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As I promised, Warriors were next on my list to get their own Biomorph tactica. Although there are some similarities between what Biomorphs are good for a Hive Tyrant as compared to a Warrior, there are enough differences to turn them into two seperate tactical articles.
Also, I only wrote this tactica based on either Close Combat Warriors or Ranged Warriors. Unlike Hive Tyrants, there are cheap and effective ways to make a Warrior that can both shoot well and perform well in hand to hand combat. If anyone would like to see my thoughts on this, then sound off here and if I get enough responses, then I'll add Part 3 to this article: Mixed Warriors.Warrior Biomorph Tactica
First off I would like to profusely thank GW for their foresight when writing the new Tyranid rules. They have taken a previously less than useful unit called Warriors and turned them into my favorite unit in the game because of one rule: Synapse. With the new Synapse rule a Tyranid Warrior can never be instantly killed by a stray Missile Launcher or Powerfist. This elevates the Warrior to a much higher status in my army and I will probably never make another list without them included.
Tyranid Warriors are the most configurable unit in the Tyranid Army list. Some would argue that the Hive Tyrant or Carnifex are more configurable, but that is only on an individual basis. Within one squad of Warriors you can have some which are dedicated to shooting, some that can both shoot and assault and some that are pure assault monsters.
That being said, however, I do not think it wise to make a squad of Warriors with such a diverse role. Here I will present two types of Warriors; close combat and ranged, and I will detail which biomorphs and weapons will help you dominate your foes.
Part 1 â€“ Close Combat Warriors
Close combat Warriors exist to close quickly with their enemies and wipe them out in hand to hand warfare before they have a chance to react. They need to be quick and agile so that they can keep up with the faster moving Gaunts in order to provide them with the Synapse ability.
This being said, I must state that it is very highly suggested that anyone playing with close combat Warriors choose one of the two Biomorphs that will add extra movement to their profile. Without the ability to move quickly, they will find themselves quite useless for at least two turns of any game.
Preferred Close Combat Biomorphs: Considering that there are only three close combat oriented Biomorphs, the choices here are fairly simple and straightforward. Since you can only have two of the three Biomorphs at one time, it often becomes a tough decision to pick which two will provide you with the best close combat ability for your situation.
Lash Whip â€“ The lash whip, unfortunately, rates as the lowest overall useful â€śweaponâ€? among the three choices. Itâ€™s only real benefit is that it reduces your opponents amount of attacks, however, your opponent will still get at least one attack. If you use your close combat Warriors like me, then this will rarely come into play as you will be the one initiating the charge instead of receiving it. Since most models in the game only have one base attack, this Biomorph will rarely come into play.
The situation in which I can see this Biomorph actually being useful is a situation where you do not equip your Warriors with any speed enhancing Biomorphs. Because they will be a slow unit, they will have a much higher chance of being charged rather than doing the charging. Having this Biomorph on a unit that can reasonably expect to be charged quite often, will have the effect of negating the enemyâ€™s charge bonus.
I can also see this weapon being useful on Ranged Warriors and I will go into further detail on that in the Ranged Warriors section.
Rending Claws â€“ Rending Claws on a Monstrous Creature make little sense, because of the fact that a Monstrous Creature already comes with half of the abilities that it gives. On a Warrior, however, Rending Claws can be use to their full glorious effect. I recommend that Rending Claws be put on every sing close combat Warrior that a player designs, if for no other reason than it is an incredible equalizer against the proliferation of 3+ saves in the game.
The only downside to Rending Claws on a Warrior is the fact that you lose another attack by not taking two sets of Scything Talons. In fact, I would go so far as to say that if you almost never play against armies with a 3+ save, then forego Rending Claws for another set of Scything Talons. This, however, is an unlikely conclusion at most 40k venues.
Scything Talons â€“ What is there not to like about Scything Talons? Itâ€™s a cheap upgrade that gives your Warrior another needed attack. There is absolutely no situation where this upgrade on a close combat Warrior would be a waste of points. Add this upgrade to Rending Claws and now you have a very skillful, agile and strong creature with four Rending attacks on the charge. Since the minimum unit size is three, you will end up with at least 12 Rending attacks on the charge.
