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Tyranid Warrior
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===10th Edition=== With the changes to 10th edition the Warriors got absolutely gutted. Losing massive swathes of upgrades to the point where it feels like a return to the days of 3rd edition, the Warriors have been split into two different units: one with ranged weapons and one with melee weapons only. They have identical stat lines: T5, W3 and a 4+ save lets them deal with most basic infantry weapons fine, and it's only the heavier stuff you need to worry about. 6" is not particularly zippy, but their OC of 2 means that any five man unit with OC1 will lose out against them. LD 7+ might not seem as much, but because of their Synapse they roll on 3d6. They're also your cheapest unit with Shadow in the Warp for when things get dire, so keep this in mind. The unit with ranged bio-weapons clocks in at 70 points per trio, and comes with a [[Devourer (Tyranid)|Devourer]] and Bio-Wepaons standard. This can be exchanged for either a pair of [[Spinefists]] or a [[Deathspitter]]. All three weapons are useful against light infantry, and lack the AP necessary to deal with [[MEQ]]s. The same goes for their melee weapon: Bio-Weapons possess a cool A5 S5 AP-1 D1 at WS3+, so while hitting and wounding won't be a problem most of the time, they fall short against armored enemies. The biggest change to these Warriors is that for the first time the unit can use both a [[Venom Cannon]] and a [[Barbed Strangler]] at the same time, and if you run this unit double size you can even have two of each in your six man, 18 wound, 140 point squad. This betrays their true use: a Barbed Strangler is a D6+1 Blast weapon with great range and decent strength you can make a notable dent in enemy infantry blobs. The Venom Cannon is a D3 Blast weapon, which while lacking the AP and damage to take out tanks on its own can soften up or finish off such targets with a good roll. Pair this with Synapse and you realize that the Warriors are not meant to finish enemies off by themselves but instead dent and soften up enemies for your smaller critters to finish off. With their cheap cost and Synapse they are ideal for running close to your basic infantry, supporting them so that they can finish the job. The Warriors' special ability lets them Fall Back, shoot and charge in the same turn, picking at whatever unit you need them at the moment. The melee Warriors got the shaft. They have no options whatsoever, so no [[Tyranid_Bio-Weapons#Scything Talons|Scything Talons]] for sheer quantity, no [[Tyranid_Bio-Weapons#Rending Claws|Rending Claws]] to deal with tough enemies, no [[Tyranid_Bio-Weapons#Bonesword|Boneswords]], no Adrenal Glands or Toxin Sacks, no nothing. Instead getting a souped up version of the Bio-Weapons used by the ranged Warriors, now with 6 twin-linked AP-2 attacks. The AP-2 really helps against tougher targets, and while they still lack the damage output to shred [[MEQ]]s they will eat ligther infantry for breakfast. They also have a new ability that lets them either re-roll To Hit rolls of 1 or re-roll their own saving rolls of 1, depending on which you choose at the start of the fight phase. At 90 points per 3 they are 30 a pop, which can be either a blessing or redundant based on what ranged options you pick.
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