Lol!Rangrok1k wrote:I had an afternoon free today, and did a quick entry for:
- The Mycetic Spores: The Faithful Sacks of Flesh
<insert joke here> =)
I'll toss in my thoughts on Warriors and Lictors.
I've said in other posts going back to 4th ed. These guys are scalpels, not machetes. You have to pick the fight they go into, and more often than not, they pick the fights they'll win. They take a coveted Elite slot, so some serious tourney folks will have troubles finding a spot for them.
To use Lictors is to be an opportunist. Like most Tyranid units, you can't feel bad if it gets squished. The important goal is: Did it accomplished what you wanted it to do? You have to think of them like a Str 6 Rending gun with unlimited range. There isn't a spot on the field you can't hit. Just pick your spots.
The biggest complaints I see around the interwebs are that Lictors can't take down an squad of marines, or 10 man Guardsmen etc. etc. etc. These are back field units, they should be going for the ripest piece of fruit. Find an artillery unit, heavy weapons team, weapons platforms, scouts, these are all great targets. Vehicles causing you troubles are a great target for lictors. Note, Land Raiders and the like are not on that list. AV 14 is a nasty nut to crack. If you're going to go for it, you have to bring three, even to have a chance.
To me, Lictors are great assassination units. They can hunt IC's like no other. If you place them right (and in cover!) Chance are you'll either freak out an IC, or you'll kill the IC. When you assault, IC's have to move before the rest of their unit. Three lictors gunning for an IC will have a strong chance at bringing it down. 12 attacks on a charge, S6 and Rending make for some nice tenderizing. Who cares if the unit mows them down afterwards. You have neutralized a strong threat on the table. Again, this doesn't apply to all IC's. Watch out for things that will attack first. Going at the same time is fine, you want all your hits in. Going first is key for lictors. If you can't go first in iniative, then you shouldn't be locking horns with it. If you do, Hit & Run is great for getting out of trouble.
Some simple Do's and Don'ts.
-Place them in cover. This is where their strength is. If you can cause someone to to aim fire at them, they're not shooting at something more important.
-...not worry about losing them. They have a goal, make sure they cause some chaos if the big guns start aiming for them.
-be selective about your targets. The 10 Assault Marines won't be the best idea to attack. However, Sgt. Telion and his scouts in those bushes are a delicious target. You choose the fights most of the time! This is a luxury not many other armies have.
-Use Hit & Run. IF you don't like the odds, get out of the fight. Chances are you'll get out and make it to some type of cover.
-Take single Lictors. A single lictor isn't tough enough to survive on it's own. yes, the fluff states otherwise, but at least two to three. You're there for a large number of attacks, and a large number of wounds. For most IC's a S6 Rending hit will instakill it.
-Don't place them in the open. You leave them out to dry if you do so. 3+ cover saves are a great thing. The only exception to this rule is: Venomthropes. a 4+ cover save in the open is great, and if you find an IC that will hit before you, tandem in some Venomthropes for Lashwhips, and watch the Lictor buzz saws go to work.
You can't use Lictors to kill swat a fly. You use lictors to carve off the best cut of meat. Pick your targets, because you can! If you get into trouble, get out of it, because you can! They are one of the few units in the game, imo, where you have a good grasp of their control. Gaunts are going to swarm forward, Genestealers are going to out flank, Gargoyles will provide cover, Tyrants and Tervigons will be heavy hitters.
What will the lictors do? What ever you want them to!
Rag was pretty spot on with most of his stuff. I just want to add an idea I use a lot for my warriors. If you build them and use them right, they become quite invaluable. Don't feel bad if warriors die. They are 30 points 4+ armour saves and synapse. That's not bad. Most tables will see them, and start direction Lances, krak missiles, etc. at them. That's fine. To me, a small unit of 3-4 naked warriors is great. You are controlling (to a degree) where your enemy is going to shoot. You know Kraks and Lances will go at them, everyone loves the "squish" feeling. It does mean though, they aren't focusing on MC's, Tyrants, Trygons etc. 90 points for a 3 model unit of s8 magnets is still cheaper than two tyrant guards. And if your opponent chooses to split his fire between the two, chances are both units will make it to the front lines, albeit a little wounded.
Warriors can be used for some extra punch, but Rag has most of that down. I love tossing in some 35 point RC, TS warriors just to give my gaunts a little follow up punch. or maybe just some naked dev warriors, they may get opportunity shots here and there, maybe even make it into combat. But, you want people shooting the S8 weps at them. It's even worse for them, if some survive and make it into the lines, because they can be monsters in combat.
That's pretty much it, it's not a popular view, but warriors and lictors do have their niches, if you don't care about them dying. I mean after all, if we don't mind a brood of gargoyles getting mowed down for the hive mind, what are a few warriors and lictors to serve the great devourer? =)