The only downside to Scything Talons is that there is no downside. Kind of creepy, huh? I guess that means that they should be mandatory for a close combat Warrior.
Preferred Non-Weapon Biomorphs: Non-weapon Biomorphs are a priority for close combat Warriors because of the vast amount of different abilities that they can provide. A word of caution, however, Warriors may be more difficult to kill in the new edition, but it is still possible to kill them easily to massed firepower. The reason that I say this is so that a new player wonâ€™t feel tempted to drop mass amounts of points on Biomorphs.
I suggest that players should attempt to keep their Warriors somewhere around 40-45 points apiece or lower. While it is possible to have 50+ point Warriors, just remember that they are a perishable resource and you shouldnâ€™t make them too tempting of a target.
Adrenal Glands â€“ The Initiative improving version of Adrenal Glands should be the first Biomorph that any player chooses when designing a close combat Warrior. The reason for this is singular and quite simple: Kill before being killed. Close combat Warriors are a precious commodity in a Tyranid army. They provide Synapse range and they bring the big â€śgunsâ€? to the table in the form of vicious assaults.
This means that you never want to find yourself going after your enemy or even at the same time as your enemy. The more of them that you kill, before they get to strike, means that there will be less attacks coming your way. When you can get all of this for only a couple of points, then it becomes vastly useful.
The Weapons Skill improving version is also another easy choice. For even less points than the Initiative improvement version you can make sure that you hit even the best basic troops in the game on a 3+ and most Lords will be on equal terms.
There is so much good to say about these two improvements that I can find almost no argument against including both of them on a close combat Warrior save one: If you decide to include Rending Claws on your Warrior, then the Weapon Skill improving Adrenal Gland loses a very slight amount of importance. With enough Warriors in an assault you can expect a few Rending attacks which lessens the â€śto hitâ€? ability ever so slightly.
Bio Plasma â€“ Currently Bio Plasma is under a bit of debate. There is nothing saying that a Bio Plasma attack cannot benefit from the use of the Rending ability that Rending Claws provide. In fact, Rending Claws flatly state that it affects all attacks that a unit makes. By this logic, then, Bio Plasma is a very useful upgrade for Warriors. It is a very cheap extra attack at a very high initiative that can benefit from the Rending Ability.
There are detractors to this opinion, however, and some opponents may highly object to you using Games Workshopâ€™s lack of clarification to your advantage. If you regularly play opponents who have conniption fits over unclarified points in an army list, then I would leave this off for now.
Extended Carapace â€“ Warriors come with a basic 5+ save, which is by no means exceptional, and they only have one option to improve it: Extended Carapace. This, however, is not necessarily a good excuse to make extensive use of it. The reason is that taking Extended Carapace precludes the use of Wings and Wings on a close combat Warriors are a godsend.
The very best thing about Extended Carapace is that itâ€™s very cheap. It doesnâ€™t cost much to upgrade the save on your Warriors, so if you donâ€™t mind walking them to combat, then this upgrade could be the one for you.
While I prefer Wings to Extended Carapace there is one good combination of this Biomorph with another which is Leaping. When these two are combined, then you have a Warrior who has a decent save and can make a very rapid charge into combat.
Flesh Hooks â€“ This Biomorph is highly useful if you play on a table with quite a bit of terrain, or when playing against an army that typically makes advantageous use of the terrain available. I always recommend taking this Biomorph any time that the Initiative improving Adrenal Glands are taken. The reason for this is that if you take the better initiative, but then you are forced to charge into terrain, then you lose the benefits of the higher initiative unless you even the odds with these â€śfrag grenadesâ€?.
Leaping â€“ Of the two different methods for improving the speed of your close combat Warrior, I put this one in second place. The reason for this is that the extra speed is conditional, meaning that it only works in the right situation. The Leaping ability allows a Warrior to charge an impressive 12â€?, however, this movement is only available if there is an enemy within 12â€?.
This might seem like an obvious statement, but the implications go a little deeper. If your opponent knows that you have the Leaping ability, then he could consciously make the choice to keep as many of his important units as far from you as possible so that you spend as much time as possible slugging across the board at a pedantic 6â€? per turn.
