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Post by wormlord666 on Dec 11, 2019 7:41:55 GMT
Everytime I have used warriors in the past it has been a complete disatster, so I made promises to keep them in the box.
But now...
Jormundaggar, taxi in for shooting, adaptive psysiology for either 2+ cover or ignore AP depending on opponent, then bring a maleceptor in next to them, cast catalyst on them. You can even bring venomthropes in.
Use maleceptor strat, use warriors strat.
You basically make then T5, 3+ save most of the time, ignore 1 wound, 5+++, -1 to hit. Fearless.
Really hard to kill. And with jormsspell they hit hard as well.
It is a lot of moving parts and stuff relying on other stuff to work. But it is tempting to bring the babies back...
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Post by topaxygourouni on Dec 11, 2019 9:49:17 GMT
Play them. Full unit of 9. 6 spitters, 3 venom cannons, boneswords. I honestly think they are among the best units in the game to hold up midfield objectives, shoot pretty darn good and present a huge threat in hth as well.
Add the tyranid prime for sure tho.
Hell I'd play 2 units of 9, they both get the physiology, share the Malanthrope and maleceptor buff and the prime, and the only thing you can't have twice is catalyst. Meh whatever.
They will still die to smash captains tho, since the stupid stratagem does not work in the fight phase so be careful.
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Post by irondreddknight on Dec 11, 2019 12:04:58 GMT
It will certainly hit hard enough. Especially if you can bring a prime with you. The only trouble I see is the foot print a 9 man warrior unit will need, and that’s not including the taxi, it’s a large area you’ll need. I’m a fan of venom cannons, but you it’s worth considering the barbed strangler to try and get that 2+ to hit (with prime + against hordes) either is a good choice here
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Post by hivefleetkerrigan on Dec 11, 2019 13:08:14 GMT
I'm considering playing a custom fleet and spamming lots of units of 3 warrior squads (deathspitters/venom cannon). I'd use the regen one wound and the reroll a hit if you're within 6" of synapse of some durability and some damage output. I think trying to play a few games and see how they perform is a good idea.
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Post by killercroc on Dec 11, 2019 15:30:38 GMT
I'm considering playing a custom fleet and spamming lots of units of 3 warrior squads (deathspitters/venom cannon). I'd use the regen one wound and the reroll a hit if you're within 6" of synapse of some durability and some damage output. I think trying to play a few games and see how they perform is a good idea. I'd honestly suggest staying away from the regen wound trait if you're not doing Nidzilla, it's a huge trap. Regen a wound sounds good but since you cannot spread wounds around like before it will only benefit one model per unit at a time max, and then there are so many high damage weapons that will be able to kill Warriors in 1 shot, so the way for your trait to work is to take only 1-2 damage on a single Warrior and that happening to enough squads for it to have been worth a trait. The re-roll a hit one can be useful, especially if you're with prime so hitting on 3's and re-rolling an important VC shot can make a big difference, the other trait I'd suggest something to buff little bugs or big bugs.
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Post by hivefleetkerrigan on Dec 11, 2019 21:36:39 GMT
I'm considering playing a custom fleet and spamming lots of units of 3 warrior squads (deathspitters/venom cannon). I'd use the regen one wound and the reroll a hit if you're within 6" of synapse of some durability and some damage output. I think trying to play a few games and see how they perform is a good idea. I'd honestly suggest staying away from the regen wound trait if you're not doing Nidzilla, it's a huge trap. Regen a wound sounds good but since you cannot spread wounds around like before it will only benefit one model per unit at a time max, and then there are so many high damage weapons that will be able to kill Warriors in 1 shot, so the way for your trait to work is to take only 1-2 damage on a single Warrior and that happening to enough squads for it to have been worth a trait. The re-roll a hit one can be useful, especially if you're with prime so hitting on 3's and re-rolling an important VC shot can make a big difference, the other trait I'd suggest something to buff little bugs or big bugs. Good thoughts! I'll have to look through at the other traits and see what else I could use. My list was trying to use as many small squads and only multiwound models to hopefully maximize both traits. As for the rerolls, that's exactly what I was aiming for. I had three primes and each warrior squad had a venom cannon. I was going to roll those first in case I get lucky and hit with all of the shots. As a side note, I've also been considering warriors in kronos with a prime. That way their hits could explode on 5s. I do want to check that vs running dev gaunts popping up with a trygon.
