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![[Post New]](/s/i/i.gif) 2009/02/04 09:04:59
Subject: Tyranid Warriors, what to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Im an up-rising splinter fleet and i really want to use alot of warriors instead of the standard choices. I might still have a hive tyrant but i want atleast one warrior brood to be a hq and some elites or fast attack.
But i have a fork in the road, what do i give them?
My play style is a large core of termaguants/hormaguant+1 god fex, and the rest are flankers or DS.
I was looking at having a brood of 6 or so all with deathspitters and 1 barbed strangler+rendering claws
Can someone help me?
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![[Post New]](/s/i/i.gif) 2009/02/04 09:13:32
Subject: Tyranid Warriors, what to do?
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Avatar of the Bloody-Handed God
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I put mine with DS and BS just like you listed.
And scyth talon only because they MUST have some CC upgrade and its the cheapest i can pick : /
Hope next codex they let us choose to either do pure CC or pure Shooty type
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![[Post New]](/s/i/i.gif) 2009/02/04 10:22:11
Subject: Re:Tyranid Warriors, what to do?
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Towering Hierophant Bio-Titan
UK
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You want rending claws on your 6man warrior sqaud.. well I can suggest a loadout with two.
Barbed strangler + rending claws
Deathspitter + rending claws
Deathspitter + sything talons
Deathspitter + fleshborer
Deathspitter + lashwhip
Deathspitter + Spinefists
Assuming your upgrading the strength on these puppies.. all the secondary biomorphs come to;
= 25pts.
5x sything talons would cost you
= 20pts
5x rending claws would cost you
= 30pts.
Now basically in what ive listed above.. your only really having two "useless" biomorphs (the spinefists & the fleshborer) but everything else still does somthing useful in CC.
Now that gives you a dissimiliar unit for wound allocation goodness. You have T4 4+ save. Eternal warriors, 2w. Very resisliant. Lots of dakka.
Edit: They dont HAVE to have a secondary CC biomorph.. its just they can only fire one weapon biomorph a turn.
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This message was edited 1 time. Last update was at 2009/02/04 10:23:42
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/02/05 06:29:33
Subject: Re:Tyranid Warriors, what to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Razerous wrote: You have a 4+ save.
Nope, only 5+ unless you wish to fork out another 3 points a model
I dont get why i should arm them all different, wound allocation is important but if they all have rendering claws and DS + 1 BS, then i already pose a massive threat and will hope to kill anything in assault at I5 and rendering S5 before i have to start taking wounds back. I dont like "abusing" wound allocation, plus so of the suggested biomorphs seem useless eg. spine, lash, fleshbore, and maybe even the scything talons
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![[Post New]](/s/i/i.gif) 2009/02/06 00:33:02
Subject: Re:Tyranid Warriors, what to do?
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Regular Dakkanaut
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Something that's very often overlooked - you CAN give your warriors two Deathspitters and they'll become twin-linked. I personally don't do it (mostly for aesthetic reasons - I like the look of one pair of scything talons, so I glued those on instead of magnetizing), but it's possible, see the first couple paragraphs on the weapon page in the codex (don't have it handy right now).
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![[Post New]](/s/i/i.gif) 2009/02/06 01:50:34
Subject: Re:Tyranid Warriors, what to do?
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[ARTICLE MOD]
Longtime Dakkanaut
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Squig_herder wrote:Razerous wrote: You have a 4+ save.
Nope, only 5+ unless you wish to fork out another 3 points a model
I dont get why i should arm them all different, wound allocation is important but if they all have rendering claws and DS + 1 BS, then i already pose a massive threat and will hope to kill anything in assault at I5 and rendering S5 before i have to start taking wounds back. I dont like "abusing" wound allocation, plus so of the suggested biomorphs seem useless eg. spine, lash, fleshbore, and maybe even the scything talons
It's not abusing the wound allocation rules, any more than its abusing the assault rules to equip, say, a BT squad /w bolt pistols and chainswords instead of bolters. It's simply playing within the rules.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
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![[Post New]](/s/i/i.gif) 2009/02/06 03:17:36
Subject: Tyranid Warriors, what to do?
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Decrepit Dakkanaut
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LunaHound wrote:
I put mine with DS and BS just like you listed.
And scyth talon only because they MUST have some CC upgrade and its the cheapest i can pick : /
Hope next codex they let us choose to either do pure CC or pure Shooty type
Umm... you CAN do pure CC(2x Scytal or Scytal/ RC) or pure shooty(2x any ranged weapon = twin linked weapon). I field 1 CC squad(5x Scytal/ RC) and a shooty(2x Dual Devourer, 1x DS/Scytal, 1x DS/ RC[only cause the old plastics are limited in which arms go in which slots], and 1x VC/Scytal) all the time.