Symbiote Rippers â€“ This Biomorph is a bit of a toss up with me. It can provide a great benefit against certain enemies, especially enemies that cannot fail Leadership tests such as Fearless units. When you are facing enemies that can be chased down due to losing close combat, then this ability becomes a bit less useful.
The incredible upside is that it is only one single point per model. It almost begs to be taken just for that point alone. Personally, I generally find myself looking for places where I can drop a few points off of my Warriors instead of adding points and this is just another point that might not be useful.
Toxin Sacs â€“ Adding another point of ST to a Warrior has the ability to change him from an average damage dealer into an incredible damage dealer. With a one point increase in ST a Warrior will be wounding Space Marines on a 3+ and most other armies on a 2+. This can have the effect of generating a lot of armor saves for your opponent because of the amount of attacks that a Warrior can dish out.
This extra point of ST also helps when a Warrior is forced to attack a vehicle instead of enemy troops. This boost helps make it much more possible that the Warrior will be able to glance or penetrate most light or medium armored vehicles.
Winged â€“ This is my number one choice for â€śspeedâ€? upgrades on a Warrior, especially since the new rules allow Winged Tyranids to enter into difficult terrain without instantly dying. This allows a Warrior to have a much greater range of movement than usual, which can mean the difference between being caught in the open on your opponents turn or moving far enough to hide behind a grove of trees and not be visible.
I nearly always take this upgrade for a close combat Warrior just because it allows for a high degree of field positioning while you prepare to strike your opponent at their weakest point. A pedantic 6â€? rate of movement allows your enemy to make quick and efficient adjustments in their line in order to make use of their ranged weaponry. The last thing that you want to face, even with a 4+ save, is a fusillade of gunfire during your opponents turn.
The downside to this Biomorph is its incredibly high cost. When you purchase the Winged Biomorph alone, you have already doubled the costs of a basic Warrior. Doubled. This means fewer points for incredible close combat upgrades and fewer points to keep your Warriors alive.
Having said this, however, I would still choose Wings over half of the other Biomorphs as it will assure that your Synapse ability can keep all of your fast moving Gaunts in check and it will keep you in good field positions where you can take as little return fire as possible.
Part 2 â€“ Ranged Warriors
Ranged Warriors are probably the best method through which a general can add a good fire base to a Tyranid army. The first reason for this is that shooting weapons attached to Warriors are relatively cheap when compared to other creatures that can take ranged weapons such as the Hive Tyrant and the Carnifex. The second reason is that you can now take up to nine Warriors per brood. When you multiply a cheap weapon by nine Warriors, then you can quickly start to see that this unit can generate a lot of firepower.
Rapid movement is not very high on the priority list for these Warriors, unlike the close combat warrior. These warriors, can instead benefit more from taking weapons that have a decent range and moving forward slowly but surely while laying down a hail of fire to keep your enemies busy while your Gaunts surge forward to engage them with their gribbly claws of death.
Preferred Ranged Biomorphs: The primary concern for a Ranged Warrior is, of course, which ranged weapon that they will specialize with. Keep in mind that when choosing ranged weapons, you can either choose a twin linked weapon to take up two spots, or you can choose two different weapons to take up those spots, or lastly you can even take a ranged weapon and a close combat weapon.
Keep it in the front of your mind, however, that if you choose to take two weapons, then you can still only fire one of them per turn. Only Monstrous Creatures can fire both of their weapons in the same turn. Taking two weapons may still not be such a bad idea, since it gives you a choice of two different weapons to use each turn, however, this can quickly become more expensive than just taking one weapon and a cheap close combat biomorph.
Yes, thatâ€™s correct. Unlike Hive Tyrants, it is not entirely a bad idea to equip a Warrior with both ranged assets and close combat assets. The reason for this isnâ€™t to make them into Swiss Knives of destruction, but instead it is merely to fill a required weapon
Biomorph slot with a cheap Biomorph since you canâ€™t fire two guns in the same turn. In other words, save the points for more Gaunts.
