klidefrogg
26p
4 comments posted · 0 followers · following 0
13 years ago @ 3++ is the new black - Site downtime · 1 reply · +3 points
13 years ago @ 3++ is the new black - England win the 2012 4... · 0 replies · +1 points
13 years ago @ 3++ is the new black - Space Marines in 6th -... · 7 replies · +4 points
13 years ago @ 3++ is the new black - Tyranids in 6E Part 2:... · 1 reply · +1 points
- Night fighting on turn one is our friend. The bump in cover saves has given me first turns where I don't get shot up very bad at all.
- A Tyranid Prime playing Look out Sir shenanigans with two Carnifexes is good. I prefer Trygons but wanted the dakkafexes to help with flyers. The Prime lets them live.
- Tervigons are my MVP thus far in 6th. They make babies that either kill or tie up the opponent. They are 6 wound, toughness 6 monstrous creatures that have Hammer of Wrath, Smash, and AP2 attacks. I started out initially giving them Crushing Claws but now just load them up with psychic powers and let them roll on Biomancy (I usually keep one with Catalyst for that important unit).
- Psychic Freekin' powers rock! Rolling 2 or 3 times on the charts means I almost always get something good. On a downside, as good as Psychic Shriek looks, I can't make it work.
- Trygons are really good, but until we've got a solution to flyers other than Dakkafexes, I really can't run them. Note, I did have early success of a pseudo-death star moving forward and Trygons deep striking on turn 2 to make for a very eventful turn 3.
Note, I really haven't run into some of the uber lists that I'm seeing on the internet (Necrons and Orks, etc.). Folks are just running their old 5th edition lists under 6th edition rules. So what I see now may not last.