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Hello, I am new to Librarium but a vet of 2nd ed to 5th ed 40k, and am currently working with a friend on a doubles tournament list (local first and hopnig to go to the GW tourney next year).
Reading through the Fifth edition bible, I have found the new blast rules quite interesting (ofcourse due to copyright I will merely point them out, those of you with the book know what I mean ).
This decreased reliance on BS, in my opinion, seems to make Deathspitter armed warriors quite nice for providing moving covering fire for waves of 'Without Number' spinegaunts, as the chances are you will hit something.
Am I getting the wrong end of the stick? Or am i right in thinking units of Deathspitter armed warriors are going to be a pretty nice, med-range support unit as they stroll up the line?
edit - spelling
... a new poster... who read and understands the rules... *dies*Reading through the Fifth edition bible, I have found the new blast rules quite interesting (ofcourse due to copyright I will merely point them out, those of you with the book know what I mean
A warm welcome to LO ^_^
And yeah you're completely right. S6 blast marker death to all who oppose!
looks like the Humble Warrior is a viable choice either in CC (due to jogging rules) and shooting.
Thankyou for your welcome.
Also, on the rules reading, I'd think the amount you have to pay for the book is a give-away that GW wouldn't be happy with me reiterating whole sections on a public forum, but again, thankyou.
And yes with your confirmation, I think that I will stick with my current plan, though to save point my warriors only have strength 5 blasts ... Damned budgeting in armylists .
If you're going bare-bones cheapest possible DS warriors with spinefists and death spitters at 24 points compared to the more common 39 pt version with tl'd DS, ES and TS you could have 3 cheap warriors for every two expensive ones. If each warrior hit an average of 3 enemies with its attack, then the three cheap ones would deal 2/3*1/3*9= 2 dead compared to the 5/6*1/3*6=1.66 dead the more expensive (and slightly more accurate) warriors would give. Now compared to DevWarriors (Tl'd Dev, TS, ES for 35 pts, so its still about 3 cheap DS per 2 Dev) who would kill 3/4*3/4*1/3*8=1.5 marines. The cheap warriors have the advantage in wounds and they only have to hit an average of 2.25 marines to equal the damage dealt by devourers.
I think we've just figured out the most effective loadout for new warriors.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
I really like S6 because it's a threat to most things in the game.
It can really hurt infantry - especially with the reroll to wound, and S6 can be nasty against a lot of vehicles too.
Also, being an even number, the instant splat potential is also quite tasty.
tasty like cherry pie on a full moon on a summers night.. at dawn. in a breeze.
Looking at my list have have done some poking around and have now put TS on all the warriors, removing their flesh hooks.
I have kept them armed with Scything Talons for a bit of cc punch, as spinefists will not be used when i am laying the pain down with the Deathspitter's every shooting phase, and the extra attack is the same cost as buying TS buffed SF.
Needed to prune back some of the spikiness of my 'fex, but warriors are my mainstay elites, so keeping them both alive and hard hitting is first order of the day .
TY for all of the help, and I hope to report back with more field tests within a few days.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
in which case my memory is faulty.
I ran some interesting math the other day to compare between my walking HT and warriors. Math I care not to repeat so I'll just write the conclusion.
I have a unit of 6 warriors at home. 5 have the buffed up death spitters and the 6th has a venom cannon. Cost was around 200 pts for the entire unit (EC and ES adds up). I came out to about 10 saves forced against MEQ. I then compared that to my walking dakka tyrant with two tyrant guard. It produced roughly the same number of wounds at nearly the same cost.
So between the two units I had nearly the same cost. The dakka tyrant w/guard had fewer wounds but higher toughness (i.e. more resilient to small arms fire). The variance in the number of wounds per turn from the dakka tyrant was smaller (I almost always get 9 or 10 wounds per turn, while lousy scatter rolling could seriously reduce the number of wounds the warriors could dish out). The dakka tyrant does not loose effectiveness as it takes wounds.
Pros for the warriors, more wounds total and longer range on their gun. In theory it could get a huge number of wounds per turn especially against a tight packed unit. With the venom cannon in there and the higher strength of the death spitters the warriors pose more of a threat against tanks. The warriors will provide a larger synapse range as the unit covers more area than a single MC base.
All said, I will take the dakka tyrant to tourneys, but I will take the warriors to friendly games. The warriors were really fun to play. In one game against my sisters they stopped three rhinos and killed a squad of sister's.
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