Deathspitter â€“ This is one of my favorite weapons for a Warrior to be equipped with for multiple reasons. It has a high ST, a decent AP, it comes with a blast marker and it can start hitting enemy targets from turn one because it has an effective range of 30â€? after moving.
The downside to taking this weapon is that it doesnâ€™t play to one of the strengths of Warriors, which is the fact that they have two basic attacks on their profile. This particular weapon is only assault 1, so you are losing extra shots that you would get if you mounted different weapons. Also, it is a very expensive weapon compared to some of the other weapons on the list.
The twin linked version of this weapon costs double what the normal version does and the only benefit is that you get to roll your one shot twice if you miss the first one. This seems a rather bit expensive until you stop to consider that a Warriors max BS is still only a 3 with Enhanced Senses. Because of their BS, it might not be such a bad idea to Twin Link a couple of these in a Warrior Brood.
Devourer â€“ If your army list is lacking a good method for taking out lots of infantry then this is a good weapon choice. Itâ€™s the perfect weapon for making horde armies cry, just as long as it isnâ€™t a Power Armored horde army.
Why is it so good against horde armies or for killing infantry in general? Well, when it is mounted on a Warrior with Toxin Sacs, then it has a better than average ST with rerolls to wound. Then, if you make it twin linked, you get to reroll your to hit rolls too. Not to mention itâ€™s the only Assault 2x weapon that the Tyranids have.
This equals out to be a weapon that has four shots per Warrior with a decent ST, and two sets of rerolls. Against most enemies, this weapon will hit and wound with an astounding rate. Put this same weapon on 3+ Warriors and suddenly youâ€™ve got Guardsmen, Orks, Other Tyranid players and assorted other horde players all shaking in their boots.
The downside to this particular weapon is the fact that its AP is nonexistent. Now, remember when I said this weapon is good against horde armies as long as the horde doesnâ€™t have Power Armor? Well, the terrible AP is exactly the reason why. However! I do consider it a weapon that is good in a balanced army list too for the reason that even Space Marines will fail saves if they have to take enough of them. When you are rerolling to hit and wound, then those Marines will be making quite a few saves.
Toss in a Heavy Weapon carrying Warrior with a Barbed Strangler and you get to kill a lot of troops, and then make them take a pinning check on top of it all.
Fleshborer â€“ Every time I look at this incredible weapon the same thought comes to mind: I wish this weapon had more range. This weapon would be the best weapon that you could mount on a Warrior if it didnâ€™t come with a pathetic range. The fact that it can be ST 6 if you take Toxin Sacs makes it a good weapon to use against any infantry in the game and it can even take down light tanks without too much headache.
Couple this with the fact that it has a decent AP and Living Ammunition and youâ€™ve got yourself a weapon that can really put the hurt on your opponent. Except that you have to get them there. If you are footslogging across the table, then you may not be in range long enough for this weapon to be fully utilized. Why? Well, just about everything in a Tyranid army moves faster than 6â€? per turn, which means they can possibly start getting charges off on turn two or three.
If you have a ranged weapon that canâ€™t really start shooting until turn two or three, then youâ€™ve got a problem. When your own army is blocking your lines of sight for your ranged weapons, then it doesnâ€™t matter how powerful that weapon is, its not going to be shooting anything.
The best way that I can see for alleviating this problem is to put these weapons on Winged Warriors. This gives you the added mobility you need to make full use of this wonderful weapon. Since it is an assault weapon you can even shoot both shots from the Fleshborers and then charge during the assault phase. Why not? You get two ST 6 shots and then 3-4 ST 4 attacks on the charge. This should finish off most normal sized squads of any infantry, even elite infantry.
Spinefists â€“ It is difficult to give this weapon a stand alone assessment for two very big reasons. It is only two points cheaper than a Fleshborer and it has the same range as a Fleshborer. Consider the fact that the Fleshborer is a far superior weapon for only two extra points, there is little or no justification for giving this weapon to a Ranged Warrior.
Barbed Strangler â€“ First off, only one of these weapons can be chosen per brood of Warriors. If you wish to take several of them, then you have to also take several broods of Warriors. Now, the good part about this is that itâ€™s a fairly nice anti infantry weapon.
