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Unit of the Week: Lictor


Xenith

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++LICTOR++

LvLnMIE.jpg

 

 

We have a new unit of the week! This week it's one of my favourite units in 40K, The Lictor. What are you thoughts here folks? How best would you use one?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running them solo, or in twos or threes? Will you be running multiple units?
  • What Hive Fleet Traits, Adaptations and Stratagems do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit? If so, how?

Over to you.

Edited by Xenith
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As above, the Lictor is one of my favourite units/models, and absolutely an iconic part of 40k, so I'm keen to have as many of them as possible in my armies. 

 

I've been running 1 at 1k points, and with higher point games, an absolute priority is to get a second. I've had great success in them dropping into an opponent's DZ turn 2 and starting to deploy the scramblers, or repair (destroy) the teleport homer. They're pretty rubbish in combat against anything but weak troops, so could harass some objectve sitters.

 

Unfortunately, I can't see them as much more than an essentially guaranteed engage on all fronts/linebreaker/scrambler/homer points. They'll be key to winning games, but in more a passive role.

 

The feeder tendrils stratagem is one of the few that lets you regain multiple CP in a turn, so there may be some use, but you're relying on your opponent leaving a weak character out on their own in an age where they can be targeted if they are. It's not like 8th where characters had 'nearest target' protection also. 

 

EDIT: As per the new Munitorum manual, Lictors are now sub 40 points, and are in direct competition with a unit of rippers (36pts) for the role of deepstriking objective grabbers. 3 Lictors for 111pts seems a decent deal and could cause your opponent problems in the backfield, or if you have them pinned in their DZ, suddenly in T2 you drop lictors on all available objectives and perform actions if necessary. Could swing a game. 

Edited by Xenith
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Having fought against them enough I think that's the best plan. Seeding them as disruption units and objective nabbers should achieve some decent results so long as you accept this is usually a one way trip :P I think numbers are key as a savvy opponent can handle one easily enough, so looking up to three in larger point games is a good idea I think.

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Yes, now they've dropped by 13 points or so I'll hopefully be able to wrest points from elsewhere to fit 2 into my 1000pt lists. They're just too annoying, even at that level. In small games, you'll usually be lacking units to claim all objectives, so the Lictor will force your opponent to make hard choices - take objectives or defend their home ones. They might be able to deal with on lictor, but 2 in opposite sides of their DZ will be trouble. 

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  • 3 weeks later...

I know this week has come and gone but I am building out my horde. Termagaunts are a big include for me. I think a Lictor fits in well to pop in the a tied up unit to help them do some damage or clear a point?

 

Edit: Ideally 2 would be nice to attack two different points on the board at the same time.

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Be careful overestimating how much damage a lictor can do - they have a few D1 attacks on the charge - good for helping something out, perhaps, but unlikely to do much on their own. 

 

2 will definitely be a nuisance for your opponent. 1 they can probably get an angle to shoot, but dealing with 2 in their deployment zone or on objectives, they have to change their plans and devote resources to deal with, which might let you take advantage.

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