Post by Talonis on Aug 2, 2012 0:20:20 GMT
The Pyrovore.
All the (please do not swear) aside, I actually think that these units have the potential to be a decent unit, if used in the correct way/against the right targets.
Some of you here may remember my post "Restoring the Fear" I created a few years ago regarding tactics and reports using Lictors. Well I think its time for me to undertake another project, using Pyrovores. As before, I will be basing this on actual gameplay and tactics I use on the table, with a small amount of theory beforehand. I will post battlereps and images, with what worked and didnt.
Also if you have nothing but negative comments towards Pyrovores, please leave them elsewhere. As with Restoring the Fear, I want this thread to develop overtime and figure out the best ways/lists to incorporate Pyrovores, and there are plently of Pyrovore hate threads around, lets not turn this into another one.
So first off lets actually look at what the Pyrovore can do in the world that is 6th Ed:
The most attractive aspect you would take a Pyrovore for is its Flamespurt. Really its a Heavy flamer, which is nothing bad, which can still be fired while under the effects of Rage. Now, this is a important part of one of my 1st trials.
Rage, now has no downside, and gives +2 attacks on the charge. With the Pyrovores low LD (6) there is a good chance of this happening. This coupled with Acid maw, gives the Pyrovore 3 armour ignoring attacks...not power weapon attacks but Armour Ignoring attacks all of a sudden make this unit a bit better than last edition.
Its worth noting here that my Red Scorpion army has a Twin Heavy Flamer Dreadnought which arrives via Drop Pod, and pretty much always destroys a unit when it arrives. Yes it may die the next turn, but it is a very nasty tactic which the opponent has little they can do to stop it.
This is something I am looking at for a starting point. 3x Pyrovore's in a Mycetic spore comes in at 175 points. With a good chance of it arriving on turn 2, this unit can drop to where ever the greatest amount of clustered troops are, and lay 3 templates and 6x S6 shots from the Pod into an unsuspecting enemy. Templates ignoring cover, and all armour 4+ and above, this is a great shock unit.
Also with the addition of fortifications, you have the ability to hit units deployed in Bastions, or behind defence lines and its a long shot, but destroy Weapon Emplacements.
So you have dropped your Brood right into the enemy lines, caused a scene, of course you are going to get some return fire. Good, as always with Tyranids, making your opponent choose what to shoot underpressure is always a good thing. Leaving them behind enemy lines and out of synapse is perfectly fine, as this is really what you want. Pyrovores work so much better outside of synapse than in, apart from fearless.
If the enemy do decide to charge, thats ok, you pull them out from where they were hiding (You should have dropped them in a location which would cause this if they survive the shooting) and brings the enemy out closer to your advancing army. Oh did I forget to mention the 3x D3 heavy flamer hits they would take on the way in?
Striking last means that if they have survived and the enemy has PF's, you can atleast hope to cause casualties before that PF's potentially causes you to Explode, the last final ditch to take a few enemies with you.
In addition to this, Acid blood will help to thin out numbers of the enemy who do actually wound you beforehand too.
If they did only decide to try an shoot, and not charge, you are free to move forward and continue to "Flame on", maybe even moving into a freshly cleared out Bastion and take control over it.
For a relatively cheap unit, that will cause a fair bit of disruption and potential damage to units who think they are in safe cover, the Pyrovore may have some effective use.
A few other side notes, 4+ armour isnt too bad, allows at least a save from most small arms fire, and offers some protection.
Being a multiwound brood, you can move wounded units to the least exposed side to the enemy.
You could even join a Prime in with them late if you want some additional CC support, or wound allocation. Although this is probably not he best place for a Prime.
This is something I have wanted to start for a while now, and for now I will need to proxy as this is the one unit I do not own, but this gives me a reason to get a few of these great models and paint them. It will be a few weeks as I am away at this point (for at least another 2 weeks) and need to purchase and paint them, but watch this space for my initial reports...
