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  1. #1
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    Tyranid Warriors, how to use them?

    So I've played my first few games, modified my lists somewhat and am generally pleased with the units I have. I'm still having some problems getting the Hive Tyrant to function at peak efficiency, but at least I'm making progress there. Right now the models I have are limited, and any new purchases will have to wait, for more details on my list and what I have available see the end of my post.

    My main problem is my 2 Tyranid Warrior Broods, they just don't do anything except give me some extra synapse coverage. So far I have been lucky and been able to avoid things that would cause instant death to them, but that will soon change. Powerfists, Thunder Hammers, Powerclaws, Lascannons, Missile Launchers, Leman Russes, all these things will soon be increasing their presence in my games. Apart from keeping my Warriors in cover behind my Gaunts I doubt there is much that can be done to protect from these things.

    The second problem I have with them is their effectiveness, just just don't do anything. No one is afraid of them, they don't kill anything, and so on. What I have is two Broods of 4 Warriors, one equipped for shooting with Scything Talons, Deathspitters and a Barbed Strangler, the other equipped for close combat with Rending Claws and Scything Talons.

    The melee Warrior group follows my Hormagaunts, the ranged ones sort of hang back and hold an objective, never really getting within range of anything except with the Barbed Strangler. What usually happens is that the melee Warriors can't help the Gaunts in an assault, because there is no place left around my enemies for them to get into base contact, so they break off and attack something else that is close by, like a tactical squad. Then they proceed to get killed, slowly but surely, and a lot faster than they can kill marines, or whatever else I might be facing (like 30 ork boyz or 10 nobz or whatever). I know it's not the best tactic, but I can never maneuver my enemy enough for me to get a clean assault on a unit, there are always things nearby that can counter assault, and I'd rather let my Warriors get the extra attack for assaulting than let my opponents units get that bonus.

    So right now I'm thinking of converting up some Boneswords and Lash Whips(or dual Boneswords, I'm still undecided on which I prefer) to give to my melee Warriors, mainly for their attacks to ignore armour (and Feel No Pain, darned Painboyz, I truly despise them.). I also like how the Barbed Strangler worked out (a lot better than the Venom Cannon for sure) so I'm also thinking of having one of those even in the melee unit, using that instead of running to keep up with the Gaunts. My ranged unit I'm thinking of taking down to 3 Warriors with Devourers/Scything Talons and a Barbed Strangler, to gather up some points for those Boneswords on the other unit.

    Options I haven't really explored is just having one huge unit of Warriors instead, and using a Tyranid Prime to boost the stats of a unit. I'm undecided on the effectiveness of this, a quick glance suggests to me that it won't work well though.

    Anyway, I'd appreciate some hints and tips on how to make my Warriors more effective, but without purchasing more models. I'm not a great modder, but I am magnetizing my warriors so I can use different builds. I do plan on buying more models in the future, but right now I want to learn how to use what I already have. When I'm fairly comfortable with playing with what I have I'll know better what I want more of.

    My opponents are: Mech Blood Angels, Footslogging Orks, Footslogging IG, Footslogging Space Wolves.

    My list (we play 1500 point games most of the time) is the following:

    Hive Tyrant - Powers: Leech Essence & Paroxysm

    Zoantrope
    Zoantrope

    30 Hormagaunts + Toxin sacs + Adrenal glands
    30 Termagants + Toxin sacs + Adrenal glands
    9 Ripper Swarms
    4 Warriors + R. Claws & S. Talons
    4 Warriors + 1 Barbed Strangler + 3 Deathspitters
    10 Genestealers + Broodlord

    Carnifex
    Apart from this I own:

    18 more Genestealers
    10 Gargoyles
    5 Raveners
    3 Lictors
    2 Termagants
    2 Hormagaunts
    1 Spore Mine


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  3. #2
    Formerly Prince of Excess EmoJosh's Avatar
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    What aren't they do anything against and why? Dying to fast? Bouncing off saves and charges? If you maybe kept a running tab on why they fail, you could better understand it.

    I personally like the idea of the melee group, although the challenge of getting them into CC is there. Maybe move the Gaunts diagonally and Fleet them so they don't block the Warriors. Than you can charge the Warriors first and they get in, with the Gaunts hopping in afterward. That's a great 1-2 punch, it's just tricky with movement.

    I'm not a fan of the shooting unit as much just because, like you said, they aren't immune to Insta-Death, the cover is only 50-50 or worse and their Synapse doesn't help the army. They're also vulnerable to being assaulted off an objective, being bad in CC and having no backup.

    Basically I'd keep with the CC unit and work on getting them in. If they die, that's okay. Your MCs will appreciate the heavy shots falling elsewhere. Something has to be the sacrificial lamb, an Insta-killed brood that does Synapse is an attractive target. Just make sure you have Synapse backup.
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  4. #3
    jur
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    Hey Inian,

    hey played just about 15 games now with the new Tyranid codex and I used Warrior's in all games.
    I allways play them with dual boneswords and deathspitters, and they just did great in every game. The only thing is, I only played against SM (most of the time with drop pods and terminators with Thunderhammer/stromshield). But until now I won every game.

