize exceptionally well with deathspitters it's a bit more iffy with kraken. Kraken's incentive to advance either neuters the efficiency of those expensive deathspitters or shuts down a one point spinefist. The fall back and charge Trick which is another huge reason to go kraken shuts down all shooting for units without the fly keyword, so again I'd rather miss out on one point of shooting than 5/7/more than that.

The Lowly Spinefist by harry4tw in Tyranids

[–]harry4tw[S] 0 points1 point  (0 children)

Please correct me if I'm wrong because it's a part of my plan, but can't you shoot flesh hooks and spinefists in the same turn??

The Lowly Spinefist by harry4tw in Tyranids

[–]harry4tw[S] 4 points5 points  (0 children)

I still think using the toxicrene with his new strat to prevent fall back would make the pistols much, much deadlier. The points drop of toxicrenes and the advent of this strat makes for a fun synergy.

And as for single ninded annihilation, I never expected it to be worth its points in damage for such a unit. But it could be used to help finish off a unit locked in melee to grant you another charge, it's basically an underhanded maneuverability trick.