Its incredible to me that tyranids are considered a faction that struggles with melee damage output. And it keeps happening too throughout editions. Arent tyranids supposed to be the ones you dont want to get too close because theyll rip you apart? Why does the design team keep messing this up?
It’s a combination of sort of mediocre melee profiles combined with tending to have shooting shenanigans that are highly effective. They tend to have slightly lower strength and ap and damage on a lot of their weapons, or their attacks are just straight anti tank attacks. They don’t really have many things that have in between attacks similar to something like a space marine power fist or thunder hammer, which means they sort of aren’t super scary against medium or heavy infantry, which I think is far more common than their most common melee profiles is designed for (which can kind of be justified in lore I guess since the vast majority of the time they’d be fighting light infantry like guard?). Then on top of that since they’re not meant to be an ultra melee army like world eaters they still have some shooting, but they quite commonly have one or two stand out shooting units which make them seem way more reliant on shooting than they probably should be.
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Great video! Would love to see kind of a comparison of the warriors with the rest of the 75 point melee gang.
I love the melee Warriors, but they've been phased out of almost every list, even Vanguard. They do hit very very hard, but fights first basically invalidates them (and it feels like it's everywhere in my meta). If you are able to deliver them, they do kill an awful lot of stuff, but tend to get disappeared really easily. Still, I absolutely love them, and am always looking for places to squeeze them back in.
You're looking st Irrestible Will all wrong. Its a debuff that is applied to an enemy unit that is within 24" of the synapse creature using the strat. THEN all Tyranid MODELS that attack that unit it gets to reroll 1s on hits and wounds if they are within 6" of the synapse unit. In Synaptic Nexus, this can mean a ton of units would get the buff. Its an amazing increase in lethality because you can also improve your entire armies WS by +1 because of Imparatives, and since you can use Imparative Dominance, you can keep doing it every PLAYER turn including your opponents. You pick an enemy unit you need to kill, and now anyone near the synapse unit is all getting +1ws AND rerolling 1s on hits and wounds FOR ALL of your models attacking that unit, and since the synapse is close all your melee guys are also getting +1S lmfao, think how nasty a Haruspex is now, or say Tyrant Guard thats protecting Swarmlord. In summary +1S, +1ws, rerolling 1s on hits and wounds for all models attacking that unit. Bonkers
He isn’t looking at it wrong just mentioning that warriors themselves don’t outright benefit from the stratagem as they already re roll 1s to hit and wound. The detachment rules they definitely benefit from.
What invalidates ranged warriors for me are Raveners. For just +10p you lose only synapse and the awfull shooting and gain a serious melee profile, 4" movement and a Way better ability for scoring and screening.
The ranged warrior can have both a barbed strangler and a venomcannon ... the rules dont say either ... so for 130 points you get 2 barbed strangler and 2 venomcannons. Or am i reading it wrong ?
you are right. for every 3 models one can have a Venomcannon and for every 3 models one can have a Barbed strangler. so with 6 warriors you can have two of each.
@@47slogra rules say for every 3 models you can have a Venom cannon and under that for every 3 models you can have a barbed strangler. so by the rules with 6 warriors at 130 points you can have two of each. yes in earlier editions it where either either venom cannon or barbed strangler, but not in 10th.
@@Wes-xk6hl why not ? I try to look at other datasheets. Look at the predator Tank. It can have a stormbolter and a hunter killer missile. Its written in exact the same way
I always find it amusing that they're only T5, considering their size, being adapted for their task for so long etc... At the very least it makes me look at heavy intercessors and scratch my head... :-P
@@NecroGoblin-yl2fx at least T6. Not so sure about the armour tbh, as having "bone" armour on the same level as SM power armour etc would have had them looking somewhat differently and had to slow them down I think. Adaptation can only take one so far. :-P
@@stephenfeeney2966 Russian tanks are also about the same size as german tanks... :-P It's a little bit different when it comes to vehicles I think, as despite looking similar things can be very differently designed in terms of armour thickness, alloys used, power and engines needed to power moving it as well as powering weapons and so on. Something tells me that the Tau have a priority on powering up their weapons and moving somewhat faster than most.
