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  1. #1
    Mau'Dib
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    Paul's guide to warriors

    Ok, so the single most flexible/variable unit in our arsenal has got to be our warriors. They can fill almost any role on the battlefield, and they can do it well. That said, they can also be our hardest unit to use. To that end Iím going to go over some points on equipping and using them. This will be the first of a few of these I'm thinking of writing, mostly aimed at getting newer players up to speed more quickly. And to try and cut down on the number of places people have to look for advice on units.


    Iím going to preface this particular entry with one admission. I do not personally like warriors. I donít use them very often in my force, so I am not the expert on their use. They fit into swarm armies very well for the extra synapse coverage they provide, but thatís not how I run my force. So, as you read this, bear in mind that while I have used them before, and I do more or less know what Iím doing, Iím not the end all be all source on Warriors.



    The single most important component in using warriors successfully is to specialize. Pick a battlefield role for each squad and only equip them for that role. You can do a lot of things with warriors, but you canít do them all with a single squad. Shooting warriors should pick a type of target and focus on them, likewise, CC warriors shouldnít have guns to distract them from the ripping and tearing.

    Warriors fill 4 roles most effectively. In this entry Iím going to address each role one at a time and go over upgrades and tactics that way.

    Anti-Infantry shooting:
    The power of 4-5 devourer armed warriors should not be underestimated.

    Equipment:
    Obviously these bad boys need devourers. There is some contention (and I havenít played it out enough to say for sure which is better) between twin-linked devourers and Devs with talons. Personally, I lean towards TL-devs, but thatís just personal opinion.
    Enhanced senses: Theyíre shooting, they need senses. Period.
    Toxin sacs: These change devourers from a annoyance to a real threat. Always bring them with shooters.
    Extended carapace: shooting warriors will often find themselves engaged in fire fights with bolters, shurikens and similar weaponry. Carapace means your warriors can stand there and duke it out, without the carapace theyíll just get torn up.
    Barbed Strangler: The other ones are effectively mandatory, this one is optional. You can bring a strangler and use it to try and pin enemies (best used in conjunction with psychic screaming zoans and tyrants) but itís expensive, and youíll often hit almost as many units with a TL devourer.
    Donít take anything else; it just makes your warriors more expensive without making them any better at their job.

    Number: 4-7
    This is one of the few squads where more is better. More warriors will live longer and hit much harder. Obviously if you have lots of free slots, fill them up with more squads, but adding another body or two in this squad will always be helpful. (more than 7 or so and youíre likely to overkill certain targets though)

    Tactical:
    Ok, so the tactics for these guys are fairly simple, but there are a few important points. The first is keep them undercover and hidden until they can fire. Whatever you do, donít put them out in the open until you start shooting. Warriors are fairly fragile and a heavy bolter or assault cannon (or anything else STr 5+ AP4- with lots of shots) will rip them apart. Use these guys to shoot up your opponentís core troops. Point for point these bad boys can go toe to toe with any core troops choice and come out ahead, so feel free to just unload on them. The key thing to success is just to remember youíre fragile, but hit like a mac truck.

    Anti-Transport:
    Youíd be amazed how easily AV11 drops.

    Equipment:
    Deathspitters and a venom cannon. Without these you canít take down tanks. I personally suggest that you twin-link them, but again itís up to you whether you TL or just slap some cheap talons on there.
    Toxin sacs: youíre going up against tanks, you need the extra strength, pure and simple. Without these, you arenít going to do much of anything.
    Enhanced Senses: Once again, without the increased BS you canít hit the broad side of a barn. Senses are a requirement for any ranged warriors.
    Optionally you can give these guys Enhanced Carapace. Once again, it lets them stand up to bolter (and similar) fire which is always helpful.
    Donít put anything else on these guys. You want them really cheap so they can pay off their investment cost (one reason not to give them carapaces).

    Number: 3 maybe 4. A venom cannon and 2 deathspitters is enough to get at least one glance against AV10-12, adding more bodies will be much more expensive for not much more effectiveness.

    Tactical:
    Pretty simple, as elites your boys set up after transports and tanks. Set them up facing the enemy light tanks and transports (but behind cover of course) donít even think about going after anything over AV 12. In fact, Iíd suggest you focus on AV11, and 10. March up the field and try to disrupt their transport infrastructure. Of particular interest, fire on Landspeeders, ork buggies and truks, Dark Eldar anything, Vipers, Rhinos and Piranas (more or less in order of preference). After that you can try your luck with AV 12 vehicles (like elder skimmers and such). If there are no targets to fire upon, try to take out tight clusters (with the small templates) and higher toughness enemies.




    Close combat (Walking).
    Nothing says pain like watching the nid swarm sprint at you.

