Starting Abilities:
In the new codex, Lictors can be fielded in units of 1 to 3 models, which makes them a better hitting unit. Starting the game in reserve they can be placed anywhere on the table but more then 1" from enemy units. They can´t move or assault in the turn they arrive but they can shoot. Something new compared to the old Codex. Now they can shoot with their flesh hooks which make 2 S6 shots with rending. As ever they are effecting your units in reserve which get +1 to their reserve rolls (not in the same turn, the lictor himself has arrived from reserve)
In cc Lictors excel with rending claws and scything talons, hitting everything in cover on initiative and special rules like hit and run. To get faster to the party he hast Fleet and Move Through Cover.
Tactics:
In further articles I will explain how to use units hand in hand with other units, but I feel the urge to give some advice regarding the Lictors. Maybe its tempting to place the Lictor within the range of his Flesh Hooks in order to kill one model or two. But what will happen after that? With 5+Sv and 3W per Lictor a 3 Lictors unit will possibly survive the shooting phase, but it will be crippled and reducet to one or maybe 2 models. They won´t survive the following cc phase. I suggest to place them behind cover or in a forrest. With Move Through Cover and Fleet they will be in cc next turn but increasy their survivability through the 4+ cover Sv. So don´t rush with this unit, you can do this only as a distraction or when you are following a cunning plan. But more of this in my tactic articles after the Xenology Tyranids articles.
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