Having a throwaway 75 pts synapse unit will always be beneficial with the new rules to how synapse works. I'd be including warriors in every list I build if I played with bugs 😂
Interestingly melee warrior, Von Ryan Reaper and genestealer are all max 150 point w/o attached leader. And all of them is very good unit to use in your list.
On genestealers +BL I agree. Though their Range of viable targets is lower since S6 is so much better than 5. When it comes to leapers... i'd like to Quote Art of war: "these would be really good if they did not do negative 1 damage" Seriously leapers absurdly limp and only function into light/Medium infantry
gS used to be trash but going from str4 to 5 is massive They are worse against vehicles, but much better against anything with an invulnerable save because of their dev wounds
Idk why GW has limited them to 6. They are so fragile open up to play 9 per Squad would balance it a little bit because of more wounds. Atm its a glass canon, 1-2 units can shoot @ u they are almost useless after that.
You left out the terminator unit with armor of contempt that will tank the buffed strikes and slap them so hard they will go back to the future. ANY ranged weapon including my favorite enmitic exterminators that need to shoot 2 6 man units cos its such a massive overkill. Or walker/mc melee weapons. The game is filled with things that eat T5 W3 things for breakfast. Nice models but your just feeding points to the enemies. They completely lack any special rules to make them special. I would take genestealers over these any day.
Huh? What are you talking about? Warriors deal 37 wounds vs Genestealers 30 wounds vs marines. This is giving Genestealers devastating wounds, plus being on an objective. Warriors outperform any melee unit in our codex by far. Against Angron, Warriors do 23 wounds vs Genestealers 7 wounds. This is not including Prime or Broodlord. Source: Unit crunch
@@Ozeor1 lol why would you not include a prime or a broodlord? Also you have to factor in all the other buffs you'll be giving your units, they don't go to the battlefield alone after all Edit. Pretty sure you got those numbers against Angron backwards my guy. Fully buffed warriors with a prime is only doing 16 dmg to Angron vs 23 from stealers
@anthonyhumpage7290 I didn't include the prime or broodlord attacks, just warriors vs genestealers with buffs. Warriors can get sustained 1, reroll all 1s on hits and wounds plus ws2. Genestealers can get rerolls ONLY when on an objective, but I included that in the math, plus devastating wounds. Warriors outperform genestealers in every sense. 36 attacks with sustained is 42 hits on EVERYTHING. Warriors are S6, twin linked rerolling 1s. The math is what it is, warriors are more deadly in melee. Genestealers are faster with scouts and have the 5++ I just ran the numbers vs an armiger/wardog. Warriors 36 attacks, 42 hits, 23 wounds. Genestealers: 40 attacks 39 hits, 7 wounds Str 6 vs str 5 is a huge difference, plus twin linked vs everything, anytime anywhere is far far superior vs rerolling 1s on objectives.
Its incredible to me that tyranids are considered a faction that struggles with melee damage output. And it keeps happening too throughout editions. Arent tyranids supposed to be the ones you dont want to get too close because theyll rip you apart? Why does the design team keep messing this up?
It's not the design team, it's players
It’s a combination of sort of mediocre melee profiles combined with tending to have shooting shenanigans that are highly effective. They tend to have slightly lower strength and ap and damage on a lot of their weapons, or their attacks are just straight anti tank attacks. They don’t really have many things that have in between attacks similar to something like a space marine power fist or thunder hammer, which means they sort of aren’t super scary against medium or heavy infantry, which I think is far more common than their most common melee profiles is designed for (which can kind of be justified in lore I guess since the vast majority of the time they’d be fighting light infantry like guard?). Then on top of that since they’re not meant to be an ultra melee army like world eaters they still have some shooting, but they quite commonly have one or two stand out shooting units which make them seem way more reliant on shooting than they probably should be.
Great video! Would love to see kind of a comparison of the warriors with the rest of the 75 point melee gang.
Hang on, the codex says that tyranid melee warriors are 95 points for 3...
The codex is out of date point's wise by a good year.