    Equipment:
    Rending Claws, if you donít have these your guys are useless. Period. Put them on your warriors if you want them in close combat.
    Scything talons: Fairly obvious I think. These increase your number of attacks, another must have on a CC nid.
    Leaping: Normal warriors are far far too slow to make effective fighters. With leaping, your warriors finally have a chance to make it to combat on time. Youíll want leaping (for walkers, Iíll get into flyers later) for anyone going into close combat.
    Adrenal Glands: Youíll want both kinds of glands on your close combat warriors. The increased WS and I make you much better in combat. While not quite a must have, youíll want these to get the best bang for your buck.
    Flesh hooks: Why wouldnít you? Theyíre cheap and always always helpful. Slap these on those bad boys.
    Toxin Sacs: You CAN, but I wouldnít. Toxin sacs increase the cost of your warriors, and, since youíll be relying heavily on your rending for wounds it the extra str is largely wasted.
    BioPlasma: A waste, to expensive, and the same thing as with the toxin sacs, no rending means few kills.
    Carapace: This is one I never really decided myself. Carapace is very useful against normal troops (things without power weapons.) That said, itís fairly expensive, and hopefully your warriors will have taken a big bite out of the enemy before they have to weather the return blows. Iím a fan, but itís not a requirement, and is a good place to cut a few points if you need to.

    Everything else, donít touch it.

    Number: 4-6, 3 is too few to make it really worth it, too wimpy to pack the punch you need. 7 is a bit too many though, theyíre harder to hide as you move forward and will tend to overkill more than you want.

    Tactical:
    Fairly standard close combat tactics (Iíll explain). Keep these guys behind and in cover until you can burst out and charge the enemy. Terrain is your friend, use it. Never leave them out in the open if you can help it. Also, take advantage of deployment. Set these guys up so they have a few targets to go after, and protection from your enemyís firepower. Itís more important to hit your enemyís lines intact than it is to hit them quickly (although speed is still helpful). When you charge, always think about what will happen over the next two assault phases, what can counter charge, what do you do when you wipe them out, those sorts of things. These warriors do best against units with 10 men or fewer. More opponents than that and youíre likely to get swamped in there. So pick your targets carefully, donít just charge the nearest squad, charge squads you can really hurt, and that will hurt the enemy.

    Flyers
    Fast attack warriors.

    Equipment:
    Wings (obviously)
    I suggest you equip these identically to your walking CC warriors. They fill the role well and added mobility gives you more control over your targets, and makes it easier to keep them protected and in cover. Basically, take the CC warrior entry, replace leaping with wings, go from there. The only real caveat is that you may want to drop one or two upgrades to cut costs, especially if youíre using them primarily as escorts (Iíll get into details in this in a minute)

    Number: 3-5 (more expensive makes it even harder to justify more bodies.)

    Tactical:
    Ok, so there are two roles that these guys fill effectively. Iím going to discuss both of them here because this is the one time where you can mix roles and not lose much effectiveness.

    The first is simply close combat troops. Use these warriors almost identically to the close combat ones. The only difference is they canít have carapace, so theyíll be more fragile. Focus on keeping them out of line of sight (a task easily accomplished with the wings.) until you strike.

    The second is more difficult. You can use winged warriors primarily as escorts for hormigaunts and gargoyles. The flyers are fast enough to keep up with your quick beasties, so you can move them around and ensure that your faster swarm elements always have synaptic coverage. If youíre going to focus on this role (obviously you can charge as well, just make sure you keep the quick buggies in 12 inch range) I suggest bringing only 3 warriors, and bringing just claws and talons, nothing else. Keep them as cheap as you can since they wonít be working at ďearning their points back.Ē

    Overall these 4 methods represent some of the most efficient ways of using your warriors. While my suggestions are by no means inviolate, nor are they perfect, if you follow them youíll wind up doing just fine and can be certain youíll always have a large synapse web for your little buggies.

    ~2k of genestealery goodness
    ~1750points of terminator goodness

    Dovie'andi se tovya sagain

    more witty remarks to come.

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    Senior Member Overread's Avatar
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    good article, sums up the top 4 builds well. My only gripe is with the walking close combat warriors - personally I think extended carapace should always be taken, consdier that they have to get into close combat and that during that time a group of warriors (often supporting gaunts) is a prime target for enemy fire - and lets face it, most armies can pass a target priority roll quiet easily - so I would say its a must upgrade. In counter I would say that the andrenal glands would be the optional extra upgrades

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    in my short and i mean short expierience with tyranids is that warriors are horrible at cc, it may have been just me but every time they seem to just die without making many kills i find shooty ones much more better.

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    Senior Member Overread's Avatar
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    shooty ones do have a greater chance to attack early game, but close combat warriors are a good choice, partly because of rending and party because with leaping legs they can help support hormagaunts with synapse after the charge. If you are running a good sized group of close combat hormagaunts, raveners and the rest then close combat warriors are a good synapse support for them. Ranged warriors can support was well, but if you are trying to support close combat gaunts with warriors who are looking to maximise thier target priority then in some cases the terrain and positioning of units might lead to them being forced to drop one roll over the other.

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    once again im a fairly new player but in my experience is they die way too quickly, but i still have a few things to learn so dont go by what i say.

