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Author Topic: 'Nid warriors? Decent or target practice?  (Read 2322 times)

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Offline Servant of the Hive

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'Nid warriors? Decent or target practice?
« on: February 6, 2008, 05:31:45 PM »
As i've seen in the battleforces you get Nid warriors included with all sorts of fun other stuff......... and i would like to use them though my friend is utterly against them..... i think he said something like "avoid like the plague" heh. 

So i'm just asking for people who use them or have used them are they worth taking as an elite choice as the only other thing i would use would be dakkafexes that are under the 114 point limit so they can be taken as that slot.  And i kinda don't wanna waste the models that i get as i'm not exactly bathing in money haha.

Thanks for any input in advance.
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Offline XCrusaderguy01

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Re: 'Nid warriors? Decent or target practice?
« Reply #1 on: February 6, 2008, 05:51:48 PM »
I'd just like to point out that 'fexes are only eligible for an Elite slot if your army total is 1500pts or above. So if you are planning on buying *just* a battleforce at first you won't be able to do that. Of course, you can take the exact same 'fex in a HS slot for the same cost, so it really doesn't matter.

The real point is, if you plan to use "Nidzilla," the BForce box is not all that great. You will likely not use any of the stuff except the 'fex and stealers. This is kind of expensive though, as you said you're not bathing in money, so I will assume you aren't planning on loading up on MC's yet.

Warriors are... "OK" I suppose. They are a jack-of-all-trades in an army of specialists. Their 4 capabilities are as follows:

Counting as your HQ - This is the weakest reason for warriors. The 2 other options (Broodlord and tyrant) are much better in almost every way for this role. The Hive Tyrant is more expensive, but a lot more useful. However, if you're looking to make the best out of the battleforce, they can be your HQ untill you decide to get a real one.  :)

Fast Assault - Since they can get talons, rending, leaping, or wings, warriors make a pretty quick assault force. Problems you will run into are many, however. Since warriors are very easy to kill, you will need several boxes of them to be useful. Compounding this problem is that genestealers are pretty much flat out better than warriors in assault, and cost you less money!

Shooting - Warriors with barbed stranglers, deathspitters, and toxin sacs can throw out quite a large number of respectable strength templates. Unfortunately, they become fairly expensive given their effect when compared to shooting heavyweights like the dakkafex and sniperfex.

Synapse - Warriors give easy access to synapse. However, other (better) things do this too, namely hive tyrants, the broodlord, and Zoanthropes. Winged/leaping warriors can provide faster synapse than zoanthropes which is important for your frontline broods, but the infiltrating broodlord and winged tyrant do a good job of this already and are more powerful to boot.

So, it seems like warriors get outclassed by just about all the 'nid specialists. So why are they "OK"? Because they are perhaps the only all-around units the nids have. One of the most effective setups has smallish broods with barbed stranglers, deathspitters, rending claws, and enhanced senses. This way they can provide a little synapse, put out some good shooting, and do respectably in assault. Use them as the glue holding your army together, supplementing a region of the board where one of those resources is in short supply.

Offline Servant of the Hive

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Re: 'Nid warriors? Decent or target practice?
« Reply #2 on: February 6, 2008, 06:29:03 PM »
Thanks man very insightful and i think i found a zone for them in my army.  I have a list together so i'll post it when i have time but i think i'm gonna use a smallish brood of them with spitters and a strangler as template droppers and backup synapse to my fast melee broods while thropes, dakkafex's, and vores tossing more fire while my melee forces close in and my garg/flyrant group just wrecks stuff. 

Sounds fun and decent though i'll have to see how it performs on the table that is the true test heh.
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Offline Paladin-Jut

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Re: 'Nid warriors? Decent or target practice?
« Reply #3 on: February 6, 2008, 07:57:04 PM »
In my 1500 point army I run one unit of 3 of them, on with Barbed Starngler and 2 Deathspitters, Toxin Sacs and ES. (oh ya Sything Talons too, as they will probably never see combat)

In my experience they tend to stick around for a while, just because there is to much other scarry stuff to shoot at.

