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Hey everyone, I'm just curious what sort of Warriors you use (for those of you that field them) CC, shooty, or mixed, and past that when you do field them what is on there? I'm also wondering what purpose they fill, fire support, synapse bugs, CC support?
I really like fielding 4-5 Warriors with rending claws, deathspitter, toxin sacs and enhanced sense. Depending on how many points I have left, I also add carapace and adrenal glands (+ws).
Their main roles are first anti-infantry shooting, then synapse and CC support as a last resort. I put them behind a gaunt screen right next to a big unit of vanilla stealers. Against shooty army I usually need to fleet for 1 or 2 turns before being in range. Against CC army I try to get them in a good position behind the stealers and I shoot at incoming troops (this is also an highly valuable tactic against deepstriking armies [deamons and drop pod marines]).
Shooty all the way!
Ever tried a group of 9 with extended carapace and TL Deathspitters? Expensive as hell, but boy oh boy do they blow infantry up like popcorn.
I use three or four depends on the day or point limit Winged warriors. I equip them with toxin sacs and rending and talons. Sometimes i do equip them without wings and leaping instead. when I do that I add some extended carapace. I use the winged warriors as a synapse support and close combat harrasment. The leaping ones fallow my two swarms of homogaunts for synapse reasons and added weight in a fight. This coming from a almost fully close combat army.
2x Devourers, carapace, ESBS
As of Tyranid 5th Ed. codex I have the Gaunts I wanted. I did, however, loose the sniperfexs I relied upon and they were more important then the gaunts.
I've played around with warriors and came up with a squad for maximum utility.
6 in squad, all expensive as hell but have often won me matches due to the flexibility and survivability
adrenal glands, both
all have a set of rending claws
1 barbed strangler
1 scything talons
With 5th ed rules this squad is a multi-wounded complex unit so when taking wounds, on certain occasions you would have to take 6 before even losing a single model. assigning wounds to fresh models till all have taken 1 before removing.
very versitile squad, CC/ranged and at str 5 rending, they can potentially reach 14 for penetrating vehicles
I am really interested as to how this setup works for you pinkalbino.
its very unorthadox and although i can see how versatile it could be, it seems like it could be quite limiting as you would have to be at minimum range (12') to get the most out of the squad, negating the usefulness of the greater range that some of the weapons have. how would you use a unit like this?
i personaly use deathspitters on my warriors. i usually go for this setup:
warriors x3 all equiped with
Pretty cheap and 3 squads equipped like this amounts to ALOT of anti infantry killing power
Thanks for the responses everyone.
I've been having a little bit of trouble with my warriors, granted I'm working with a battleforce and change worth of models, they always seem to get ripped off the field really quickly.
these are the units i've been using for a good amount of time, however they seem to be a little pricy and was thinking of fielding something more like this for my next game:
Anyone know if bioplasma uses the rending rules? I figured it wouldn't but it's always worth a shot right?
The FAQ/Errata clarifies that no, bio-plasma attacks don't benefit from rending, and neither do tail attacks.
Dur right..I have that on my computer too. How come everyone else's plasma ignores armor and ours doesn't? >< (not to start a rant it just seems strange in my eyes) well..suppose it would make gargoyles a little...uh...broken. *rambles*
Anyway, besides gaunt screening, any way to keep warriors alive longer? My opponents always find the squad with a heavy bolter/autocannon or 5.