Post by akaiyou on Mar 12, 2009 6:44:50 GMT -5
WARRIOR BROOD
My analysis
BIOMORPHS
Adrenal Glands (I) - NO - I5 isn't all that useful and the point cost per model makes this get pricey fast it's best to avoid CC altogether.
Adrenal Glands (WS) - YES - One of the few CC biomorphs that can be somewhat useful defensively on mixed warriors. Just remember warriors should do CC defensively and never with the main purpose of getting into assaults.
Bio-Plasma - NO - Not useful for warriors. S6 won't do much difference on vehicles compared to S5 normal attacks now that all assaults are resolved against the back armor which tends to be AV 10. In CC this is a waste because they can't benefit from rending and you can't pump out enough of them to really do much damage.
Enhanced Senses - YES - Must have at all times, BS 2 is horrible on any gun, and we are not Orks. Make sure your warriors always have this, as they should always carry some type of gun! You may drop ES if you are taking deathspitters and stranglers because they'll scatter like mad anyway 1" doesnt help too much and if you are in need of points elsewhere it's safe to save the points here.
Extended Carapace - MAYBE - Shooting requires protection this is almost a must have, however IF you plan on taking a swarm army you can forgo this upgrade and get cover saves from your swarm. Swarm armies require you set up cheaper units so it works out well in any other case do take EC. If you are going for ranged shooting or mixed roles this is a very good upgrade to have.
Flesh Hooks - NO - Flesh hooks are our best friend in 5th edition but only on CC oriented units. Warriors should focus on shooting thus this upgrade is not necessary for them. And since warriors should enter CC defensively you won't really be in need of flesh hooks under most situations.
Leaping - NO - Such a great upgrade, but a total waste for warriors. This is for offensive CC warriors meaning NOT what you want to be doing. Raveners can fit the role of any warrior unit that wants to be 'leaping' around and do a better job at it.
Symbiote Rippers - NO - Pointless upgrade. Has no effect in 5th edition
Toxin Sacs - YES - Always take this biomorph! The stronger your guns the more kills you'll make. Tyranid AP is horrible compared to everyone else, however we have great shooting due to high strength and mass of shots so always take toxin sacs on warriors. The one time when I recommend not taking toxin sacs is when taking twin-linked devourers, because Str 3 re-rolling "To Wound" is very effective against just about any type of infantry. Your warriors are more cost-effective without it in that set-up.
Winged - NO - This upgrade used to be a HUGE NO! However 5th edition has improved it by making cover saves more readily available thus you can hide your winged warriors behind gaunts and the like for the equivalent of an EC and burst out and shoot at your discretion. Also remember if you take this, the warriors become FAST ATACK choices keep that in mind so as to not play an illegal army list. Note that you should NOT take wings on CC only warriors because you lack a good armour save to take return hits and even on shooty warriors this is bad because you can be sneezed at by just about anything after you come out of cover to attack and you won't get a save.
WEAPON SYMBIOTES
Close Combat
=========
Lash Whip - MAYBE - Decent defensive upgrade against CC oriented armies.
Rending Claws - Maybe - useless upgrade because you do not want to engage in CC. However could be useful defensively to some extent, looks very scary has nice psychological effect on enemies who are considering assaulting.
Scything Talons - YES - Best choice for warriors with long range weapons looking for a mixed role. This is more of a defensive weapon as you don't want to actually GET into CC with your Shooty Warrior but this will allow him to put up a better fight if engaged or if you shoot and assault. Plus it's the cheapest to get.
Ranged
=====
Barbed Strangler - Maybe - Very good anti-infantry. Be warned tho that it scatters like mad so aim it at the bigger squads to avoid a complete miss as much as possible. Not very reliable due to high scatter rate try before you buy.
Deathspitter - YES - Has possibilities anti-light tanks and anti-infantry however against tanks it is very ineffective due to the lack of accuracy of the scatter dice. So don't rely on it consider it an optional gamble.
Devourer - NO - Do not take by itself, because it's just not that good without being twin-linked.
Fleshborer - NO - Great strength and point cost but range too short to ever be useful. Just pretend it's not there.
Spinefist - NO - Same deal as with the fleshborer, the range is horrible, even tho it's cheap, the points you save won't be worth the lack of use.
Venom Cannon - MAYBE - Great anti light/mid armor tanks. Too pricey tho, so think about this carefully before deciding as the cost can pile up quick.
TL Deathspitter - YES - Best anti-tank for Warriors. can be used anti-infantry as well.
TL Devourer - YES - Best anti-infantry for warriors who are providing forward synapse. Much better than Barbed Strangler against opponents with better armor saves.
TL Fleshborer - NO - for 2 more points you can take TL Devourers making this upgrade pointless. Range also too limited.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Unfortunately warriors are not good for CC. They excel at shooting or mixed shooting/cc roles, but never CC only. So steer away from focusing them for CC. Focus on shooting first and then add in a few CC upgrades if you want them to have a mixed role. However most of the time it's best to let them be shooting oriented only.
