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Old 01-23-2007   #1 (permalink)
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Default Warrior Weapons

I just wanted to know what people thought is the best combination of weapons for a Tyranid warrior squad. Im talking out of the box, 3 warriors, and all the options available in that box.

By the way, I normally play against troop based armies of SM/Necrons.

Any Ideas?
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Old 01-23-2007   #2 (permalink)
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Well shooting just won't do much against them.
What you need to do is get into combat very fast so they don't shoot you to pieces before you get there.

I would recommend Adrenal glands to up your Inititive, Extended Carapace so the holy bolter won't blow holes in the bugs.
Leaping is a must have, it means you don't get rapid fired and you'll nearly always start combat with one extra attack.

Now to the weapons.
Rending Claws and Scything Talons.
They're the most effective way of taking down guys in armour and if your opponent decides to take a tank the warriors will still be able do damage it due to the Rending Claws.

There's your 38 point marine killer.
Be midful of the Necrons as I'm sure you know they have a nasty habit of teleporting all over the field. Most annoying.
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Old 01-23-2007   #3 (permalink)
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well for warriors you can go one of two routes.
close combat warriors--
leaping, scything talons/rending claws, adrenal glands (WS and I), and maybe enhanced carapace.
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Old 01-23-2007   #4 (permalink)
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Ooo, I have just realised, I could have lots of CC Warriors, with Leaping AND Wings. Potential for 24" move in one turn!!!

Im going for CC warriors now. I already have some winged ones, now to add leaping to them.
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Old 01-23-2007   #5 (permalink)
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Sorry Cag.
Nid codex page 33...winged biomorph description...

"A winged model may not have the leaping or extended carapace biomorphs"
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Old 01-23-2007   #6 (permalink)
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ahhhh, i thought it was too good to be true...

Thanks stubber!
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Old 01-24-2007   #7 (permalink)
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You could use 41 point winged warriors with rending calws and talons as a fast and hard hitting unit but with only a 5+ save be ready to lose them all before they can do anything in half the games you play.
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Old 01-24-2007   #8 (permalink)
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Quote:
Originally Posted by Stubber View Post
You could use 41 point winged warriors with rending calws and talons as a fast and hard hitting unit but with only a 5+ save be ready to lose them all before they can do anything in half the games you play.
Can warriors deepstrike? Most jump infantry can, though it doesn't say that ALL jump infantry can in the rule book (just checked).

If they can, you could go that route, Deepstriking 'em and hoping that you don't get shot before you can assault (why you can't assault OR shoot in when you deepstrike is beyond me....)
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Old 01-24-2007   #9 (permalink)
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No they cant deep strike, or infiltrate. At the moment I use the winged warriors to keep up with my Flyrant and all my Hormagaunts. they normally hide behind everything and just provide synapse support.
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Old 01-24-2007   #10 (permalink)
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personally, i like devourers because of the living ammo rule. dice hate me so having those re-rolls is all important!
i like to leave the tank busting to things like the big bugs because they can do it more efficiently and with less waste in both pts and models who won't shoot...

as for the other options;
- fleshborer. why??! one more point of strength, but far fewer shots and shorter range than compared to the all mighty devourer... so what if it has an ap value - anything with a 5+ saves dies in droves to devourers too!
- deathspitters i just can't seem to like. with so many players getting wise and spreading out their units, they simply aren't as effective and they also don't have the living ammo rule!
- barbed strangler. not a bad idea for a shooty unit designed to take out lots of infantry... who can say no to a pie-plate?! the only problem on warriors is the lower strength of the shot, which means that again, i like to leave it for the big bugs. (where i can also twin-link it for better accuracy too!)
- rending claws are almost mandetory in my opinion simply because they keep the unit dangerous to both meqs and tanks...
- scything talons are a no-brainer obviously for any unit being designed as an assault unit.
- lash whips are pointless as having more attacks at a higher I is so much better than recieving any attacks back to begin with!
- spine fists... again why bother when you can take far tastier things?!

as for the various morphs, those depend solely on the task you have for the unit...
i personally really like the thought of flying warriors with rending claws and talons! adding on both adrenal glands and toxin sacs just makes the unit plain mean. screen them with the much faster gargoyles and hormagaunts to force lots of target priority tests, and/or use cover to block lines of sight to the unit.
for shooty warriors i would always take rending claws to give them some assault back up along with the 'I' adrenal glands and enhanced senses plus extended carapace...

hope this helps,
cheers!
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Old 01-24-2007   #11 (permalink)
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Yep, that helps alot people.

Thanks stitch.
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Old 01-26-2007   #12 (permalink)
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I like lash whips when used sparingly. I say for every two warriors the third one exchanges his talons for lash whips. My preference.
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Old 01-29-2007   #13 (permalink)
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Quote:
Originally Posted by Cagarner View Post
I just wanted to know what people thought is the best combination of weapons for a Tyranid warrior squad. Im talking out of the box, 3 warriors, and all the options available in that box.

By the way, I normally play against troop based armies of SM/Necrons.

Any Ideas?
Personally I use the Winged, Rending Claws, Scything Talons version-very nice!
But you say you want straight from the box-so Wings are out and so are two of the Rending Claw versions - GW in its infinite wisdom insists on WYSIWYG but only puts one set of Rending Claws in per box despite it being the most commomn weapons fit (an attempt to milk more cash?).
I have a brood of shooty Warriors-Deathspitters and one Barbed Strangler, keep em at the back out of harms way and they will act as a synapse safety net as well!
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