I rarely hit with all 3 templates, but usually 2 of them and thats nice and they give the sanapase on a flank, which is where they get dropped.

Thats my 2 cents, hope it helps!


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Offline Servant of the Hive

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Re: 'Nid warriors? Decent or target practice?
« Reply #4 on: February 6, 2008, 08:07:34 PM »
Thanks exactly how i was gonna set mine up and exactly how i'd probably use them.  Confirms the fact that it's a decent addition especially since i'm gonna be getting a battleforce or two and they come with it so why not use 'em heh.
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Offline Lazarus15

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Re: 'Nid warriors? Decent or target practice?
« Reply #5 on: February 6, 2008, 09:13:05 PM »
In one of my main lists, I use two squads of four--Deathspitters/VC, and yes Rending Claws.  As said before they are a jack of all trades in an army of specialists.  But I consider them fantastic.  They can be as cheap or as expensive as you want. 

As far as shooting goes, you throw down one to two squads of four with the above or similar armament, as well as a sniper fex or two, perhaps some zoanthropes or biovores and you can deal ALOT of decent to higher strength shots at a 24-36".  Orks CRY to the shooting of two squads of warriors.  I add in Rending claws as if you utilize cover, they can help close the door on a text book flank attack, and if they shoot at your warriors then the fast moving assault specialists get stuck in.  If they shoot at the assault force then they get shot up by the warriors and by turn four, assaulted. 

The work great against anything other than marines, and even against MEQ's, they still do decent enough to take IMO. 

Even though there heavy bolters and assault cannons, I also take carapace, because as mentioned above, they can shoot at the warriors or the A. Spec....and nine times out of ten, I am going to kill the immediate threat.  So it is up to you from there. 

But I would recommend at least every swarm have a squad or two, no less than four, but no bigger than 6. 
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Offline Servant of the Hive

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Re: 'Nid warriors? Decent or target practice?
« Reply #6 on: February 6, 2008, 09:58:25 PM »
Good point..... I'll have to revise my 'nid list as right now it only utilizes a squad of 3 so i'll have to rethink it but thanks for the input.
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Offline CobraCommander

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Re: 'Nid warriors? Decent or target practice?
« Reply #7 on: February 12, 2008, 12:23:02 AM »
I would have to agree with Lazarus. Warriors are great. I want to have at least 3 medium squads of them in my army. It all really depends how you set them up. Again, they can be as expensive, or as cheap as you want them. Mine are each equipped for a specific role.

One squad of three, have TL devourers, EC,ES,TS. Relatively cheap, can put out some good covering fire, and can stay well protected behind the squads of gaunts. My second squad of three are the good ol Deathspitter, Barbed Strangler, TS, ST, ES, EC. Good medium/long range shooting power, again, puts out some good cover fire for the CC broods. And finally my last squad of three, armed for CC, with RC,ST,TS,Leaping,EC,Bio-plasma. Mind you these one's are pretty expensive, but only about 5 more points then squad two. I eventually want to beef up the numbers in these squads. I just have too many other models that need painting before I go off and buy more. And I suppose I could cut a few points down on one or more of the squads, to make them even more cost effective, but no less deadly.

Against the point of taking a Warrior squad as an HQ, I'd would have to say there are some faults with just taking a Broodlord. Considering it would be your only infiltrating unit, it's going to get shot up, right quick. So, why not take some Warriors, that'll cost less then that Broodlord + retinue? Couldn't hurt I suppose.

