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Wednesday, January 26, 2011

A New Breed: Lictors



Begin transcript of interview with subject 24601
"Shoot, man, I don't belong in here, you know? I ain't done nothin'. Now, my man Ripper over there- THAT muthaf***** got his ass in here for real. Stabbed about thirty Guardsmen to death and cost about five hundred points doing it, you know? Second offense, too, back before they laid the new rules down he was every bit as bad, so you know he's in for life."

...

"What? No, he ain't the only one. Big V over there set a buncha guys on fire I hear; I believe it, too, dude creeps me out with his... well, shit, I just wish he'd wear some pants, you know? But problem was he didn't set enough folks on fire, so they tossed his ass in here. Guys like that, there's no savin' 'em, they're already resigned to it. But me, I'm different; I got hit with a bad rap this edition."

...

"That ain't fair, man, you know the deck was stacked against me before. I'm reformed now, though- took some programs to help deal with my antisocial behavior, cut back on my spending so I can get by with fewer points, even been workin' out in the gym here when I can so I got some real heavy-duty stats backing me up. Plus I've been all over the work-training programs here, gettin' some special abilities so the moment I'm out I got a whole host of options. Assuming anyone's gonna overlook my past, of course, which ain't real likely at this point I guess."

...

"Hey, I ain't so different from all you fancy-ass folks what've always done good. You think I ain't got three wounds to my name and a three-up save? Betcher ass I do. Think I don't pen on fives, wound on twos? Three editions running now, man. They make me a free man and I can get anywhere I'm needed, do any job you want- you just gotta ask me and not some hotshot newcomer that everyone's creamin' their pants over 'cause he's got some two-shot piece for bustin' rides. Shit, son, I got that and when I pull chrome, it's execution style, you get me? Tougher, longer, doin' it all and still I get no respect and you wonder why I'm pissed off? I'll f****** tell you why I'm pissed off: I get no play, no matter what. Ain't nothin' I do that's good enough for folks, it's always gotta be somethin' more."

...

"F*** you, man, I spent eight years in here, I wanna see you get a running start after doin' the same. You let me catch my breath and I will tear some punk-ass b****** up, you hear? Yeah, you go ahead and write that down, see if I give a shit. I'mma get out of this hole and make a name for myself, just you watch."

End transcription.

Victor the Lictor there is right: he's got a bad rap. When someone brings up all the terrible units in the Tyranid codex, Pyrovores and Rippers always get mentioned, and rightfully so. Mawlocs and Spore Mines generally get brought in as well, with pretty good reason. And also Lictors, despite them being significantly improved since the last book and given some real reasons to exist.

Now, those of you who read my Tyranid Review may be saying "Wait a minute, AP, you said Lictors aren't very good in there!" You're right, I did. I make no pretensions of always being correct, and at first glance I made some assumptions about them that turned out to be misleading or outright wrong. Lictors, like most of the units I talk about in this series, are a fairly usable (if not great) unit that can be made to be rather dangerous in the right army. Let's look at the Lictor in a little more detail...

Strengths

First, precision and survivability. With the ability to arrive anywhere on the board it wants, Lictors are good at doing the one job you need done at a given moment, and with three wounds and Stealth they end up being quite hard to put down no matter the weapon used- Missiles and other big guns have to punch their cover while Bolters and small-arms have to contend with chewing through a huge number of wounds. They also have reasonable offensive potential- two shots (albeit very short-ranged ones), S6 and Rending, and a good number of attacks make them able to take on squads of a limited size reasonably well. They also have a number of utility abilities (Pheremone Trail, Fleet, Hit and Run) that help them and other units arrive when and where you need them to be. Add in Frag Greades, which are more or less unique to them in the Tyranid codex, and you have a unit with a lot of unique capabilities.

Weaknesses

At 65pts each, they're kinda pricey, and add in mediocre combat power for what is nominally a melee specialist and taking away valuable slots for Zoeys/Hive Guard/etc and you have a unit with a lot to measure up to. BS6 S6 is not the most reliable of shooting and relying on Rending to cause damage against most enemies means that they can very easily charge into a fight they can't handle. They are also utterly reliant on cover for protection, as their 5+ just doesn't cut it against... anything.

So where does that leave us? Well, comparing them to Hive Guard they just... don't. Alright, we can work with that; what kind of armies can't or don't want to run Hive Guard? Drop armies. With only a 24" range and no option to take a Spore or otherwise arrive via special means, Hive Guard do not sync well with reserve strategies, leaving Tyranids looking for other options for AT in such a list. Tyrannofexes have range, but are expensive and very unreliable (also their main benefit of providing cover to other MCs does not function in such a list.) Harpies are cheaper and can bring good, accurate shooting, but exacerbate the fragility of a drop list. Zoanthropes are great against heavy tanks but struggle in the face of psychic defenses or large numbers of hulls.