4 Warriors @ 104 Pts
Enhanced Senses +1 BS; Twin-linked Devourer
- Most effective choice for warriors in terms of demolishing anti-infantry and providing useful forward synapse. Shines over all other set-ups for it's ability to take out any type of armor save through a shower of shoots that can't be replicated. Taking EC on them is crucial if not playing a swarm army. Take in groups of 4 - 6. Rating 10/10
4 Warriors @ 144 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons (x4); Deathspitter (x4)
- Your best all-round choice. Able to take on both light vehicles and heavy infantry. Due to it's 24" range this is a great unit to use as forward/mid range synapse. Take EC depending on what your troop choices are, if you are playing with lots of gaunts there's no need for EC however in any other situation do take EC. A group of 4+ always to ensure that whatever is hit, is hit hard. Rating 9/10
5 Warriors @ 157 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Scything Talons (x4); Deathspitter (x4); Barbed Strangler (x1)
- Another dedicated anti-infantry squad. Keep it small as the BS will be your main weapon and keep it outside of 30" range in cover to maximize it's usefulness against infantry. Dropping Large Blasts without any retaliation from most infantry units. Quite unreliable due to scatter but when it does hit, it will yield high rewards to make it worth taking. These guys can hold their own in CC and have anti-light vehicle power as well as added anti-infantry power at 24" range with deathspittersRating 8/10
3 Warriors @ 118 Pts
Extended Carapace +1 Save; Enhanced Senses +1 BS; Toxin Sacs +1 St; Scything Talons (x3); Deathspitter (x3); Venom Cannon (x1)
- Use this for anti-tank. If you really want a venom cannon this is the set-up you should go with as deathspitter can support within range. No EC on this unit instead deploy it behind cover and leave it there all game as a synapse node and a threat to any Light or Mid armor vehicle within range of the VC. Keep it small for better cover use and because you'll mainly make use of the VC. Rating 7/10
4 Warriors @ 160 Pts
Enhanced Senses +1 BS; Winged; Twin-linked Devourer
- If you REALLY want wings on your warriors, this is a very good set up to use. It capitalizes on the awesome infantry demolishing power of the TL Devourers + The added range and mobility of wings to make what's arguably the deadliest anti-infantry unit in our codex. This unit is so good that it's point cost is absurd as a counter-balance so I would prefer not to even use it. Use it to take out the enemy troops that enjoy sitting at the back away from harm's way. With TL Devourers you should always take 4-6 warriors to really get the bang for your buck. Remember even tho it's useable you have much better options and keep them in cover behind your other units! These guys are extremely fragile unprotected. Rating 6/10
NOTE: Lictors have no changeable equipment, so best advice I offer is not to bother taking them unless it's on groups of 2+
My analysis
BIOMORPHS
Adrenal Glands (I) - NO - I5 isn't all that useful and the point cost per model makes this get pricey fast it's best to avoid CC altogether.
Adrenal Glands (WS) - YES - One of the few CC biomorphs that can be somewhat useful defensively on mixed warriors. Just remember warriors should do CC defensively and never with the main purpose of getting into assaults.
Bio-Plasma - NO - Not useful for warriors. S6 won't do much difference on vehicles compared to S5 normal attacks now that all assaults are resolved against the back armor which tends to be AV 10. In CC this is a waste because they can't benefit from rending and you can't pump out enough of them to really do much damage.
Enhanced Senses - YES - Must have at all times, BS 2 is horrible on any gun, and we are not Orks. Make sure your warriors always have this, as they should always carry some type of gun! You may drop ES if you are taking deathspitters and stranglers because they'll scatter like mad anyway 1" doesnt help too much and if you are in need of points elsewhere it's safe to save the points here.
Extended Carapace - MAYBE - Shooting requires protection this is almost a must have, however IF you plan on taking a swarm army you can forgo this upgrade and get cover saves from your swarm. Swarm armies require you set up cheaper units so it works out well in any other case do take EC. If you are going for ranged shooting or mixed roles this is a very good upgrade to have.
Flesh Hooks - NO - Flesh hooks are our best friend in 5th edition but only on CC oriented units. Warriors should focus on shooting thus this upgrade is not necessary for them. And since warriors should enter CC defensively you won't really be in need of flesh hooks under most situations.
Leaping - NO - Such a great upgrade, but a total waste for warriors. This is for offensive CC warriors meaning NOT what you want to be doing. Raveners can fit the role of any warrior unit that wants to be 'leaping' around and do a better job at it.
Symbiote Rippers - NO - Pointless upgrade. Has no effect in 5th edition
Toxin Sacs - YES - Always take this biomorph! The stronger your guns the more kills you'll make. Tyranid AP is horrible compared to everyone else, however we have great shooting due to high strength and mass of shots so always take toxin sacs on warriors. The one time when I recommend not taking toxin sacs is when taking twin-linked devourers, because Str 3 re-rolling "To Wound" is very effective against just about any type of infantry. Your warriors are more cost-effective without it in that set-up.
Winged - NO - This upgrade used to be a HUGE NO! However 5th edition has improved it by making cover saves more readily available thus you can hide your winged warriors behind gaunts and the like for the equivalent of an EC and burst out and shoot at your discretion. Also remember if you take this, the warriors become FAST ATACK choices keep that in mind so as to not play an illegal army list. Note that you should NOT take wings on CC only warriors because you lack a good armour save to take return hits and even on shooty warriors this is bad because you can be sneezed at by just about anything after you come out of cover to attack and you won't get a save.