It doesnâ€™t have incredible ST or AP; however it does have a huge range and comes with a Pinning Large Blast Template. Against horde armies this weapon can truly shine, and it is nothing to laugh at even when used against non horde armies merely because of the Large Template and the fact that it causes Pinning.
The downside to this weapon is that it only comes with one shot which is only above average ST if you also include Toxin Sacs on your warriors. This really doesnâ€™t play off of the ST of Warriors and is a much better weapon for a Hive Tyrant or a Carnifex. This isnâ€™t to say that I wouldnâ€™t consider giving it to one Warrior per squad, because the benefits it gives for one shot can be pretty nice.
Venom Cannon â€“ This is the second of the two weapons that can only be given to one Warrior per Brood. If I were to make a Ranged Tyranid army, then I would definitely take several broods just to get multiple Venom Cannons. They really play off of the strengths of a Warrior by giving him a weapon with a possible ST 7 and two shots.
Although a Venom Cannon cannot penetrate a tank, there are no good results from being glanced either. Even if the tank is not destroyed, it will still be hindered in some way, which makes the Venom Cannon a good choice for shooting at Light and Medium tanks.
A Venom Cannon does well on a Warrior when mixed with other high ST weapons as the squad can then be very versatile. Give the rest of the squad Deathspitters or even Fleshborers then toss in a Venom Cannon and youâ€™ve got a squad that can change targets between light vehicles and any infantry in the game.
Preferred Non-Weapon Biomorphs: Close combat Warriors rely heavily on non-weapon Biomorphs for the simple fact that most of the bonuses provided in these Biomorphs effect only close combat. Despite this fact, there are still a few Biomorphs that can really benefit a Ranged Warrior brood and this is where Iâ€™ll show you how.
Enhanced Senses â€“ Basic Tyranid Warriors shoots as well as a basic (non-feral) Ork. This should be all that has to be said in order to convince everyone that buying Enhanced Senses is a requirement for all Ranged Warriors. With Enhanced Senses a Warrior will be able to shoot average, without it, you can expect to kill very little unless you only take twin linked weapons.
Let me repeat: if your Warriors have ranged weapons, then you should always and without fail purchase this upgrade. There should be no arguments or complaints about this considering that itâ€™s a mere two point upgrade.
Extended Carapace â€“ If you are planning on using Ranged Warriors without wings, which I highly suggest unless you are planning on using a lot of Fleshborers, then I would purchase this upgrade. It is cheap and can keep most basic weapons in the game from denying you a save outright.
Ranged Warriors will spend much more of their time exposed to return fire than dedicated close combat Warriors, since they need to expose themselves to shoot at enemy units. This alone should be enough incentive to give your Warriors better armor. Just as a tactical note, it is a good idea to give them Carapace armor and to also stick close to terrain so that you can receive a good basic save and a cover save at the same time.
Flesh Hooks â€“ As was just stated above, if you plan on using terrain to give yourself good firing positions with a cover save, then Flesh Hooks are a good option. They can make sure that there isnâ€™t any terrain that will impede your forwards progress, and keep your avenues of movement open. Not to mention, if you find yourself needing to charge something in cover, then you can go at initiative value, which is good for Warriors.
Toxin Sacs â€“ Warriors have a good ST, but itâ€™s by no means exceptional. If you want your ranged weapons to perform at maximum capacity, then this Biomorph is highly recommended. Remember, that when you choose weapons for a Ranged Warrior it is much better to choose weapons that play to the strengths and Strength of the creature using it. There is no single weapon available to Warriors that does not benefit from the ST upgrade.
Especially take this upgrade if you choose to arm your Warriors with Fleshborers as it makes this weapon operate at maximum operational capabilities.
Winged â€“ I recommend this option over Extended Carapace only in the circumstance that you have a very short ranged weapon. This would be especially true in the case of Spinefists, Fleshborers or even Devourers as all of these weapons do not have an incredibly high range.
