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So a though came to me the other day and I really don't know if I'm just crazy or stupid or something, but has anybody ever thought of using warriors as a tarpit or counter charge unit to stop deadly cc squads? I thought it was a stupid idea when I first thought of it, but here is what I came up with:
-Warriors can take lashwhips and it would be very easy to reduce a squad to only 1 or two attacks, even if they are cc squads that have the charge.
-The warriors will stay in cc for anything because of their own synapse and never run away.
-While the warriors are in cc, they are providing a synapse bubble that cannot be shot to death and will last till the last warrior falls.
So, lets face it, there are some armies that have cc squads that can rival our own or take them out and are ussually crucial to the enemies plan. Some of these also have several attacks per guy and can take out gaunts in a turn or two, while I think warriors maybe able to last longer against some of these because of increased toughness, save and lashwhips, plus more of a chance to actually kill something.
Does anyone see any merit to this idea or is it just plain idiotic?
Originally Posted by The Paint Monkey
That is an interesting idea although I tend to feel that like most suggested uses for Warriors, they may be a little too pointsy for it... If you give them Lash Whips then they're a minimum of 21 points each.
(I just noticed that the codex doesn't seem to say whether you can take 2 Lash Whips on one model! That's an interesting thought.)
Would you give them Leaping or Winged, to aid them in counter-charging? If you did then that would make them even more expensive. How many points are you getting per wound, and wouldn't you be able to do better by that measure with Spinegaunts (or Rippers)?
would it not be easier to just take naked warriors and a poo stack of spine gaunts?
The rending claws would be needed to take the Thirster apart. This strategy is less effective against squads like Terminators because lashwhips cannot reduce an ejmemies attacks below one. So those Termiators with their powerfists are still very powerful becuse there are five of them typically.
You would need loads of Tyranid warriors to keep the Terminators busy for any real length of time. Tyranid warriors are really too expensive to sit in combat being mashed up on purpose just to keep the Terminators away.
Yeah, I know that spine gaunts would ussually win out in effectiveness, but the idea of tarpit warriors when I thought of them was to be like a wyches unit that would be good against other cc dedicated squads.
Brainstorming with then though as really given me a much better opinion of lashwhips for warriors though. I mean, think about that terminator squad. 5 terminators on the charge is 15 attacks. 3 warriors with one lash whip each could probably reduce that by about 5-7 attacks if you position the warriors corectly.
Originally Posted by The Paint Monkey
Well, there's only a few CC units that we actually have to worry about. Wyches are really the only one I can think of at the moment, and they're fairly big trouble. Thier invul saves in close combat, combat drugs, etc. make them very dangerous, especially to our genestealers and easily mutilated spinegaunts.
Other CC units are things like Deathwatch and others, but powerweapons and, especially, powerfists will make mincemeat out of warriors. Also, remember, that shooting turns warriors into paste. The cheapest warrior is around 25 points or so so that's 75 points right there which could have been spent on fifteen spinegaunts!
Really, if you want to tar something up, you use spinegaunts in sufficient number and if spinegaunts can't handle it, you want to slam genestealers into them.
"Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children
I don't have a whole lot of 40K experience, admittedly, but it seems to me that they'd only be usefull against single/hero units, and only very specific units at that. The Bloodthirster, like Leech said, and maybe C'Tan. I think any larger squads (especially the ones with powerweapons) are still going to throw enough attacks to bust the Warriors up.
A correctly kitted warrior squad can slaughter a squad of MEQs quite happily, but they are a tad too fragile to hit powerful units with (spinegaunts work wonders in this regard).
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Having thought about it... it's a bit too situational in my opinion.
They'll be good at neutering ICs and monsters like hunterkiller said, and when they work you'll feel like some kind of genius.
But most of the time you'll just be better with a load of spinegaunts under synapse.
I think that lashwhips may perform better when used in a unit such as Tyrant guard. The Hive tyrant that the Guard protect is likely to attract the attention of big nasty close combat killers, if any are around.
The combined effect of the Guards lashwhips possibly along with the Tyrant's lashwhip could be very effective. The Tyrant guard also primarily exist to prevent the Hive tyrant from being shot at so reducing the power they have in this way isn't as much of a compromise.