Welcome to Librarium Online!
Just wondering, has anyone else found that when their Lictor gets into close combat, though thay might kill one or two models, it inevitably dies in the ensuing attacks? I know it can escape and run away, but that's only if it doesn't die then and there... Great 5+ armour save...
Whenever you assult anything with a Lictor you should expect it to die right after, thats just what they do sadly. Just use them for taking sqauds to below %50, also use them onlt for taking out light tanks and heavy weapons tems etc. Yes they die its all they can do, just make them get there points back.
98% of the teen population has smoked weed, if you are the 2% that hasn't, put this in your signature.
...something you can use to tie up squads til you get your Stealers in CC.
The best way to keep your lictor from getting killed is to deploy it on your closet shelf, next to the biovores.
I have had great success with lictors in the right cicumstances..... once while playing a dreaded escalation game with 2 lictors the reroll reserves rule saved my bacon , they got their points in that game without even killing anything. They are most effective against armor, tanks and such. With rending claws and a fair strength the can penetrate the toughest armor. If two lictors kill 1 apc full of troops or 1 leman russ, they have earned their points and then some...sometimes I've found that its not necessarily what the lictors kill but what they keep alive, ie: stealers or gaunts that are in a fire lane that the lictors can block by starting a cc. also if you bring them out at the right time and use the hit and run tactic, and get them back behind another brood they are decent support for hormies or warriors to add to the model count after rending the crap out of a squad. can you say sweeping advance? plus feeder tendrils means any unit within two inches hits the preferred enemy of your choice on 3+. Lictors are easy to kill if they are engaged with a large sqad all by themselves, but used properly they can grasp victory from the jaws of defeat.
Last edited by jfsbird; November 16th, 2005 at 14:42.
Nice post Drake
Yeah, I'd been thinking about this, and I suppose I play against SM most of the time so they're essentially the same as a lictor (lower WS and 3+ save) so that makes em last longer in CC.
The most luck I've had with a Licotr was not even deep striking it, but deploying it as normal. And then running it up behind as support.
This is BS..Lictors are good, don't say things like this unless your going to give a good reason.Originally Posted by Drake Dun
I use them with success. Lictors have the luxury of totally picking their fights. With their Secret Deployment, and assaulting the entering round...you can easily pick and choose the best target. As was stated....light tanks are easy targets because they can't fight back. Or choose a squad that isn't CC savy, or a squad you think you can clean the Kill Zone with so they don't get to attack back, then jump back into cover and hope they attack you the next round giving you the first go from the assault. It's all about picking your fights with Lictors.
Fair enough. See below.This is BS..Lictors are good, don't say things like this unless your going to give a good reason.I would be willing to say that those rules give you a *fair* amount of ability to pick targets, but it is hardly easy to pick the best target. 6" is nothing, and you have to deploy in area terrain. In the games I play there are maybe 3 - 5 pieces of area terrain, covering maximum 10% of the board. Even then you are going to scatter 2/3 times, and in many cases that is going to cause you to lose the ability to assault that turn.. talk about shooting fish in a barrel.I use them with success. Lictors have the luxury of totally picking their fights. With their Secret Deployment, and assaulting the entering round...you can easily pick and choose the best target.I cannot take the lictor seriously as a killer of even light tanks. The idea of assaulting the rear armor as a standard tactic is a fantasy if you are playing by the rules. Assaulting models must move by the most direct route possible, so unless your opponent has managed to park his vehicle with its rear end pointing at a piece of area terrain within 6"... And they do not have enough attacks and strength to consistently rock a vehicle. For the cost of two lictors you could have THREE zoanthropes or one big mean fex with a VC and BS. And those can take out real tanks and skimmers as well.As was stated....light tanks are easy targets because they can't fight back.At 80 points and with about the survivability of a single marine lictors are so weak in close combat that even a heavy weapons team is likely to kick them around. And jumping back is suicide... even in cover (which assumes you have rolled conveniently) they are less tough against basic guns than one marine... and cost SIX times as much.Or choose a squad that isn't CC savy, or a squad you think you can clean the Kill Zone with so they don't get to attack back, then jump back into cover and hope they attack you the next round giving you the first go from the assault. It's all about picking your fights with Lictors.
I would only consider using lictors for two things.
One, which somebody pointed out, is the ability to re-roll reserves rolls. That is enormously useful. In missions where a lot of your troops are forced to start off the board, I would go up to maybe 50 points for this ability alone. The lictor itself is definitely worth 30 points, so in a game using these rules I would look at them seriously.
The other thing is the ability to tie up units and generally give the opponent a headache. I think that under the right circumstances they can pay for themselves this way. A great example would be throwing a lictor into a squad of three broadside battlesuits. The inevitable conclusion to that fight is the lictor getting pounded into the mud, possibly without inflicting a single wound, but the amount of ouch he will save your tyrants and carnifexes probably makes it worth it.
The thing is, when designing armies I usually abide by certain parameters.. one of which is that units have to be able to perform consistently. I am not usually the type to use units that are absolutely useless 80% of the time, and really do well the other 20% (like the lictor).
Also, my experience of 40k is that Attrition is God. It is not really a very heavily tactics oriented game and I think most games are won during army design. When I design armies every unit gets ruthlessly scrutinized for its point cost, and the lictor just does not make the cut in most scenarios.
Pray to the Hive Mind that you get to go first too
Before the battle, say that you have one or two lictors in your army list. He might reconceder becoming attached to terrain.
Also, it is there to tie up enemies in combat so they cannot shoot your extremely good units. That is the lictors purpose, not to be an ultimate sly killing machine, that is what the rest of your army is for. :tongue: