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I'm having trouble thinking how these units will actually be good. I thought about using them with the Mawloc, but in order for that to work, the unit would have had to have been on the table for a full turn near a unit, which means it'll probably get shot up and then charged and I doubt it'll survive.
I just don't see the units surving the turn they have to sit there and look pretty after deep striking.
I just can't see a decient use for these units and I don't know what all the fuss is about.
they dont deep strike, so you just place them out of lign of sight, or in terrain, +they dont scatter, the mawloc sratagy doesnt work. youve got to get them near to thr rnrmy like in the cover right next to a powerful unit or model.
deathleaper doesnt need axplaining, hes abilitys are just sweet
Hive Fleet Centycore W:1 D:0 L:0
I'm sorry, but how does putting him in cover, or out of line of sight help you. He can't fleet, so if you're more than 12" away he's useless as he can't fleet. If you're within 12", that means your enemy is within 12", which means he can easily shoot you up and then possibly assault
He can't assault on deep strike, he shooting is Assault 2 and he's BS3. He can't fleet, so your enemy is either going to shoot you up, or just move away.
Sure you can remove him from the board and put him else where, I just don't see him last long long by himself. The only way I can see him being good is if you already have a enemy locked in CC, then you can put the death leaper down near that and then HOPE the assault doesn't end your turn so that you don't get shot in the enemy turn.
I dunno, I just can't see a decient use for him
*edit*, sorry, he does have fleet, but it only make him slightly better now.
Last edited by synack; March 5th, 2010 at 08:36.
Silly synack! deathleapers are for rear armour!
And disrupting, Like thw whole tyranid codex, it isnt a god, unless supported, which it always should be, if your deathleaper dies...then your playing him wrong, use him in a combo charge for some extra punch, to contest objectives in the last turn, deploy him behind that basilisk or 3 that are always hiding in a corner, your going to get his points back and make the gaurd player waste some shooting on it as well, this can be applied to many other armies aswell, the whole thing about the deathleaper/lictor is how and when to use it.
I have had some luck using Lictors in my games. I ran two Lictors and I put them next to a heavy weapons squad in area terrain. My shooting caused one wound and in the subsequent turn, he didn't manage to kill them, so they charged the unit and destroyed it. After that they moved on to do some more damage.
If you are going to use Lictors I would never use less than two. They are good for tying up heavy weapons teams, supporting outflanking units like Genestealers and getting rear armor shots against tanks hiding in the back field. Other than that, they are not very helpful. They suck against anything that can instant death it, such as Dreadnaughts, Terminators, etc...
Units have more use than shooting and assaulting. Lictors, and especially death-leapers, are best used for their psychological effect on the game. Excellent at taking out scouts, snipers and isolated armor. But the best thing they do is make your opponent worry about them.
Im with tamCoan on this one, while generally there could be better choices at times, they dont really go to waste if used correctly.
I agree, Lictors have a nasty reputation that they tend to uphold. Consider this; the lictor(s) drop(s) in, and can't do anything it's first turn, however both players know that second turn, it will jump out and go blender-of-death on something. This will cause the enemy to have one of two responses, a. attack it, b. move away from it. Either one of these disrupts their general battleplan, as they have to waste a squad worth of shooting (at least, they do get 3+ saves in cover) to drop you lictor. Or, their units move out of position. This movement could lose them cover, open up an objective, or push them into the range of another one of your units.
Lictors are not about their attack power, getting to attack with them is a bonus, they are for distruption. This is especially effective in objective missions, since having a pair of lictors jump out is going to cause a panic in most troop units.
As for the lictor itself, he automatically pops up one inch away from any enemy units (preferably IC and anything else out of shooting range from most of the enemy). So even if you can't assault and they run away you will still catch them, being only one inch away from you before running. You can't deploy 12 inches away from an enemy so you don't have to worry about them running away. You should also keep in mind when deploying your lictor where all the area terrain is and what enemy units are an inch away from it because if you can you should try to get your lictor in cover for the ensueing shooting phase. Here in lies the difficulty of the lictor: getting an inch away from the right enemy unit and deploying in cover at the same time.
Hope this helps!
The Lictor+Mawloc theory was you can use the Lictors Pheromone Trail ability to more accurately attack with the Mawloc.
I've had him scatter the full 12 inches before, so I can understand why players would want to minimize his erratic behaviour.
It just...doesn't work, is all.