Part 3 â€“ Mixed Warriors
There is one outstanding factor that makes Mixed Warriors a viable unit in a Tyranid army. This factor is that no matter how many ranged weapons someone gives a Warrior, it can still only fire one of them. This means that the extra weapon slot can either be filled with another ranged weapon, or he can fill the other weapon slot with a Close Combat weapon.
Mixed Warriors are a bit of an anomaly and as such it is not quite pertinent to go through each and every Weapon Biomorph and Non-Weapon Biomorph to describe their benefits and detriments. Instead, it is much more applicable to take Mixed Warriors and separate them into two distinct groups: Primary: Close Combat and Primary: Ranged. Also, rather than go into each weapon, I have chosen to show a few examples of Mixed Warriors for both sub-groups in order to better clarify the points I will be making for each type.
No matter which of the two types you decide to build, it is best to still maintain only one basic discipline while keeping the secondary discipline to a minimum. This means that if you plan on building a Primary: Ranged Mixed Warrior, then it would be a good idea to buy Non-Combat Biomorphs that will compliment only the Ranged aspect of the Warrior.
The reasoning here is that the Warrior was designed to kill through superior firepower. The close combat weapon Biomorph is only there for the moment when the Warrior is close enough to / force to engage in close combat. Donâ€™t waste points on upgrading a Ranged Warrior to have better Close Combat ability as those points will mostly be wasted.
Primary: Close Combat â€“ People tend to build this type of Warrior if they do not like having turns where their Elite choices are not participating in the combat. The thought here is that, while the Warrior is busy moving across the field he should also be attempting to eliminate a few enemy before he engages in close combat.
Since this Warrior is primarily geared for Close Combat, he will suffer somewhat in the shooting department unless the player decides to pay the extra points for Enhanced Senses. Because of a Warriors very poor Ballistic Skill, it may be worth the points to purchase this Biomorph, however, this is a decision that each individual player will have to arrive at.
The best Ranged Weapon Biomorphs for this type of Warrior are the cheap variety or the Twin Linked variety. That being said, the best overall Ranged Biomorph to give this Mixed Warrior is the Spine Fist. Yes, I realize that I have had few good things to say about the Spine Fist up until this point, but I have a reason for choosing them now.
The best reason is that it is a Twin Linked weapon. This means that even if you donâ€™t buy Enhanced Senses, there is still a chance that you will be able to get a few hits with a brood of Warriors before you charge. Not to mention, it costs two points less than Scything Talons (Without Toxin Sacs) and gives you two extra attacks before the charge instead of one. Go ahead and take Toxin Sacs too, and it brings the points up to even with Scything Talons, but still gives two attacks rather than one.
Another good weapon is the Fleshborer, although Enhanced Senses would probably be beneficial for this weapon since it is not Twin Linked. The particular weapon is perfect for a Mixed Warrior because it is cheap and very highly effective against most infantry in the game.
One last piece of advice about Primary: Close Combat Mixed Warriors is that they should still have one of the two speed enhancing Biomorphs: Winged or Leaping. Keep in mind that their primary reason for existence is to get into Close Combat rather than stage a remake of Shootout at the OK Corral. We are talking Jet Li with a pistol, not Rambo with a machine gun. In other words, this Warrior needs to be quick on the move, fire a few shots and then pummel them with its claws.
Here are a few examples of Primary: Close Combat Warriors:
Winged Spine Warrior â€“ This Warrior is built to take on horde armies. These, of course, consist of Imperial Guard, Orks, Other Tyranids and pretty much any army with an average save of 4+ or worse. Against more elite armies, it is still an effective Warrior, but lacks a heavy handed punch.
Adrenal Glands (Initiative)
Toxin Sacs (Strength)
Scything Talons x1
TOTAL: 42 Points
Winged Fleshborer Warrior â€“ This Warrior is designed to take on Power Armored armies. It has a powerful weapon capable of wounding most infantry on a 3+ and it comes equipped with Rending Claws which are great for bypassing those pesky Space Marine armor saves. With five attacks total divided between shooting and charging, this Warrior will prove to be fearsome enemies for anything with a good armor save.