Hope I helped
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Offline wisdomtd

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Re: 'Nid warriors? Decent or target practice?
« Reply #8 on: February 12, 2008, 11:06:23 AM »
warrior arre great for some things but only if you have something that is more dangers then you normal troop like carnifex broodlord hormagaunts if you dont have those they will try to shoot your warriors and then it's gameover if you dont have other synapse or genestealers(they can do without synapse)

i small games i often use warriors instead of a carnifex for the tanks
or make them fast attack
warrior can be used in many diffrent ways but if you don't get at least 6(if there are no other synapse) they aere just the targets
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Offline Benandorf

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Re: 'Nid warriors? Decent or target practice?
« Reply #9 on: February 12, 2008, 11:29:42 AM »
I'll play the devil's advocate and say that warriors aren't that great.  If you set them up right, they'll generally make back their points, and they are fairly cheap synapse, but they're just so BORING.  Move forwards a bit, shooting, repeat till close enough to charge, then charge.  No variance.

I have a squad of 6 shooty ones I use in big games, but I've never been overly impressed with them.  They always do something, but just not a ton.
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Offline Khira'lyth

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Re: 'Nid warriors? Decent or target practice?
« Reply #10 on: February 12, 2008, 12:58:05 PM »
Warriors are essential in my lists.... you'll be hard pressed to find an army without a brood of 5 for me.

For one, it's a great synapse unit, and without synapse we fall apart.  Heavy bolters and kin aside, we're also pretty durable (with extended carapace, that is).

I run 4 with Deathspitters and the 5th with a Venom Cannon, and Scything Talons for the off-arm.  If I want to bring the price up from 200 even to 225 (which I normally don't) they get WS and I upgrades, which makes them pretty nasty in combat (even without the armor-ignoring Claws).  Seriously.  I've had them go toe-to-toe with assault marines and come out unscathed.  Hilarious.

Without the assault upgrades, they're great for a support role and  to sit back and hug an objective while providing nice Synapse (especially if cheap gaunts are also holding that or a nearby objective).  If you give them WS/I upgrades as well, then toss them up into combat... afterall, you *will* run out of things to shoot at with this army.  And hey, even without those upgrades they're still at marine stats with more attacks and a higher strength.. .not at all shabby.  Definitely worthy of completing the 'support' role in CC as well.

I think that they're some of the best shooting that the Nid army has to offer.  Sure our guns may be weak AP wise, but those guns are S6!  You're wounding (basically) everything on 2's.  I dare you to pass that many armor saves.  And vs Eldar/Orks/IG?  Heh.  Yeah, those just got shredded.

CC warriors are of course a different beast altogether.  I don't use them myself, wanting to actually have some support fire on the way in (silly me, I know) but they're a solid unit for sure.  I also like to run Raveners, which is a further reason to meld my warriors to the shooty end, .. but that's a different discussion.

Warriors, as a rule, are support.  CC warriors are a solid force, however, with the only downside being their slowness (and by "slow" I mean lacking fleet... they're still in assault by turn 2-3, and should have an easy time staying in assault after that).

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Offline wisdomtd

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Re: 'Nid warriors? Decent or target practice?
« Reply #11 on: February 13, 2008, 01:35:24 AM »
cc warrior are great to but you must give them wings not leaping
with wing you are assaulting in 2e turn (12-12-6) when they are in assault they are the perfect synapse for you hormagaunts, raveners, bassicly any fast attack unit
and they kick ass 3 A rending S 5 WS 5 they are almost like genestealers in close combat only less WS and less I
this is how i use them:
warrior
winged
adrenal glands(i)(WS)
fleshhooks
toxin sacs
rending claws
scything talons

some times even bioplasma
and 1 or 2 symbiote rippers just to fill the points(you know when you have 999 points you give them a symbiote ripper(1 point)
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Offline Benandorf

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Re: 'Nid warriors? Decent or target practice?
« Reply #12 on: February 13, 2008, 11:01:51 AM »
They're like a faster genestealer with only slightly more survivability that costs 3x as much.

Winged warriors are just too big of targets to do much good most of the time.  At ~25 points/wound with T4 5+ save, why WOULDN'T you shoot at it?  And one unit shooting them can take of a couple warriors with ease.
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Offline Khira'lyth

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Re: 'Nid warriors? Decent or target practice?
« Reply #13 on: February 13, 2008, 12:30:11 PM »
Any winged warriors are, by nature, put further into the support role thanks to their lack of durability.  That 5+ (read: ignorable) save really takes it (or breaks it, as it were).  In CC you've got to use them more like Raveners - fast enough to get right where you want them, and quick, but not hard enough to take a beating all by themselves.. so watch where you throw them.

I could see some hope for winged warriors loaded out with Devourers.. basically dakka-warriors.  Probably exceedingly expensive, but fun fire support I'm sure.

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Offline Inquisitor Malak

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Re: 'Nid warriors? Decent or target practice?
« Reply #14 on: February 14, 2008, 11:18:12 PM »
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Counting as your HQ - This is the weakest reason for warriors. The 2 other options (Broodlord and tyrant) are much better in almost every way for this role. The Hive Tyrant is more expensive, but a lot more useful. However, if you're looking to make the best out of the battleforce, they can be your HQ untill you decide to get a real one.  Smiley

Warriors are actually better than Tyrants, for a few reasons. Firstly, they have more wounds. Secondly, they advance with the army, not go out on a limb Daemon-Prince style which is what the giant dragonfly dinosaur always does. Thirdly, they are cheaper for comparable ability in combat and shooting ability.

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Fast Assault - Since they can get talons, rending, leaping, or wings, warriors make a pretty quick assault force. Problems you will run into are many, however. Since warriors are very easy to kill, you will need several boxes of them to be useful. Compounding this problem is that genestealers are pretty much flat out better than warriors in assault, and cost you less money!

Never a good idea. Ravenors are heaps better and faster. Also, Genestealers without Scuttlers often fail to reach enemy lines with enough models to make a difference. Too many games ungodly amounts of firepower hit them and the 1-2 that survive get outmanouvered/speedbumped by a throwaway Conscript unit or similiar (Kroot for example). Genestealers are rapage against static armies, but mobile forces will out-manouver them easily. So, I don't use Stealers. Other people find them useful, but for the same cost as a Marine, they die pretty easily and have zero shooting contribution (unlike many other Nids).

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Shooting - Warriors with barbed stranglers, deathspitters, and toxin sacs can throw out quite a large number of respectable strength templates. Unfortunately, they become fairly expensive given their effect when compared to shooting heavyweights like the dakkafex and sniperfex.

The Sniperfex fires a grand total of 2 weapons per turn, and even the dakkafex (excellent unit) doesn't put out the same firepower as a 3-4 strong unit of Warriors. Deathspitter are pretty much the same, chuck out blasts (which often end up hitting more than the dakkfex, even with twin-linked) and they have more wounds against return fire. T6 and the sheer butload of S6 pain from a 113point model that the dakkafex provides make it a useful unit, but I personally find Warriors a better buy.

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Against the point of taking a Warrior squad as an HQ, I'd would have to say there are some faults with just taking a Broodlord. Considering it would be your only infiltrating unit, it's going to get shot up, right quick. So, why not take some Warriors, that'll cost less then that Broodlord + retinue? Couldn't hurt I suppose.

Agreed. I think the Broodlord works in all-Genestealer swarms, but in normal Nid armies he should be shelved in favour of the giant dragonly-dinosaur (Tyrant) or a squad of Warriors.

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I'll play the devil's advocate and say that warriors aren't that great.  If you set them up right, they'll generally make back their points, and they are fairly cheap synapse, but they're just so BORING.  Move forwards a bit, shooting, repeat till close enough to charge, then charge.  No variance.

Moving, shooting, then assaulting? I mean, how many other units in 40k follow that pattern? Its like with the dice, I wish that they would show something other than a 1-6, like 'happy face' or 'pudding'. So boring and predictable  ::)

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I have a squad of 6 shooty ones I use in big games, but I've never been overly impressed with them.  They always do something, but just not a ton.

6 is a bit much, I never usually take more than 4. You end up making a big 'shoot me first' unit, instead of two smaller less threatening (but with the same actual firepower and assault ability). Nids are great at spamming scoring units, abuse it to the max (same reason I take all 6 troops with 8-strong Termagaunt squads. Same bodies as a few huge broods, but double the scoring units).

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CC warriors are of course a different beast altogether.  I don't use them myself, wanting to actually have some support fire on the way in (silly me, I know) but they're a solid unit for sure.  I also like to run Raveners, which is a further reason to meld my warriors to the shooty end, .. but that's a different discussion.

Ravenors are 40pts of deepstriking, 6"+D6"+12" assault distance, multiple rending attack Warrior with better WS. Don't bother with cc Warriors, the Hive Mind already created Ravenors for that exact role.
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I could see some hope for winged warriors loaded out with Devourers.. basically dakka-warriors.  Probably exceedingly expensive, but fun fire support I'm sure.

i dunno. While the extra shots are nice, and twin-linking helps, deathspitters have better Strength and range, plus they can catch more models with each round of shooting. You should have S4 shooting elsewhere for softening up infantry (Termagaunts), and they can take heaps of Devourers.

Overall, I would say Nid Warriors are a mainstay, and should be considered in the fire support role. They are only as expensive as your tastes dictate; however, for standard gear, I would go for enhanced senses, rending claws (against Marines you'll notice the difference), toxin sacs and carapace. Upgrading them for combat eats up too many points IMO, the rending claws are kinda like the token powerfist in Marine Tac squads; its there for backup, not for your primary role. Anyway, Warriors are pretty good in combat without upgrades, and the nearby Lictor can give them 3+ to hit without making the actual squad more expensive.
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Offline Benandorf

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Re: 'Nid warriors? Decent or target practice?
« Reply #15 on: February 14, 2008, 11:45:03 PM »
Wow... okay, I have to disagree with 90% of what Malak said.

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Warriors are actually better than Tyrants, for a few reasons. Firstly, they have more wounds. Secondly, they advance with the army, not go out on a limb Daemon-Prince style which is what the giant dragonfly dinosaur always does. Thirdly, they are cheaper for comparable ability in combat and shooting ability.

Bullamphetamine parrot they're better than a Tyrant.  Tyrants are more survivable for the price (either 6 T4 4+ save wounds or 4 T6 3+ save wounds), are LOADS more powerful in combat, better for the price in shooting (121 points for a dakkatyrant that puts out 12 S5 shots with reroll to hit and wound, or a bit more for 3 warriors that put out equal number of shots without the reroll to hit and lower S), and when you give a tyrant wings it becomes reliable fast synapse, to keep in hormagaunts.

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Never a good idea. Ravenors are heaps better and faster. Also, Genestealers without Scuttlers often fail to reach enemy lines with enough models to make a difference. Too many games ungodly amounts of firepower hit them and the 1-2 that survive get outmanouvered/speedbumped by a throwaway Conscript unit or similiar (Kroot for example). Genestealers are rapage against static armies, but mobile forces will out-manouver them easily. So, I don't use Stealers. Other people find them useful, but for the same cost as a Marine, they die pretty easily and have zero shooting contribution (unlike many other Nids).

I agree that Raveners and better than flying warriors, and truthfully I'm not a big fan of winged warriors, they're too expensive for no survivability.  But saying you don't use genestealers... That's damn near blasphemy.  They are (besides ork boyz) the best melee unit in the game point-for-point.  Use cover and you'll hit turn 3 with ease and with decent numbers (assuming you bring a good number of them), and then devour literally anything you hit (again disregarding boyz).  If your stealers don't preform, you're using them wrong.  With fleet they're fast, and while you won't probably catch Dark Eldar with this, anything else will be eating a scary-as-hell charge.