WEAPON SYMBIOTES
Close Combat
=========
Lash Whip - MAYBE - Decent defensive upgrade against CC oriented armies.
Rending Claws - Maybe - useless upgrade because you do not want to engage in CC. However could be useful defensively to some extent, looks very scary has nice psychological effect on enemies who are considering assaulting.
Scything Talons - YES - Best choice for warriors with long range weapons looking for a mixed role. This is more of a defensive weapon as you don't want to actually GET into CC with your Shooty Warrior but this will allow him to put up a better fight if engaged or if you shoot and assault. Plus it's the cheapest to get.
Ranged
=====
Barbed Strangler - Maybe - Very good anti-infantry. Be warned tho that it scatters like mad so aim it at the bigger squads to avoid a complete miss as much as possible. Not very reliable due to high scatter rate try before you buy.
Deathspitter - YES - Has possibilities anti-light tanks and anti-infantry however against tanks it is very ineffective due to the lack of accuracy of the scatter dice. So don't rely on it consider it an optional gamble.
Devourer - NO - Do not take by itself, because it's just not that good without being twin-linked.
Fleshborer - NO - Great strength and point cost but range too short to ever be useful. Just pretend it's not there.
Spinefist - NO - Same deal as with the fleshborer, the range is horrible, even tho it's cheap, the points you save won't be worth the lack of use.
Venom Cannon - MAYBE - Great anti light/mid armor tanks. Too pricey tho, so think about this carefully before deciding as the cost can pile up quick.
TL Deathspitter - YES - Best anti-tank for Warriors. can be used anti-infantry as well.
TL Devourer - YES - Best anti-infantry for warriors who are providing forward synapse. Much better than Barbed Strangler against opponents with better armor saves.
TL Fleshborer - NO - for 2 more points you can take TL Devourers making this upgrade pointless. Range also too limited.
Recommended Configurations To Use
GENERAL RECOMMENDATION
Unfortunately warriors are not good for CC. They excel at shooting or mixed shooting/cc roles, but never CC only. So steer away from focusing them for CC. Focus on shooting first and then add in a few CC upgrades if you want them to have a mixed role. However most of the time it's best to let them be shooting oriented only.
4 Warriors @ 104 Pts
Enhanced Senses +1 BS; Twin-linked Devourer
- Most effective choice for warriors in terms of demolishing anti-infantry and providing useful forward synapse. Shines over all other set-ups for it's ability to take out any type of armor save through a shower of shoots that can't be replicated. Taking EC on them is crucial if not playing a swarm army. Take in groups of 4 - 6. Rating 10/10
4 Warriors @ 144 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons (x4); Deathspitter (x4)
- Your best all-round choice. Able to take on both light vehicles and heavy infantry. Due to it's 24" range this is a great unit to use as forward/mid range synapse. Take EC depending on what your troop choices are, if you are playing with lots of gaunts there's no need for EC however in any other situation do take EC. A group of 4+ always to ensure that whatever is hit, is hit hard. Rating 9/10
5 Warriors @ 157 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Scything Talons (x4); Deathspitter (x4); Barbed Strangler (x1)
- Another dedicated anti-infantry squad. Keep it small as the BS will be your main weapon and keep it outside of 30" range in cover to maximize it's usefulness against infantry. Dropping Large Blasts without any retaliation from most infantry units. Quite unreliable due to scatter but when it does hit, it will yield high rewards to make it worth taking. These guys can hold their own in CC and have anti-light vehicle power as well as added anti-infantry power at 24" range with deathspittersRating 8/10
3 Warriors @ 118 Pts
Extended Carapace +1 Save; Enhanced Senses +1 BS; Toxin Sacs +1 St; Scything Talons (x3); Deathspitter (x3); Venom Cannon (x1)
- Use this for anti-tank. If you really want a venom cannon this is the set-up you should go with as deathspitter can support within range. No EC on this unit instead deploy it behind cover and leave it there all game as a synapse node and a threat to any Light or Mid armor vehicle within range of the VC. Keep it small for better cover use and because you'll mainly make use of the VC. Rating 7/10
4 Warriors @ 160 Pts
Enhanced Senses +1 BS; Winged; Twin-linked Devourer
- If you REALLY want wings on your warriors, this is a very good set up to use. It capitalizes on the awesome infantry demolishing power of the TL Devourers + The added range and mobility of wings to make what's arguably the deadliest anti-infantry unit in our codex. This unit is so good that it's point cost is absurd as a counter-balance so I would prefer not to even use it. Use it to take out the enemy troops that enjoy sitting at the back away from harm's way. With TL Devourers you should always take 4-6 warriors to really get the bang for your buck. Remember even tho it's useable you have much better options and keep them in cover behind your other units! These guys are extremely fragile unprotected. Rating 6/10
NOTE: Lictors have no changeable equipment, so best advice I offer is not to bother taking them unless it's on groups of 2+