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![[Post New]](/s/i/i.gif) 2009/02/06 04:53:34
Subject: Tyranid Warriors, what to do?
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Blackclad Wayfarer
From England. Living in Shanghai
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The deathspitter warrior with talons is a great choice. Comes in at a cheap 26pts if you take no other upgrades. Adding a BS can seriously enhance this squad against mobs, though it can get expensive. If you play a gaunt heavy force then ideally you need some flying or leaping warriors to keep up with the hormies. They are expensive though, so a couple of broods of 6 should be enough. A flyrant is also a necessity.
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![[Post New]](/s/i/i.gif) 2009/02/06 07:17:13
Subject: Tyranid Warriors, what to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Lukus83 wrote:A flyrant is also a necessity.
I do not see how, if you look at a purposedtyranid army list here: http://www.dakkadakka.com/dakkaforum/posts/list/229304.page
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![[Post New]](/s/i/i.gif) 2009/02/07 00:59:16
Subject: Tyranid Warriors, what to do?
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Blackclad Wayfarer
From England. Living in Shanghai
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Ok your list is warrior heavy. One thing I noticed is your zoanthrope. It costs 65 pts, not 75. Frees up some points. Also taking just 1 zoanthrope is not a good idea. They go down easy to anti-tank. Seeing as you only have 1 fex and 1 zoan, they will go down before they have a chance to do anything.
I would also save some points from your fast attack slot. Drop the wings and give your warriors leaping. That way they can keep up with the hormies without overtaking them (misjudging charge distances really can leave your warriors out in the open if you have wings).
And I would definately drop some biomorphs off the big guy. He doesnt need that many. If you like godfexes sure take the T7, 5W, regenerating, 2+sv monster. But most of the other stuff doesnt get used. And I think acid maw and implant attack are mutually exclusive...
On a final note the lictor seems out of place in this list. He has some cool abilities but his bonus to reserves is wasted in this list.
My Overall advice, lose some biomorphs and the lictor, get another fex and another zoanthrope. Makes knocking out your support base much harder to do.
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![[Post New]](/s/i/i.gif) 2009/02/07 02:18:07
Subject: Tyranid Warriors, what to do?
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Lukus83 wrote:Ok your list is warrior heavy. One thing I noticed is your zoanthrope. It costs 65 pts, not 75. Frees up some points. Also taking just 1 zoanthrope is not a good idea. They go down easy to anti-tank. Seeing as you only have 1 fex and 1 zoan, they will go down before they have a chance to do anything.
Oh, miss counted there, cheers ^^. I find Zoanthropes not all that useful and cost a fair slog in tyranid terms anyway, so i try to have 2 or less, hance the one, plus it can distract the enemy for a turn or 2 of shooting. Lukus83 wrote:I would also save some points from your fast attack slot. Drop the wings and give your warriors leaping. That way they can keep up with the hormies without overtaking them (misjudging charge distances really can leave your warriors out in the open if you have wings).
This is a key unit in my army list/tactics. Let me explain, i have 2-3 big threats, God Fex, these flying warriors and zoanthrope. Now buy taking away the wings i remove the biggest threat that these guys have which is mobility. Also as jump infantry, if they are in reserve then they can DS [i think] Lukus83 wrote:And I would definately drop some biomorphs off the big guy. He doesnt need that many. If you like godfexes sure take the T7, 5W, regenerating, 2+sv monster. But most of the other stuff doesnt get used. And I think acid maw and implant attack are mutually exclusive...
On the acid maw and implant attacks, the fex can have both Lukus83 wrote:On a final note the lictor seems out of place in this list. He has some cool abilities but his bonus to reserves is wasted in this list.
The lictor is there to target firing bases like devestators and to disrute the enemy, i was looking at getting so gargoyles instead what do you think?
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This message was edited 1 time. Last update was at 2009/02/07 02:19:11
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![[Post New]](/s/i/i.gif) 2009/02/07 08:11:57
Subject: Tyranid Warriors, what to do?
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Remember that with lictors the new counter assault rules mean he's going to die to any unit in combat. t4 w/2 wounds and 5+ save=dead to anything other than 10 guardsmen
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/02/08 00:45:28
Subject: Tyranid Warriors, what to do?
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Blackclad Wayfarer
From England. Living in Shanghai
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The problem is (I think) is that the warriors can be killed by bolters, whereas the other 2 big threats need heavy weapons to bring them down. So small munitions for the warriors, big guns for fex and zoanthrope. Its not a tough prospect for an opponent. But you should playtest it and see how it does.
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