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The Sniperfex fires a grand total of 2 weapons per turn, and even the dakkafex (excellent unit) doesn't put out the same firepower as a 3-4 strong unit of Warriors. Deathspitter are pretty much the same, chuck out blasts (which often end up hitting more than the dakkfex, even with twin-linked) and they have more wounds against return fire. T6 and the sheer butload of S6 pain from a 113point model that the dakkafex provides make it a useful unit, but I personally find Warriors a better buy.

Okay, this is a personal choice, so I can't say you're wrong here.  Sniperfexes are not as good anti-infantry as warriors, and while a dakkafex is more survivable, it doesn't have synapse and the fire is comparable to warriors.

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Agreed. I think the Broodlord works in all-Genestealer swarms, but in normal Nid armies he should be shelved in favour of the giant dragonly-dinosaur (Tyrant) or a squad of Warriors.

Again, a personal thing, but I disagree.  The broodlord does poorly if you expect it to kill anything, but if you use it knowing it will just take a ton of fire, and as a synapse platform for hormagaunts, it does admirably.  Your opponent can either take two turns to dislodge a bunch of genestealers and the broodlord from cover,  allowing other troops to come forward with much less damage, or ignore it and let one of the best combat units in the game hit their lines (Arhcon+Incubi are probably better, but that's about it).

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Moving, shooting, then assaulting? I mean, how many other units in 40k follow that pattern? Its like with the dice, I wish that they would show something other than a 1-6, like 'happy face' or 'pudding'. So boring and predictable

Perhaps I was unclear.  I meant warriors are boring because they have nothing special about them.  They're medium survivability, medium shooting, and medium assault.  They move normal speed towards the enemy, fire some pretty boring guns, and then eventually charge the enemy on turn 3 or 4.  They're not really great or weak at anything, they're just a rounded unit without any flare.  And I like flare.  Flare is what makes Tyranids win.  Because a slow moving unit that does a bit of damage in shooting isn't going to draw fire.  And the more of your army that isn't a big threat to the enemy at the time, the lower your chances of winning.  Like I said, I do use warriors, and they're decent, but I'd much rather have some genestealers or termagants or a dakkafex if I didn't need the synapse.  Which is the main reason I bring them; that and the cool models.  Warriors are just not a big enough threat right out the gate to fit Tyranids.

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6 is a bit much, I never usually take more than 4. You end up making a big 'shoot me first' unit, instead of two smaller less threatening (but with the same actual firepower and assault ability). Nids are great at spamming scoring units, abuse it to the max (same reason I take all 6 troops with 8-strong Termagaunt squads. Same bodies as a few huge broods, but double the scoring units).

I've never had a problem with it, truthfully, either with 6 in big games or 3 in smaller games (which I've begun phasing out in lieu of a dakkatyrant).  The 3 isn't a big enough threat to waste fire on, and 6 take too much effort to kill in comparison to what they can do.  So they're generally ignored by the guys in my gaming group (except the newbies, who insist on killing anything they can every turn, which generally means they put a ton of fire into the warriors).

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Ravenors are 40pts of deepstriking, 6"+D6"+12" assault distance, multiple rending attack Warrior with better WS. Don't bother with cc Warriors, the Hive Mind already created Ravenors for that exact role.

Don't deepstrike Raveners.  You'll hit turn 2 if you walk, and turn 3 at BEST if you deepstrike.  But while Raveners are a bit less survivable than warriors, I agree in principle that they're better units than CC warriors.  Except for the synapse, which is the main reason to take warriors, because they're expensive otherwise.  You pay quite a bit for the synapse.

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i dunno. While the extra shots are nice, and twin-linking helps, deathspitters have better Strength and range, plus they can catch more models with each round of shooting. You should have S4 shooting elsewhere for softening up infantry (Termagaunts), and they can take heaps of Devourers.

I agree with this.  Deathspitters are the way to go.

