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Made in us
Lurking Gaunt





Hey everyone, I've been away from 40k for several years and decided to get back in to it when I found out a buddy of mine was as well.

I'm dusting off my Nids to find out that there has been some significant overhauls to my beloved bugs. I've got a billion questions but I want to use this thread to tackle them one at a time.

I've gone through the Tyranid tactics articles on this site, they are fantastic, but I'm still left with a few questions.

Question #1: CC Warriors
I use to run my warriors with scything talons, rending claws, and leaping (plus all the other goodies that Warriors now seem to just have out of the box in the new dex), but now without leaping, is CC heavy warrior choices still advisable? I know the running feature definitely helps speed them in to CC, but frankly everyone has that, so it sped up the game all around, not specifically my warriors. Still seems viable, but are most Nid players fielding shooty warriors now-a-days?

Thanks!

This message was edited 1 time. Last update was at 2011/08/19 23:34:07


i'm in your planets, stealing your genes 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Welcome back to 40K and welcome to Dakka man.

On top of the Article section, there is also this (http://www.dakkadakka.com/dakkaforum/posts/list/327831.page) that has a great source of information. The 'mythbuster' tactica in particular is a great source of advice.

Regarding your warriors; they've gone down significantly in effectiveness with the latest Codex it seems; now they're very vulnerable to instant death, which is not a good thing by any means with such an expensive and important unit. You'll have most people warning you away from Warriors as a result of this.

I'm not a Tyranid player, so my advice is simply from observation, but if you have your warriors foot-slog up the board, they're unlikely to make it in one-piece IMHO. As such, I'd personally put your main options as:

Spod:
This allows your warriors to arrive right in the face of the enemy and where they're most vulnerable. They would however have to weather a turn of firepower before they could charge (therefore getting them some ranged weapons could work), but this would also mean the rest of your army would be pretty much unscathed for this turn. They'd be unlikely to survive, but they'd be a distraction at least. Admittedly, this idea is clutching at straws for a use for them.

Outflank:
Use a Tyrant or Swarmlord to allow your Warriors to outflank; I'd imagine this is your best chance to get them into combat.

Again though, I'd recommend the above link.

Good luck man.

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Made in us
Lurking Gaunt





thank you for the link. Wow... I've got some converting to do :(

i'm in your planets, stealing your genes 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

I have to disagree. They are not as useless as Just Dave said. I face nids on a regular basis, and the warriors are a thorn in my side every game. While only being T4, you can only shoot them so much. Its not like lascannons don't have better things to shoot at. With 3 wounds each, and a prime to boost their BS and WS, they can be a tough as nails unit. Just make sure to keep them in cover for that cover save while you move them.

I will say they are better as a shooting unit, however. The venom cannon rocks, and with those Assault 3 guns (i forget their names), they can really put the hurt on. Plus you can give them lashwhips and boneswords and they will still annihilate entire units in CC. Plus they can't loose synapse either, so they won't ever run.

 
   
Made in us
Longtime Dakkanaut






IMHO, if you want to run them, take twin boneswords and poison, and attach a prime. The prime helps soak up some high str shots, twin boneswords kill enemy multiwound models very very well, and poison means your always effective. Use a gant screen for mobile cover, and run in the shooting phase. Saturate the enemy with targets needing s8+, so the warriors are not the only priority targets.

With that all said, compare warriors with an alpha to genestealers with a prime. The genestealers get fleet for a faster charge, have ws6/init6, and can infiltrate. The huge speed bonus of stealers is very nice considering how ponderous the rest of the 'nid army is, and I think is the big reason why I see stealers in place of warrior units in 'nid armies.
   
 
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