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==Carnifexes in 6th Edition== In 6th the Carnifex saw a buff with a nice price drop from 160 to 120 points bare. However some of the weapons they can use have seen a nerf, notably [[Tyranid_Bio-Weapons#Scything Talons|Scything Talons]] and [[Tyranid_Bio-Weapons#Crushing Claws|Crushing Claws]] (Although their point cost also decreased). The Carnifex gets its biggest bonuses riding the monstrous creature buffs that came around in 6th, such as the ease of cover save availability and the sweet hammer of wrath attack you can make when you charge into battle and swing with [[D3]] S9 I10 attacks to sucker punch some unlucky guy. Fear is generally useless and should not be relied upon to make much of a difference, however if it does take effect the Carnifex gains a big in combat boost vs. [[METAL BOXES|its natural prey.]] The Carnifex has gotten better with its tank crushing power, now that they have Armourbane and no longer strike at I1. Walkers like the Dreadnought and Soul Grinder still strike before the Carnifex (so equip electroshock grubs and entice them to charge), but they can now deal with Power Fists without suffering a blow from them. Otherwise the carnifex still takes apart vehicles with record efficiency most of the time. Also people field a few less anti-tank weapons in favor of more anti-infantry power due to 6ed move away from mech warfare, not huge but it helps a bit to have one less railgun rammed down your fex's throat. Oh, and if your Carnifex falls out of synapse range, it has a 50% chance of eating itself if there's more than one in a Brood! Even by themselves they can't [[get shit done|get shit done]] because they aren't allowed to shoot, run, or even assault unless it can charge the closest enemy unit (Even a squad of TH/SS Terminators). It no longer gets Rage unless you roll a 6, even then it still follows the 5th edition Rage, so keep them in Synapse range! All in all the Carnifex is now a viable choice to field and is now more versatile with the choice to go either Two Twin-linked [[Brainleech Devourer]]s, a Cannon of your choice with Crushing Claws, or even just stock equipment with Regeneration to act as an escort for a Tyranid Prime. Old One Eye is still a meh choice, slightly better, but lacks the buff other HQ can give to your army while not being a solid enough HQ to contribute its own to the battle in any real way. (With 6th second force org chart at +2000 point games, you can field a total of 18 fexes, that's about 72 T6 wounds and up to as many as 126 S9 attacks on the charge (If raging, but that heavily relies on luck) and could go up as high as 180 attacks with crushing claws on Vehicles(very unlikely, but hella scary to think about)!
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