Raw you get both heavy weapons and 1 of the deathspitter/devourer per 3 warriors
Great overview; been trying to catch up with all the changes since the update and this was a very useful refresh on an under-utilized unit!
I love the melee Warriors, but they've been phased out of almost every list, even Vanguard. They do hit very very hard, but fights first basically invalidates them (and it feels like it's everywhere in my meta). If you are able to deliver them, they do kill an awful lot of stuff, but tend to get disappeared really easily. Still, I absolutely love them, and am always looking for places to squeeze them back in.
You're looking st Irrestible Will all wrong. Its a debuff that is applied to an enemy unit that is within 24" of the synapse creature using the strat. THEN all Tyranid MODELS that attack that unit it gets to reroll 1s on hits and wounds if they are within 6" of the synapse unit. In Synaptic Nexus, this can mean a ton of units would get the buff. Its an amazing increase in lethality because you can also improve your entire armies WS by +1 because of Imparatives, and since you can use Imparative Dominance, you can keep doing it every PLAYER turn including your opponents.
You pick an enemy unit you need to kill, and now anyone near the synapse unit is all getting +1ws AND rerolling 1s on hits and wounds FOR ALL of your models attacking that unit, and since the synapse is close all your melee guys are also getting +1S lmfao, think how nasty a Haruspex is now, or say Tyrant Guard thats protecting Swarmlord.
In summary +1S, +1ws, rerolling 1s on hits and wounds for all models attacking that unit. Bonkers
He isn’t looking at it wrong just mentioning that warriors themselves don’t outright benefit from the stratagem as they already re roll 1s to hit and wound. The detachment rules they definitely benefit from.
very intersting as always. Now the question : melee warriors or genestealers? i think both ^^
warriors are paying for the sins of 9E
What invalidates ranged warriors for me are Raveners.
For just +10p you lose only synapse and the awfull shooting and gain a serious melee profile, 4" movement and a Way better ability for scoring and screening.
Lethals + advance from HT and sustained hits from prime make me think they're usable
@@samanthasales5177 for measly 110p more you get zoans+NT which are a actual scary as hell unit in the same role instead of a meme
melee warriors need to be movement 8" like a skorpekh destroyer
Raveners next 😀
What's that software you're using to move simulated models?
TTS
honestly, there are no warriors without the 3+ save, just bigger gaunts
The ranged warrior can have both a barbed strangler and a venomcannon ... the rules dont say either ... so for 130 points you get 2 barbed strangler and 2 venomcannons. Or am i reading it wrong ?
You are reading wrong
you are right.
for every 3 models one can have a Venomcannon
and for every 3 models one can have a Barbed strangler.
so with 6 warriors you can have two of each.
@@47slogra rules say for every 3 models you can have a Venom cannon and under that for every 3 models you can have a barbed strangler.
so by the rules with 6 warriors at 130 points you can have two of each.
yes in earlier editions it where either either venom cannon or barbed strangler, but not in 10th.
@NecroGoblin-yl2fx sorry but that's not how it works. You could do 1 of each or 2 of one of them, but you def can't have 2 of each
@@Wes-xk6hl why not ? I try to look at other datasheets. Look at the predator Tank. It can have a stormbolter and a hunter killer missile. Its written in exact the same way
I miss having a walking prime
Thanks for the amazing vid
I 2nd a video about 75 point tyranid units that warriors compete with.
Great video.
I always find it amusing that they're only T5, considering their size, being adapted for their task for so long etc... At the very least it makes me look at heavy intercessors and scratch my head... :-P
yes to low T and SV.
they need to be the same as Intercessor armor, so T6 and 3+ SV
Tell me about when I look at my broadsides, the same size as a dredknaught but only T6 lol😂
Its even worse for our 2 vores. Outright the largest infantry models... those should have been monsters with appropiate profiles and cost
@@NecroGoblin-yl2fx at least T6. Not so sure about the armour tbh, as having "bone" armour on the same level as SM power armour etc would have had them looking somewhat differently and had to slow them down I think. Adaptation can only take one so far. :-P
@@stephenfeeney2966 Russian tanks are also about the same size as german tanks... :-P It's a little bit different when it comes to vehicles I think, as despite looking similar things can be very differently designed in terms of armour thickness, alloys used, power and engines needed to power moving it as well as powering weapons and so on. Something tells me that the Tau have a priority on powering up their weapons and moving somewhat faster than most.