Adrenal Glands (Initiative)
Rending Claws x 1
TOTAL: 43 Points
Leaping Gun Warrior â€“ This Warrior has an all around killing capability. It utilizes a Deathspitter as its main weapon, which is best for killing light infantry, yet it still retains Space Marine killing power with its Rending Claws. The best way to use this Warrior is to pretend as if itâ€™s a Ranged Warrior that is uninterested in getting into Close Combat and thing spring a 12â€? charge on your unsuspecting opponent when he moves too close.
Adrenal Glands (Initiative)
Rending Claws x 1
TOTAL: 44 Points
Primary: Ranged â€“ This is by far the more common of the two sub types of Warrior. Its primary concern is taking on the enemy from a distance, yet retaining a close combat weapon and Biomorph or two to make the enemy think twice about charging.
With this type of Warrior you want to spend as few points as possible in the Non-Weapon Biomorph section as possible. Basically, this type of Warrior is playing psychological warfare with your opponent. It has a potent Ranged Weapon, yet you have also given it big nasty Claws or Scythes, which will make him think that it is tooled up for Close Combat as well. However, it should NOT be tooled for Close Combat.
To build this Warrior you should start by reading the section on Ranged Warriors and assemble it with the most effective weapon for your particular Brood. I have already explained in detail which weapons are best for a Ranged Warrior and this section is purely to entertain the idea that a Ranged Warrior can also be effective in Close Combat with minor modifications.
The first thing to consider is movement. This Type of Warrior really doesnâ€™t need to be particularly fast. Instead, it should concentrate on sticking close to terrain in order to receive those invaluable cover saves. With the Tyranid armies ease of moving through difficult terrain, this should prove to be little hindrance to your forces.
Secondly, it is important to keep in mind that a Ranged Warrior will spend quite a bit of its life exposed to counter fire from the enemy. Because of this, it is important to equip this mixed Warrior breed with Extended Carapace. This will keep the majority of basic weapon in the game from killing them outright and will help your Warriors last long enough to perhaps enjoy repelling an assault or two.
There are only three Close Combat Weapon Biomorphs to choose from, and any three can provide for some interesting situations. Even Lash Whips can be useful here since they are both fairly cheap and will stunt the effectiveness of your opponents charge.
Consider this scenario for Lash Whips: You have placed your Warriors in a patch of terrain in order to receive those nifty cover saves. Your opponent charges you with a squad of Tactical Space Marines. First off, he will go last unless he brought frag grenades. This means that you have a good chance of killing a few of them before they get to strike. Second, he loses the primary benefit of charging, which is to gain an extra attack.
The end result is that given the right scenario, Lash Whips can actually be an effective â€śWeaponâ€? Biomorph. It will certainly deter many weaker units from attempting to charge your Warriors which will allow you to keep shooting for as long as possible.
Here are a few examples of Primary: Ranged Warriors:
Lash Spitter Warrior â€“ This warrior is primarily focused on using its Death Spitter template to reach long distances and take out massed infantry and light tanks. Just in case it finds itself getting charged, however, it comes equipped to make sure the enemy has less attacks.
Lash Whips x 1
TOTAL: 37 Points
Flesh Render Warrior â€“ This Warrior provides a mobile weapons platform which is capable of taking out Space Marines and Imperial Guardsmen with equal ease. It carries a high ST weapon, and the ability to retaliate effectively in Close Combat. This Warrior must, and I mean must, rely on staying inside of terrain to work well. The reason for this is that this type of Warrior can be devastating if it receives a charge while shooting from cover. It will either go first or go simultaneously, which are both good options when wielding Rending Claws.
TOTAL: 34 Points
Scything Devourer Warrior â€“ This Warrior is best for taking on horde armies, or any army with a low save. The reason for this is that it can dish out multiple attacks, however these attacks lack the heavy killing power since the Ranged Weapon has no AP and scything talons donâ€™t provide the heavy Close Combat punch that Rending Claws do.
Scything Talons x 1
TOTAL: 34 Points
The above examples, for both sub-types of Tyranid Mixed Warriors are by no means an exhaustive list. In fact, they are merely a few examples of Warriors that are not necessarily focused on one aspect of their existence. Instead they serve a dual role, while still remaining fairly cheap in regards to point costs.