    The most important thing is that you build your army in a way that every unit is dangerous for you opponent so that he has to make choices.

    For next game I will try a squad of Warriors (7) wich will be joined by 2 primes (I think thats allowed). One prime will also have dual bonesswords and the other prime will have Lashwhip and Bonesword. I hope I can charge in a way that the 2 primes can charge the most dangerous guy in the squad.
    It will them have an I of 1 and if I score one wound whit the other prime it will have to take a leadership test with 3D6 or get instand killed. I hope that it will work. And the squad is large enough to get into combat.
    And before they charge they can also have a large amount of strenght 5 shots.
    I use two large hormogaunt squad's (20) to give them some cover.

    I hope this will work, but the unit already performed fine with only 1 prime.

  5. #4
    Formerly Prince of Excess EmoJosh's Avatar
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    Dual Bonesword is good for multiple wound units, it's a great assassin setup. If you get a Lashwhip touching the model, your Prime will mostly likely blow his head off. Great setup, one I'd fear if I played a CC army.
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    jur
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    I play a CC army with enough shooting as well.

    Prime with dual b.swords and toxin sacs
    Prime with lash whip, b.swrod and toxin sacs

    2 Zoanthrope
    3 Hive guard
    DoM in a Pod (DoM is great, every game he killed about 10/12 marines and 3/4 Termi's)

    7 warrior with dual B.swords, Deathspitter, Toxin Sacs
    10 Gaunts
    1 Tervigon with catalyst,Toxin Sacs,Adrenal Glands
    7 genestealers (with broodlord)
    20 Hormogaunts
    20 Hormogaunts (until now I playd a trygon instead of this unit but trygon isn't very good against SM with Termi's(TH/SH). They just kill the trygon and I think the 20 Hormy's will do better).

    gr Jur

  7. #6
    Formerly Prince of Excess EmoJosh's Avatar
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    How many points is that? I admire the lack of Trygons. It's probably because you play the same person a lot, or so I assume. They're really, really good against most units that aren't TH/SS Termies if you keep it away from them.
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  8. #7
    jur
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    It's 1750/1760 points

    (well I think I have to bring down the Hormi units by one. I forgot the Toxin Sacs/Adrenal glands for the tervigon and I think that's 10 points each).

    Trygon is very good aginst other army's but with trygon I have 6 (or 12 with prime) shot's at BS 3 and 7 PW attacks when I charge. With 20 Hormi's I have 60 attacks when I charge.
    If I do the math correctly the charging hormi's will kill
    8 marines or 15 IG on average and prime will kill 4 marines or IG on average. So here the hormi's are better. On the other hand both army's will have a harder time killing prime then the hormi's (cept for the Termi's).
    If I don't like the second squad of hormi's (testing it next game) trygon will be back.

    (and against army's like IG etc I will also play 3 biovores)

  9. #8
    Formerly Prince of Excess EmoJosh's Avatar
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    Ah never rely on MathHammer. All the units have their uses against all armies. Trygons absorb a lot of fire off those Warriors so they can get into CC and with Regen, he's a survivor. Hormigaunts are great on the charge, but weak when being charged and vulnerable to shooting and losing Synapse.

    I like 'Nids a lot because they have very few crap units and the whole army is very supportive. It's not possible to play a swarm or nidzilla anymore, you have to mix to be at peak effectiveness. Warriors seems to function much better with other bigger, scarier bugs on the table as far as I've seen and read. Sometimes they pull fire from the little bugs too, which they can handle.
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    jur
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    You're probably right on that one. I just want to try this one because Trygon did not do well in the games I played (but they where all against SM). And you might be right, maybe I missed the fact that trygon did absorb al lot of firepower. I will let you now.

  11. #10
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    Hey Inian. I've played a couple games with the new codex, all against my friend playing his Codex marines, and my warriors always performed well. Every time I faced him, I ran 2 broods of 4 warriors with scything talons, rending claws, and toxin sacs. I ran them up the board behind either termagaunts of hormagaunts depending on the rest of my list, and they never failed to make it to him with at least three left. In one game, a brood took on a unit of 5 th/ss termies plus a librarian. Two turns later they they were dead, but had killed two termies. This might not seem like a lot, but they reduced the unit's attacks by enough that I was able to bog down the unit with a brood of gaunts for the rest of the game, effectively nullifying the primary threat to my MCs. They also distracted a lot of heavy bolter and assault cannon fire away from my Tyrant/fexes without losing many, so that was definitely a plus. In general I would say that the best use of them would be to run them cheap and CC behind a gaunt screen. Avoid specialized combat units, but they should be able to deal with most everything else. I like The Prince of Excess' tactic for getting them into assault, I'll probably start using that myself!

    Another couple notes: A couple of my friends and I are starting a campaign and I'm running my warriors with dual boneswords instead of rending claws this time. We'll see how it goes. Also, I don't think that bonesword/lash whip is a good idea on warriors. It's expensive, and the lash whips don't do a whole lot since non-assault specialist units probably won't have initiative higher than you. Just my impression.

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