So one plan is to use the Lictors to work as suppression shooting, shaking vehicles as we arrive and guaranteeing the remainder of our forces come in the next turn. We take one or two squads of them, some Zoanthropes to handle bigger targets, and round it out with Harpies to shut down any other vehicles; Venom Cannons scattered over the rest of the army (Tyrant, Warriors, Spores) help in this regard as well. Our aim is to shut down enough of his vehicles as we arrive that we can charge him next turn and wreck things.

Another option is to slot a single squad of Lictors (or, potentially, Deathleaper) in as a "problem solver" that hunts down Devs, artillery, etc hiding in the backfield and gets rid of them- Tyranids can't easily get to such units, and something like a Manticore running wild on you for multiple turns can be a real problem. Tyrannofexes and Heavy Venom Cannons are the only guns in our arsenal that can hit a unit like that (assuming there's no LOS-blocking terrain), and both of them are unreliable enough its nice to have another option in there. Keep in mind, however, that they detract directly from your ability to take Hive Guard in a walking list, so you will rarely want more than one of them. As a specialist unit this isn't particularly unusual, though.

They can also aid in somewhat less competitive-styled lists by bringing more mass of T4 wounds in the Elites slot, for those that enjoy Warrior lists, or by improving reserve rolls and giving options in a melee-heavy list (they pair up quite well with Ymgarl Genestealers in this regard.) In an even more gimmicky list, they can guide in Mawlocs, etc, although at this point you are looking at some pretty un-good builds, but the important thing to remember is to look at what unique abilities that Lictors bring to the table. Their pinpoint precision and shooting the turn they arrive are two of their greatest strengths, with their resilience as a major asset as well.

We'll leave things off with some lists

1750 Tyranid List
Hive Tyrant (Wings, HVC, HC)
2 Lictors
2 Lictors
2 Zoanthropes (Spore)
3 Warriors (DS, 1 VC, Spore)
3 Warriors (DS, 1 VC, Spore)
16 Termagants (Devs, Spore)
16 Termagants (Devs, Spore)
1 Harpy (HVC)
1 Harpy (HVC)

1850 Tyranid List
1 Hive Tyrant (HVC, HC, OA)
2 Tyrant Guard
3 Hive Guard
3 Hive Guard
3 Lictors
13 Termagants
12 Termagants
1 Tervigon (Adrenal, Cluster, Catalyst, Toxin)
1 Tervigon (Adrenal, Cluster, Catalyst, Toxin)
3 Raveners (RC)
3 Raveners (RC)
1 Tyrannofex

Comments (18)

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Hey Abuse. Have to agree with you in part, and let you know I remain trepidatious in part. I think Deathleaper, not Lictors in general, has the potential to be a SUPERB one slot taking "specialist." The thing is, he's a specialist in that you only need one of him, but he is fairly swiss army knife in his potential for solving problems. I think he stands so far above a regular brood of lictors (even two of them for the same cost) that I don't even like to compare them. One of the BIGGEST advantages of Deathleaper is his ability to suck up enemy attention and firepower, have it all wiff or fail to fire, and then go back into reserves! Lictors are missing that key mechanism, and I just don't think they hold a candle. I keep trying to picture what a 3 x 2 or 3 x 3 Lictor army might look like, but I just don't know that it works. I do appreciate you putting your thoughts into these guys, I would love to see you test some of these theories and let us know how they turn out. I have slotted Deathleaper into my own test army, so I will be getting some up close and personal table time with him soon - I'll let you know how it goes.
WHY IS KERMIT RAPING ME WITH HIS EYES?
1 reply · active 740 weeks ago
Because you touch yourself at night.
YAY! I'm telling you, Lictors are effective. I understand the appeal of Hive Guard, don't get me wrong; but against concentrated masses of vehicles like Guard can bring, and at long ranges, its a long few turns before you're able to silence those manticores and such. Lictors just show up, and a squad of 3, while being way more points obviously, is almost guaranteed to shut something like a manticore down. They are also way more survivable than what people think they should be. Also, all those high WS S6 rending attacks are certainly good at dealing with lots of infantry. 3 charging lictors is 12 attacks, hitting on 3s against almost anything, re-rolling ones, and hitting at S6. Sure you can't run at a full unit of TH/SS terminators; but MSU-style MEq units just get rolled.
My only issue with the Lictor is that one of his neatest abilities, Pheremone Trail, doesn't even work until turn 3 at best since he himself has to reserve. By that time most of your army is already in.

