How do?
Thought I'd try something a little different on this one, and depending on how it goes, might make it an irregular series of similar articles.
What I'm trying to do is take an objective look at some of the more maligned units out there, starting with the humble Pyrovore. Now, I'd rather avoid any pointless snarky comments about 'just take X, hurr' because we all know the poor bugger struggles to find a place in people's lists.
To start off, lets have a butchers at its downsides. Well, first up, it's in the Elites section. In amongst far more roundedly useful Bugs (like Zoanthropes, Venomthropes, and of course the Haruspex). Then, for it's statline, it's price seems a wee bit on the high side. So overall, it's understandable it's not everyone's go-to bug of choice.
But that's being all negative and stuff, and worrying far too much about squeezing the absolute most out your list for competitive advantage. Fact is, it's quite a nice looking model, and it's not completely without it's uses.
Main weapon? Essentially a Heavy Flamer. Not too shabby. Heavy Flamers are pretty useful, once you get in range. S5, AP4, ignores cover - There's quite a lot to like about the humble Heavy Flamer. Traditional downside is the aforementioned 'once you get in range'. Not too bad on a tank or in a unit of other stuff. But when the entire squad has them? Bit trickier. I'd recommend using other bugs to screen them. Though due to the presence of it's Volatile rule, I'd stop short of actually putting it in amongst another unit - kind of just asking for trouble!
It also benefits from Acid Maw, and Acid Blood. And those to me, are the aces in the hole of this odd little creature. Lets look at Acid Maw first. Well, what can I say? S5, AP2 Melee weapon. That's pretty cool. But, only two attacks on the profile, and a max of three Pyrovores to a Brood. This prevents them from being a threat to largeish units.....or so you'd think You see, you also have the quite lovely Acid Blood.....
Yes folks, Acid Blood. Make your opponent pay for pulling all you legs off and beating you round the head with them! In short, for every unsaved wound you suffer during an Initiative step in combat, your opponents unit has to take an Initiative test. Fail it, and that's a S5, AP2 hit on them.... The potency of this is often overlooked because Pyrovores only have two wounds. But......that just means after you've suffered that second wound, you're removed from play. And models are removed from play at the end of each Initiative step....so you can actually force a lot more tests than your opponent might be expecting.
Can you see where I'm going with this? With careful target selection (a unit with the same I value throughout, and plenty of attacks) you can trick your opponent into doing horrendous damage. Consider a mob of 30 Orkses..... Why, they're all I2....and pretty decent in combat. You're almost certain to die. HURRAH! Get. Stuck. In. The more they slap you around, the more danger they're in!
Another prime target for selection would be something akin to Terminators. If they've all got Powerfist equivalents, your Acid Maw gets a crack at gribbling them first. And if that doesn't work (bloody Storm Shields), you get a second bite of the cherry by weeing acid all over them. Remember.....every Instant Death counts as doing wounds, and thus forces Acid Blood checks.
Is this an ideal tactic? Nope. Is fielding deliberate suicide units just what the doctor ordered for everyone? Nope. But, they are things to consider about the humble Pyrovore.
So that's my take on them. Over to yourselves now. Tell us any tricks you've found. And please. If you're just here to point out that the unit isn't all that and a bag of potato chips, save the wear and tear on your keyboard and not bother eh?
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Also - No idea how that smiley got on the title....