Feel free to add suggestions or success stories below in the mean time
All the (please do not swear) aside, I actually think that these units have the potential to be a decent unit, if used in the correct way/against the right targets.
Some of you here may remember my post "Restoring the Fear" I created a few years ago regarding tactics and reports using Lictors. Well I think its time for me to undertake another project, using Pyrovores. As before, I will be basing this on actual gameplay and tactics I use on the table, with a small amount of theory beforehand. I will post battlereps and images, with what worked and didnt.
Also if you have nothing but negative comments towards Pyrovores, please leave them elsewhere. As with Restoring the Fear, I want this thread to develop overtime and figure out the best ways/lists to incorporate Pyrovores, and there are plently of Pyrovore hate threads around, lets not turn this into another one.
So first off lets actually look at what the Pyrovore can do in the world that is 6th Ed:
The most attractive aspect you would take a Pyrovore for is its Flamespurt. Really its a Heavy flamer, which is nothing bad, which can still be fired while under the effects of Rage. Now, this is a important part of one of my 1st trials.
Rage, now has no downside, and gives +2 attacks on the charge. With the Pyrovores low LD (6) there is a good chance of this happening. This coupled with Acid maw, gives the Pyrovore 3 armour ignoring attacks...not power weapon attacks but Armour Ignoring attacks all of a sudden make this unit a bit better than last edition.
Its worth noting here that my Red Scorpion army has a Twin Heavy Flamer Dreadnought which arrives via Drop Pod, and pretty much always destroys a unit when it arrives. Yes it may die the next turn, but it is a very nasty tactic which the opponent has little they can do to stop it.
This is something I am looking at for a starting point. 3x Pyrovore's in a Mycetic spore comes in at 175 points. With a good chance of it arriving on turn 2, this unit can drop to where ever the greatest amount of clustered troops are, and lay 3 templates and 6x S6 shots from the Pod into an unsuspecting enemy. Templates ignoring cover, and all armour 4+ and above, this is a great shock unit.
Also with the addition of fortifications, you have the ability to hit units deployed in Bastions, or behind defence lines and its a long shot, but destroy Weapon Emplacements.
So you have dropped your Brood right into the enemy lines, caused a scene, of course you are going to get some return fire. Good, as always with Tyranids, making your opponent choose what to shoot underpressure is always a good thing. Leaving them behind enemy lines and out of synapse is perfectly fine, as this is really what you want. Pyrovores work so much better outside of synapse than in, apart from fearless.
If the enemy do decide to charge, thats ok, you pull them out from where they were hiding (You should have dropped them in a location which would cause this if they survive the shooting) and brings the enemy out closer to your advancing army. Oh did I forget to mention the 3x D3 heavy flamer hits they would take on the way in?
Striking last means that if they have survived and the enemy has PF's, you can atleast hope to cause casualties before that PF's potentially causes you to Explode, the last final ditch to take a few enemies with you.
In addition to this, Acid blood will help to thin out numbers of the enemy who do actually wound you beforehand too.
If they did only decide to try an shoot, and not charge, you are free to move forward and continue to "Flame on", maybe even moving into a freshly cleared out Bastion and take control over it.
For a relatively cheap unit, that will cause a fair bit of disruption and potential damage to units who think they are in safe cover, the Pyrovore may have some effective use.
A few other side notes, 4+ armour isnt too bad, allows at least a save from most small arms fire, and offers some protection.
Being a multiwound brood, you can move wounded units to the least exposed side to the enemy.
You could even join a Prime in with them late if you want some additional CC support, or wound allocation. Although this is probably not he best place for a Prime.
This is something I have wanted to start for a while now, and for now I will need to proxy as this is the one unit I do not own, but this gives me a reason to get a few of these great models and paint them. It will be a few weeks as I am away at this point (for at least another 2 weeks) and need to purchase and paint them, but watch this space for my initial reports...
Feel free to add suggestions or success stories below in the mean time