I hope this helps people flex their imagination enough to build Mixed Warriors that are a perfect compliment to whatever style of army that they play.
Last edited by H0urg1ass; August 21st, 2005 at 03:56.
Hey, Hourglass, it's me again. Anyway, as per usual, good job. No glaring deficiencies. I would like to see your ideas on multi role warriors. I am alos looking forward to the leviathon task you have started to be completed and compiled in one tactica. Keep it up, (as usual, no cookie, not enough to go around).
A little pain never hurt anyone - Larry
Good job, well discribed biomorphs and tactical use, nothing to add really, great work!
I would also LOVE to see your thoughts on hybrid warriors, cc/ranged. I have all 6 of my warriors hybrid, I like them that way. They seem to fill in the gaps anytime I need. They are the only truely variable nid in my army, everything else is one extreme or the other. Please give us your thoughts on hybrid warriors. Thanks again, Im bookmarking this as I did with the Tyrant one.
Yeah hybrids are a great way to meet both ends, as TMCs can't reall go hybrid to be fully effective, but warriors can do to thier cheap cost and diverse biomorphs.
the rending claws and a ranged weapon make a good use of those 2 attacks, and a charge will still give you 3 rending attacks each more than enough in a large brood to decapitate a few marines along in the process.
The extended carapace is great for both purposes, extending the livespan of warriors quite dramatically.
the toxin sacs aren't my favorite with CC warriors, as I would tend to look for rending kills to by pass the dreaded power armousrs, but with hybrid warriors it makes it much more worth while as the ranged weapons will be more effective, and the fewer atacks will have much better odds of going through.
Anoyther thing, hybrids then to be a bit expensive, they should never exceed the 40-42 pts barrier, as more warriors will always prevail over the quality, this is a horde army after all.
Nicely done. I did notice that you put that Warrior VCs are S8, though.... I think there was another spelling error somewhere, but if I forget it then it can't be that important...
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
its very rare that i actually agree with these types of posts. but this time i actually do. :p
I love fielding 10,000 points per-player. DECOS all the way baby.
Nurgle Demonic Legion: 19W-3L-5T.
Tyranid All Shooty List: 10W-5L-6T
Is it too much when you can field 20k in fantasy?
Ack! I can't believe I did that. Fixed!Nicely done. I did notice that you put that Warrior VCs are S8, though.... I think there was another spelling error somewhere, but if I forget it then it can't be that important...
If anything was spelled incorrectly, though, then it must be a GW specific term because I always type these out on Word 2003 before I cut and paste them here. I'll go back through and check tho.Exactly. You hit the nail right on the head. Also, another point that I plan on making in the Mixed Warriors section is that mixed Warriors are often borne out of necessity. You can give them two shooting weapons if you want, but they can only shoot one per turn. Ranged Biomorphs can be quite expensive, so dropping something cheap on them like Scything Talons can be quite useful in the End Game stage.the rending claws and a ranged weapon make a good use of those 2 attacks, and a charge will still give you 3 rending attacks each more than enough in a large brood to decapitate a few marines along in the process.
Thanks for the replies everyone.
As promised, I added another section to this tactica entitled Part 3 - Mixed Warriors. This section is structured quite differently from other sections in that I decided against going through each and every Biomorph again.
Instead I broke Mixed Warriors up into two categories, explained what their uses were and why they exist, then I even gave three examples of each type of Warrior. I realize that my examples are probably not what everyone else would choose, however they are fairly utilitarian in purpose with few bells and whistles. In other words, I cooked the eggs for you, but you can season them to taste.
Incredible how you can find time for life and still write exquisite tacticas. Bravo to you H0urg1ass! If there were only more people as devoted to this hobby as you are
And if that's not enough, I wholeheartedly agree with everthing you said (not kidding!).
Dreams give us a vision of a world unlike any we have seen. They present us with a glimpse of a better life; a goal to aspire to, and in the face of insurmountable odds, they provide us with the power to overcome, to live on, and to succeed where we would have otherwise failed.