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Overall, I would say Nid Warriors are a mainstay, and should be considered in the fire support role. They are only as expensive as your tastes dictate; however, for standard gear, I would go for enhanced senses, rending claws (against Marines you'll notice the difference), toxin sacs and carapace. Upgrading them for combat eats up too many points IMO, the rending claws are kinda like the token powerfist in Marine Tac squads; its there for backup, not for your primary role. Anyway, Warriors are pretty good in combat without upgrades, and the nearby Lictor can give them 3+ to hit without making the actual squad more expensive.

I agree with that setup for warriors.  The extra 2 points to go from ST to RC will almost always make back its points when you hit combat.  But even with that fairly cheap setup, they still come in at around 35 points each with the weapons.  Which, for T4 4+ save 2 wounds, is very harsh price to pay.  Which comes, mostly, from both their dual-role and the synapse.  A mainstay... maybe, maybe not.  I'd say you can take them or leave them, and be okay.  The extra synapse is nice, and they do put out a decent amount of fire, but they're just not really unique or awesome.
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When life gives you anything, charge it with Genestealers.
Alarm clock? Genestealers.
Your boss? Genestealers.
The rednecks that cut in front of me at Wal-mart like I didn't have anything better to do than stand in line? Genestealers.

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Asking for advice on using VC to beat O&G is like saying "I'm 6'3", work out, and consider myself pretty tough.  Can anyone give me advice on how to beat up the handicapped kid down the street?"

Offline maniacs1

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Re: 'Nid warriors? Deile cent or target practice?
« Reply #16 on: February 17, 2008, 06:36:41 PM »
I played warriors today.  Wilst some aspects were lacking their potential speed was great. Take the EC. In combat it does count with units that can assault in turn 2.

While I like stealers if you want a faster beast try a warrior with SC, RT, EC and Leaping. It's so nice to see your opponant wipe out  stealers and then warriors charge in.

Offline Benandorf

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Re: 'Nid warriors? Deile cent or target practice?
« Reply #17 on: February 20, 2008, 11:20:57 AM »
I played warriors today.  Wilst some aspects were lacking their potential speed was great. Take the EC. In combat it does count with units that can assault in turn 2.

While I like stealers if you want a faster beast try a warrior with SC, RT, EC and Leaping. It's so nice to see your opponant wipe out  stealers and then warriors charge in.


How, exactly, can warriors assault turn 2?  Unless the enemy moves forwards, it can't be done without wings.

And Stealers are faster than leaping warriors.  Extra movement>extra charge range when it comes to speed.
Quote from: Yuenglingdragon
When life gives you anything, charge it with Genestealers.
Alarm clock? Genestealers.
Your boss? Genestealers.
The rednecks that cut in front of me at Wal-mart like I didn't have anything better to do than stand in line? Genestealers.

Quote from: unknown
Asking for advice on using VC to beat O&G is like saying "I'm 6'3", work out, and consider myself pretty tough.  Can anyone give me advice on how to beat up the handicapped kid down the street?"

Offline wisdomtd

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Re: 'Nid warriors? Decent or target practice?
« Reply #18 on: February 21, 2008, 10:36:50 AM »
yes they are but winged makes them a lot more faster
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Offline Benandorf

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Re: 'Nid warriors? Decent or target practice?
« Reply #19 on: February 21, 2008, 10:47:01 AM »
yes they are but winged makes them a lot more faster


In which case they can't take EC and get gunned down ASAP, thus you can either survive or be slow.
Quote from: Yuenglingdragon
When life gives you anything, charge it with Genestealers.
Alarm clock? Genestealers.
Your boss? Genestealers.
The rednecks that cut in front of me at Wal-mart like I didn't have anything better to do than stand in line? Genestealers.

Quote from: unknown
Asking for advice on using VC to beat O&G is like saying "I'm 6'3", work out, and consider myself pretty tough.  Can anyone give me advice on how to beat up the handicapped kid down the street?"

 


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