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    Nice initiative, Paul!

    A couple of points about cc warriors..

    Bio-plasma. Would it not be more constructive to point out that the initiative of bio-plasma attacks makes it very hard to use productively even if you can get your opponent to agree it does rend? Also, it may be better to admit that according to rules they do rend, although you may easily encounter opponents who will wreck your game with arguments that they do not rend no matter what the rules say, and that you may be better off not using them as rending in those instances if you do not want that to happen.

    Adrenal Glands (ws). If toxin sacs are obsolete on cc warriors because they do not improve rend, aren’t the same true for AG (WS)?

  8. #7
    Mau'Dib
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    In order:

    Overmind: The reason I say that EC is an optional upgrade on CC warriors is because when using them the goal is to advance them in such a way that they never have to take an armour save. I personally would always use EC, but just like on genestealers, it has to do with how you intend to play them.

    Drizz:
    Actually, as I said in the begining, I personally don't like warriors very much. I may edit the first part to include a "when to use warriors" section because they do have their battlefield role. If you have a large swarmy army, you're going to want Warriors for the extra synapse, and you'll especially want CC warriors if you're running lots of hormigaunts. They are fragile, and genestealers often do their job cheaper and better, but you can't deny that nids in general are kings of CC, and that includes warriors.

    Drax:
    You'll have to show me some sort of citation on bio-plas rending now, as, last time I checked, it didn't get benefits of rending or MC attacks. If it does then my only real gripe about it is cost and initive order. As you pointed out, a smart oponent could take advantage of it to deny you all of your warrior attacks (by killing off only a few models in BtB in the first round of combat) but they often don't, hoping to make their attacks back themselves.


    A note on Glands. Drax and others do have a point on AG WS. It is not nearly as important as having AG (I) however, the reason I consider it largely better than toxin sacs is personal. I consider it better to hit with more attacks more often than to hit with fewer, even if the wound percentage is lower (basically if I'm rolling 3+ 4+ regardless, I prefer the 3+ on the to hit phase). That said, if you need to trim points, or you just want cheaper warriors, dropping AG WS is a perfectly acceptable way of doing it. Just like, if you have a few extra points floating around you can choose to take Toxin Sacs. They aren't a complete no-no, I just advise against them personally.
    ~2k of genestealery goodness
    ~1750points of terminator goodness

    Dovie'andi se tovya sagain

    more witty remarks to come.

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    Quote Originally Posted by paul_Harkonen View Post
    Drax:
    You'll have to show me some sort of citation on bio-plas rending now, as, last time I checked, it didn't get benefits of rending or MC attacks.
    First of all I want to stress I’m not trying to start an argument about it.
    That said, I’ve never had anyone claim the codex say bio-plasma does not rend before. There has been a lot of arguments, but never that one. Tyranid codex, page 31, cc bio-morphs, rending claws. My codex says all cc attacks rend if a model has rending claws. Page 32, bio-morph enhancements, bio-plasma, it identifies bio-plasma as a close combat attack but says nothing about rend not applying.

    Am I to understand your version of the codex states bio-plasma is unaffected by rend?

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    Watcher In The Sky Beardy_Wierdy's Avatar
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    Quote Originally Posted by draxshared View Post
    That said, I’ve never had anyone claim the codex say bio-plasma does not rend before. There has been a lot of arguments, but never that one. Tyranid codex, page 31, cc bio-morphs, rending claws. My codex says all cc attacks rend if a model has rending claws. Page 32, bio-morph enhancements, bio-plasma, it identifies bio-plasma as a close combat attack but says nothing about rend not applying.

    Lets apply some sanity here chaps. (Basically throwing RAW out of the window in order to reduce sillyness)

    Rending CLAWS. These things are big sharp immensley strong rippy things attached to limbs and used to pull off other peopes arms off and beat them to death with the wet ends.

    Bio-Plasma Attack, an attack made by chundering internally generated nastyness over the enemy.



    I am at a loss as to how some strong hands can affect the power of an attack made by yokking goo over the enemy.
    The name refers to facial hair, not playing style.

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  11. #10
    It's a Trap! Warrior47's Avatar
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    in my short and i mean short expierience with tyranids is that warriors are horrible at cc, it may have been just me but every time they seem to just die without making many kills i find shooty ones much more better.
    I actually think warriors are quite decent at cc. I've had a squad of 3 warriors tear through terminators like there's no tomorrow and trash marine squads afterwards. They do fall short of raveners and stealers though, there is no arguement against that. The thing is though that they bring synapse which is invaluable if you have gaunts. So point for point, they are going to fall short of other cc units, but they will also help out your gaunts, so you might as well do something with them and they are good in cc.

    Oh, and nice tactica paul. It's pretty good. When I have more time I'll read it closer and see if I can offer any advice.


    Quote Originally Posted by The Paint Monkey
    I can't offer anything new here but I just laughed my arse off that LO has an Irish accent.

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