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++Dimacheron++

LvLnMIE.jpg

 

 

We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the early 9th edition hotness the Dimacheron. With good movement, quasi jump infantry, good melee and an invun, with the ability to gain a 5+++ this big beast has seen a lot of activity of late, however may have fallen out of favour due to the recent points increase. 

 

What are you thoughts, and how best would you use it?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • What size unit? Will you be running multiple units?
  • What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit? If so, how?
  • Uses in Matched, Narrative and Open Play

Over to you.

 

Tyranids Unit of the Week Index

Edited by Xenith
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On paper the Dima has a lot of the stuff that most Nid big bugs should have to make them more resilient - the 5++, potential 5+++, howeevr this is coupled with the 12" essentially jump move, which makes it the fastest monster we have this side of the flying hive tyrant - speed being one of the things needed to get into combat in the first place. 

 

Faster than a breakdancing Hormagaunt, the Dima is a great target for Hive Commander to sling him into opposing lines to get that 5+++ ASAP, however you still need to be careful with him, as despite 18W, he's still T7/3+, and short range melta will hurt him bad. 

 

Looking at the Dima, the melee is also reliable, hitting at S8 with 3+D3 damage, rerolling all misses - that word 'sickle' in the massive scything sickle talons gets you a lot! This is really what all our big bugs should have, and what I hope to see going forwards (No way should a talon the size of a dreadnought ever hit for the same damage as a guardsman's naked fist). 

 

Who has one, and how are you using it?

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I've fought against one several times, ableit not in 9th. It's a good unit and very attention grabbing for it - unfortunately this seems to be its main problem. Zipping up the table being large and mean makes for a very big "kill me" sign so opponents will go after it. This is useful in its own way of course, but accepting that it is unlikely to survive past mid game is best. All for the Hive Mind :tongue.:

 

It'll attract strong weapons in response, but with Melta being even better now and apparently in vogue for it I think that consideration is needed before deploying one. It's a bit too expensive to be a "missile" unit that deletes something then dies but if you can keep it away from the worst it should be able to cause some mischief for some turns - enough to allow the rest of your army to get where they want to be with less scratches.

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  • 2 weeks later...
Having used it on tts a few times, 2 dimachaerons with murderous size gives your opponent a headache. They'll have enough to maybe down 1 in a turn but not both if you don't go first. If you go first, Hive commander one with Swarmy and onslaught the other for advance and charge shenanigans. Play as Kraken for a practically guaranteed 6 on the advance roll. You can, with correct positioning and luck move a dimachaeron max 60" in one turn... Potentially 24" as Kraken in the movement phase, Hive commander another potential 24" cos Kraken and potentially another 12" charge. Obviously the Hive commander works if Swarmy is within 6", so this is where clever deployment comes into play
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Having used it on tts a few times, 2 dimachaerons with murderous size gives your opponent a headache. They'll have enough to maybe down 1 in a turn but not both if you don't go first. If you go first, Hive commander one with Swarmy and onslaught the other for advance and charge shenanigans. Play as Kraken for a practically guaranteed 6 on the advance roll. You can, with correct positioning and luck move a dimachaeron max 60" in one turn... Potentially 24" as Kraken in the movement phase, Hive commander another potential 24" cos Kraken and potentially another 12" charge. Obviously the Hive commander works if Swarmy is within 6", so this is where clever deployment comes into play

The Hive Commander move would be for a max of 18", since the Kraken double-advance strat can't be used in the shooting phase. But still pretty quick.

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