Deathleaper has been very effective in my games, and what he can do to psykers is just mean.
AP... have you finally gone crazy?
1 reply · active 740 weeks ago
Well, I'm cukoo for Cocoa Puffs, if that counts.
I wouldn't call it precision when a unit adds to the randomness of your army, which generally is bad, even if you get to place them were you want when they show up. However he's a bit better than his rumour. Not much though. The Hive Guard unit(s) you aren't taking because of the Lictors you field, would have affected the game from turn 1 with their 30-36" anti-tank range. (I can't understand why Cruddace made Pheromone Trail pointless.)

I saw a thread at TTH that you could attach an IC to the Lictors pre-deployment, and thus deploy Lictors normally. Can this be legal?
4 replies · active 739 weeks ago
If you're running a reserves army, Hive Guard aren't a good option; likewise, sometimes the enemy likes dumping an annoying unit way, WAY in the backfield where Hive Guard can't easily reach it (without getting pummeled to death with firepower, etc.) These are both situations where a Lictor is useful.

Technically, yes, ICs can attach to Lictors before deployment. What happens then is... COMPLETELY unclear; the rules give no precedents at all. Since their deployment ability is not a USR, the IC joined to them neither gains it nor causes them to lose it; as near as I can tell, there simply is no legal way to deploy the squad and you must hold them in reserve until they arrive, and then they are destroyed. It's a really, really weird situation- the same thing happens with Ymgarl Genestealers, oddly enough, although since they are allowed to deploy on the board you aren't completely without options there I suppose.
The fun of the Lictor/Prime combo. Not seen anyone arguing they are destroyed before though! It is the same situation as some players saying you can super-outflank a Warboss if he joins Snikrot Ork unit. You just have to read page 2 of the rule book and let the most important rule sort it out.
Actually, the situation is very different- Snikrot specifically gives the ability to whole unit, as per his rule, so Snikrot + an IC works just fine.

With the Lictor, the Prime does not have the ability to deploy via Chameleon Scales and the Lictors do not have the ability to deploy via normal reserves (board edge, etc), so there is no legal way for the unit to be placed. As per the new FAQ, a unit that arrives from reserves but cannot be placed is destroyed, or at least that's how I would interpret things.
I disagree. Snikrot gives the unit an ability; Another IC joining that unit does not inherit those ability.
OldSchoolTerminator's avatar

OldSchoolTerminator · 740 weeks ago

I run a reserve army and can say that Hive Guard still have a place walking on from the edge particularly in Objective missions where the enemy has to come and take something from you. I have worked with Lictors and find their abilities to be useful, but the problem come from opportunity. A smart opponent will try to limit your options for optimal placement and will likely be ready with assault from a unit they cannot kill before the PF gets them. I can say that in that same scenario, dropping them in at a distance and fleeting them into the enemy can work, but at times leaves you open to some nasty return fire.

I do appreciate the distraction level they add to games vs guard where the guard player knows he has to deal with them or they will be a big problem. Nice article AP, good to see lictors get a better review. What other "disgraced" units will you be looking at?
1 reply · active 740 weeks ago
I find that the 30" in from a board edge simply won't really ever catch the enemy- they simply hold back a bit and shoot the HG to death when they arrive. Lictors, with a 3++ and an extra wound, end up being able to soak more fire, in addition to always doing damage when they arrive. (If you see a lot of Power Fists in basic squads, obviously the value of Lictors goes down, but in those cases you can really abuse Hormagaunts, Termagants, and Gargoyles.)

I'm actually going through one by one and doing pretty much all of the supposedly bad/subpar units from the Tyranid codex, although the genuinely terrible ones (Rippers, Skyslashers, Spore Mines, Pyrovores) like won't ever get a turn. If you browse the archives, I've done a number of units (Ymgarl, Warriors, Carnifexes) already. Suggestions for other units folks would like to see done up are welcome.
Lictors and Zoanthropes? Looks like whoever wrote the Tyranid codex decided "Well, I can't think of anything for names, so I'll just go and read the Book of the New Sun.

Hey, those things sound cool. Don't I need names anyway?"
1 reply · active 716 weeks ago
Er... it's certainly possible they were "borrowing" names, as GW does that a lot, but Lictor, Carnifex, etc, all have real-world meanings attached to them and did long before GW ever existed. They suit the pseudo-Latin sound of Old Gothic and thus fit reasonably well with the world.
Lictors and Zoanthropes? Looks like whoever wrote the Tyranid codex decided "Well, I can't think of anything for names, so I'll just go and read the Book of the New Sun.

Hey, those things sound cool. Don't I need names anyway?"
1 reply · active less than 1 minute ago
Crap. It double posted. Ignore this one please.

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