Having a throwaway 75 pts synapse unit will always be beneficial with the new rules to how synapse works. I'd be including warriors in every list I build if I played with bugs 😂
Thank 👍
10:37 Tyranid don't have good melee infantry? Gene stealer and Broodlord wound be sad to hear that line.
Interestingly melee warrior, Von Ryan Reaper and genestealer are all max 150 point w/o attached leader. And all of them is very good unit to use in your list.
For what you pay, its not great. points wise. Id rather go for raveners then. higher strength, higher mobility
On genestealers +BL I agree.
Though their Range of viable targets is lower since S6 is so much better than 5.
When it comes to leapers... i'd like to Quote Art of war: "these would be really good if they did not do negative 1 damage"
Seriously leapers absurdly limp and only function into light/Medium infantry
gS used to be trash but going from str4 to 5 is massive
They are worse against vehicles, but much better against anything with an invulnerable save because of their dev wounds
@@galling2052 im taking leapers as 75 point 12 wound t5 infiltrators who have FightsFirst.
Idk why GW has limited them to 6. They are so fragile open up to play 9 per Squad would balance it a little bit because of more wounds. Atm its a glass canon, 1-2 units can shoot @ u they are almost useless after that.
good luck hiding 9x 50mm bases
You left out the terminator unit with armor of contempt that will tank the buffed strikes and slap them so hard they will go back to the future. ANY ranged weapon including my favorite enmitic exterminators that need to shoot 2 6 man units cos its such a massive overkill. Or walker/mc melee weapons. The game is filled with things that eat T5 W3 things for breakfast. Nice models but your just feeding points to the enemies. They completely lack any special rules to make them special. I would take genestealers over these any day.
You're not high on VRLs I take it??
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Just finished painting the 9th edition starter set, guess I have a Tyranids 5th army 😂
Trust me bro
1Tyranid warior with winged tyranid prime
2 Norna
1 Essimilator
1000p ez win and is fun😂
Mate melee warriors are trash, any time you think melee warriors would be good just take Raveners or Genestealers with a Broodlord instead
Raveners and Stealers can’t deal with heavy infantry and vehicles the same way warriors can. Twin-Linked at S6 AP-2 does serious work.
Raveners or stealers with a brood outperform warriors on every target and have the movement to get where they need to. Go math it out on Unitcrunch
Huh? What are you talking about? Warriors deal 37 wounds vs Genestealers 30 wounds vs marines. This is giving Genestealers devastating wounds, plus being on an objective.
Warriors outperform any melee unit in our codex by far. Against Angron, Warriors do 23 wounds vs Genestealers 7 wounds. This is not including Prime or Broodlord. Source: Unit crunch
@@Ozeor1 lol why would you not include a prime or a broodlord?
Also you have to factor in all the other buffs you'll be giving your units, they don't go to the battlefield alone after all
Edit. Pretty sure you got those numbers against Angron backwards my guy. Fully buffed warriors with a prime is only doing 16 dmg to Angron vs 23 from stealers
@anthonyhumpage7290
I didn't include the prime or broodlord attacks, just warriors vs genestealers with buffs.
Warriors can get sustained 1, reroll all 1s on hits and wounds plus ws2.
Genestealers can get rerolls ONLY when on an objective, but I included that in the math, plus devastating wounds.
Warriors outperform genestealers in every sense. 36 attacks with sustained is 42 hits on EVERYTHING. Warriors are S6, twin linked rerolling 1s. The math is what it is, warriors are more deadly in melee. Genestealers are faster with scouts and have the 5++
I just ran the numbers vs an armiger/wardog.
Warriors 36 attacks, 42 hits, 23 wounds.
Genestealers: 40 attacks 39 hits, 7 wounds
Str 6 vs str 5 is a huge difference, plus twin linked vs everything, anytime anywhere is far far superior vs rerolling 1s on objectives.