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Post by killercroc on Dec 11, 2019 21:51:13 GMT
Personally I had a really hard time with picking traits or just one of the codex fleets. I ran Kraken for the longest time just because my Stealer spam, not that I was connected to Kraken overly much just it fit the play style the best. Ran Kronos a few times for a shootier army when I wanted something new. I'd recommend looking at the traits to see what helps you the most but also what sounds the most fun or fits the play style you want most of all. The way I look at it, we'll never be on par with Marines so why try to build the best fleet to fight them when we can just build the best fleet for us and we have fun with? The re-roll hits trait is great in Min squad armies to max out on chances for re-rolls, and that you get it in overwatch and CC is nice to. Sure it's not as good as re-rolling 1's but it lets you be mobile and re-roll a 2. Cannot tell you how many times I got misses as Kronos and they were 2's & 3's so the fleet did nothing for me. Not that every time t his will be better but it is a more flexible trait to build off of.
Kronos exploding 5's on Warriors can be good, depending on your opponent. I take a squad of 9 warriors w/ DS/BS backed by prime and use them to mow down infantry, especially on a flank as just those 2 units can hold back a lot. If those guys could get double hits on 4s/5s that's make them even better! Stack that with shoot twice... which is why I went with a squad of 9 and not 3x3 just to get max firepower.
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Post by mule on Dec 12, 2019 14:41:31 GMT
You're investing too much in them 2x9 jormy adapted to ignore -1/-2 as a mid field unit is where they belong. Take 6 venom cannons and scytals the other 12 scytals and deathspitters.
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Post by topaxygourouni on Dec 12, 2019 15:14:50 GMT
You're investing too much in them 2x9 jormy adapted to ignore -1/-2 as a mid field unit is where they belong. Take 6 venom cannons and scytals the other 12 scytals and deathspitters. I would still go for boneswords. With just scytals someone could just charge your warriors and tarpit them. Add ap+2 and +1 attack and suddenly they are dangerous in every phase.
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Post by garg on Dec 12, 2019 15:18:23 GMT
I tried 2*9 backed up by a maleceptor and prime with the ignore ap2 biology. I tried them as Kronos and found it somewhat rigid. If there is a suitably big ruin to put both in near the centre that's great. If you have to run then around in the open then you lose both the rr1s and cover. Next time i will try them as jormungander. I think some bonesword are worth it, maybe for 5 per squad. They're more than double the damage on marines versus scytals.
Edit: My one worry about warriors now is their similarity to primaris/ aggressors as far as defensive stats go. So whatever people are running to counter marines can also cut-down warriors.
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Post by mule on Dec 12, 2019 15:37:15 GMT
You're investing too much in them 2x9 jormy adapted to ignore -1/-2 as a mid field unit is where they belong. Take 6 venom cannons and scytals the other 12 scytals and deathspitters. I would still go for boneswords. With just scytals someone could just charge your warriors and tarpit them. Add ap+2 and +1 attack and suddenly they are dangerous in every phase. Tarpit away, they're on the midfield objective. If they tarpit before you get them there, you fallback towards it and counter charge the unit with genestealers.
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Post by topaxygourouni on Dec 12, 2019 15:38:36 GMT
I would still go for boneswords. With just scytals someone could just charge your warriors and tarpit them. Add ap+2 and +1 attack and suddenly they are dangerous in every phase. Tarpit away, they're on the midfield objective. If they tarpit before you get them there, you fallback towards it and counter charge the unit with genestealers. What if they also tarpit with troops? I'm just saying, 2ppm for +1 attack and ap-2 is a good purchase. I would even be considering the toxin sacs just to make them more scary.
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Post by mule on Dec 12, 2019 15:41:05 GMT
I tried 2*9 backed up by a maleceptor and prime with the ignore ap2 biology. I tried them as Kronos and found it somewhat rigid. If there is a suitably big ruin to put both in near the centre that's great. If you have to run then around in the open then you lose both the rr1s and cover. Next time i will try them as jormungander. I think some bonesword are worth it, maybe for 5 per squad. They're more than double the damage on marines versus scytals. Edit: My one worry about warriors now is their similarity to primaris/ aggressors as far as defensive stats go. So whatever people are running to counter marines can also cut-down warriors. the stratagem reduced damage by 1, and warriors are 3 wounds. Ill post my new list that I played 5 games with nids this weekend vs various sm when I get a minute but theyre a very solid mid field choice that are hard to remove with our new stratagems. We can overlap auras and -'s to shoot and strength to make our army quite difficult to pull off the board.
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Post by kazetanade on Dec 12, 2019 16:52:46 GMT
Kudos for the Run them Midfield approach. The -1 and -2 adaptation makes them extremely tanky against most types of melee and most types of shooting - just consider you're ignoring Dark Reapers, Assault Cannons, Heavy Burst Cannons, all of the IH/Executioner heavy anti-infantry guns, TFCs, and a whole host of things that would normally kill the HG/Warrior squads or wound them horribly, are now doing nothing to you. With that 3+ sv out in the open, and a Catalyst tacked on for good measure, this unit is going to take a lot of non anti-tank punishment before going down.
As Tau, I need to burn a whole Riptide and a half or 2 to kill that Warrior squad (just real quick - 18 shots of 4+ to hit assuming Markerlights full in range of a Malanthrope bubble, 14 hits with 3+ to wound, 10 wounds, 5 failed saves, 2.5 out of 9 dead, or only 1.75 dead with strategem to reduce dmg).
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Post by mule on Dec 12, 2019 17:03:23 GMT
Kudos for the Run them Midfield approach. The -1 and -2 adaptation makes them extremely tanky against most types of melee and most types of shooting - just consider you're ignoring Dark Reapers, Assault Cannons, Heavy Burst Cannons, all of the IH/Executioner heavy anti-infantry guns, TFCs, and a whole host of things that would normally kill the HG/Warrior squads or wound them horribly, are now doing nothing to you. With that 3+ sv out in the open, and a Catalyst tacked on for good measure, this unit is going to take a lot of non anti-tank punishment before going down. As Tau, I need to burn a whole Riptide and a half or 2 to kill that Warrior squad (just real quick - 18 shots of 4+ to hit assuming Markerlights full in range of a Malanthrope bubble, 14 hits with 3+ to wound, 10 wounds, 5 failed saves, 2.5 out of 9 dead, or only 1.75 dead with strategem to reduce dmg). That's what i was thinking too. Pair that with genestealer sling and the distraction stratagem means they also have to clear genestealers first, and if they deploy things up the field i have a counter charge unit to clear my side of the board for the first two turns. I'm also planning on pairing the -S maleceptor strat with genestealer sling and running it midfield as well near the warrior units to dampen all the shooting vs them a -1. I'm sort of stuck on secondaries and list might change based off secondaries but it's something I generally work out after while I play practice games with my group. I don't have an engineers unit, maybe rippers coming in the end of turn 2? But yeah i think ive found a really strong sturdy list, but it's not killy, and things on the board are moving up the field so i'm not sure which direction i'm going to have to take. ++ Battalion Detachment +5CP (Tyranids) [51 PL, 7CP, 894pts] +++ No Force Org Slot +Battle-forged CP [3CP]Detachment CP [5CP]Hive Fleet: Jormungandr Stratagem: Progeny of the Hive [-1CP]+ HQ +Malanthropes [5 PL, 120pts]. Malanthrope Tyranid Prime [6 PL, 75pts]: Deathspitter, Scything Talons + Troops +Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm Tyranid Warriors [13 PL, 228pts]. Adaptive Physiology: Enhanced Resistance . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon Tyranid Warriors [13 PL, 198pts]. Adaptive Physiology: Enhanced Resistance . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon + Heavy Support +Biovores [6 PL, 120pts]: 3x Biovore Biovores [6 PL, 120pts]: 3x Biovore ++ Battalion Detachment +5CP (Tyranids) [66 PL, 5CP, 1,038pts] +++ No Force Org Slot +Detachment CP [5CP]Hive Fleet: Kraken + HQ +Broodlord [8 PL, 115pts]The Swarmlord [15 PL, 250pts]+ Troops +Genestealers [16 PL, 240pts]: 5x Acid Maw, 20x Scything Talons . 20x Genestealer: 20x Rending Claws Genestealers [16 PL, 240pts]: 5x Acid Maw, 20x Scything Talons . 20x Genestealer: 20x Rending Claws Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm + Elites +Maleceptor [9 PL, 160pts]: Massive Scything Talons ++ Total: [117 PL, 12CP, 1,932pts] ++List is wip but I think its pretty good thus far.
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