Presented here is the first part of my Tyranid Tactica/Review. Note that anything I say is merely my opinion. This is as much for me to work through the options in the new book as it is for others, so feel free to leave your thoughts and opinions in the comments.
Army Special Rules
Synapse Creature
Synapse is tremendously important to Tyranids. Possessed by
many units which fill a leadership role, this rule gives the unit and all
friendly models within 12” the Fearless special rule.
Instinctive Behaviour
This is the reason synapse is so important to the Tyranid
army. If a Tyranid unit begins its turn outside of synapse range it must take a
Leadership test. If this is failed they roll on their Instinctive Behaviour D6
table. There are three different tables; Lurk, Hunt, and Feed. On a 1-3
something bad happens, 4-5 either forces or encourages the unit to do
something, and a 6 is the same as 4-5 but with a beneficial special rule.
Lurk is a passive table. Rolling a 1-3 causes the unit to
Fall Back. A 4-5 means the unit cannot assault and can only shoot if it is in a
building or area terrain. On a 6 it also gains the Stealth rule. Due to the
usually short range of Tyranid weapons this table is usually all negative. Assuming
they aren’t falling back, they units appear to still be able to score and can
still move wherever you want them to at least.
Hunt is an aggressive ranged table. On a 1-3 the unit Goes
to Ground. On a 4-5 the unit cannot run or assault, and must shoot at the
nearest target. On a 6 they also gain Preferred Enemy. This honestly isn’t too
bad. You’d obviously rather not roll on it and it could really screw you over,
but it could be worse.
Feed is an aggressive melee table. On a 1-3 the unit attacks
itself. A 4-5 causes the unit to not be able to run or assault, and must charge
the nearest enemy. A 6 grants you Rage. This could work out fine, but could
also have your unit suicide against the enemy or even just eat itself. The most
detrimental list to roll on. Do your utmost to keep your units within synapse
range at all times.
Shadow in the Warp
A -3 penalty to the Leadership of any psykers within 12”.
Decent psychic defence if a little tame compared to the fluff. Note that it doesn’t
just affect Psychic Tests.
A Hive Tyrant duels with an Autarch |
Warlord Traits
Table
1.
Nature’s
Bane: This is terrible. Allows you to turn trees into carnivorous trees.
Depending on your terrain it could have some use, but is also completely
useless in urban terrain.
2.
Heightened
Senses: Grants units within 12” Night Vision. Has potential, but requires
you to hold your warlord back to make best use of it. As your warlord will tend
to have wings (more on that later), getting the most use out of this will be
awkward.
3.
Synaptic
Lynchpin: An extra 6” range to synapse. This is pretty much always going to
be useful. With Instinctive Behaviour as debilitating as it is, extra synapse
range is great to keep your Gaunts under control.
4.
Mind
Eater: Gives 2 VP for each IC killed in a challenge. The extra VPs are
handy, especially if your warlord can handle enemy ICs like a Hive Tyrant can.
5.
Digestive
Denial: Reduces the cover save of a piece of terrain (not Fortifications)
on your opponent’s side by 1. Of limited use; Tyranids are not known for their
low AP, so opponents will generally get their armour save anyway.
6.
Adaptive
Biology: Gains Feel No Pain after it takes its first wound. Pretty good.
Feel No Pain is a great defensive boost.
Summary
It’s definitely worth rolling on the Tyranid Warlord table
as opposed to the rulebook ones. Hope for a 3, 4, or 6. These are the ones that
add the most to the game.
The Ultramarines 3rd Company desperately attempt to relieve the 1st |
Bio-artefacts
Maw-claws of Thyrax
Rending Claws with Assimilate, which gives the model and his
unit Preferred Enemy against the opposing Codex. If for some reason you want to
take Rending Claws on a model with access to Bio-artefacts, just go ahead and
get these instead. But honestly you don’t want to be taking Rending Claws on
anything with access to these.
The Norn Crown
A nice effect but priced extremely highly. Considering the
Primaris power of our Discipline gives the same effect I would just save the
points.
Miasma Cannon
Not terrible in my opinion. A Poisoned 2+, AP4 flamer or
blast weapon. It isn’t really any more powerful than the Monstrous Bio-cannons
you can get access to but does give some versatility due to the 36” blast or
flame template. I can see it getting some use on a Flyrant with a Thorax weapon
for the dual flame templates, or on a Prime who doesn’t get access to the Monstrous
Bio-Cannons. It would have been great if it was more points but gained AP3, as
that way it would add something extra and make it feel as good as a
one-per-army weapon should.
The Ymargl Factor
The only way to get a 2+ armour save Hive Tyrant and, even
then, only in every other Assault Phase. Every Assault you get to pick between
an +1 to armour save, +1 Attack, or +1 Strength, but you cannot pick the same
effect twice in a row. Similar to the Norn Crown, it is a nice effect but it is
just priced too high to be of much use.
Reaper of Obliterax
The most expensive bio-artefact, this one is an improved
Bonesword & Lashwhip option. It gains +1 Strength and Shred over a regular
Bonesword & Lashwhip effect, but weighs in at over double the price. It’s expensive
but can be useful on a Hive Tyrant if facing Wraithknights/Wraithlords. The
reroll to wound can really help get that 6 for Instant Death. It could even be
of some use on a Tervigon. These do not have access to regular Boneswords &
Lashwhips, and it turns them into a fairly competent melee combatant.
Summary
The Miasma Cannon and Reaper of Obliterax are the only ones
worth considering really, but even then, I would not say they were an auto
include by any means.
A collection of Tyranid Weapon Biomorphs |
Wargear
I’ll just be going over the wargear that are used by many
units.
Melee weapon effects no longer stack. Instead you must
choose which to use and a second pair of melee weapons gives an extra attack.
Melee Weapons
Boneswords
A Power Sword which causes Instant Death on a 6. Combos well
with Toxin Sacs due to the rerolls it generally offers (giving another chance
at rolling a 6). Great if given to a melee unit.
Crushing Claws
A Power Axe with the Armourbane special rule. The only AP2
combat weapon, but we have plenty of Monstrous Creatures to make up for it. Pretty
good weapon.
Lashwhip and Bonesword
Combines the Bonesword and Lashwhip into one profile, but
costs more than the pair of Boneswords. If you wish to make a melee Hive
Tyrant, go for these.
Rending Claws
An AP5 close combat weapon which has the Rending special
rule. If you want a cheap melee upgrade, these are a great option.
Scything Talons
Essentially just a regular close combat weapon, with the
benefit of AP6. These tend to be the second pair of close combat weapons which
give you the extra attack. In general, nothing special.
Ranged Weapons
Barbed Strangler
Stats are a bit unimpressive, but against the right target
(GEq) this can be devastating. Even against those opponents who are not
optimal, pinning can still be useful. The Bio-cannon of choice on a Tyranid
Warrior brood.
Cluster Spines
Available to many of the bigger Tyranids, this is usually an
alternative to Stinger Salvo. This is a S5 AP- Large Blast. Generally seen as
the better option but I would forego both unless it comes base.
Deathspitter
The iconic weapon of Tyranid Warriors is a perfectly fine
weapon. Good amount of shots at a decent Strength and average AP. Never take
these on anything bigger than a Warrior however; unlike the Devourer, the
Deathspitter still doesn’t have a Monstrous Bio-cannon variant.
Devourer
The base gun of Warriors and Shrikes, and the upgraded gun
of Termagants. One less Strength and no AP compared to a Deathspitter, but the
same number of shots and range. If you want to keep your Warriors cheap then it
is perfectly fine to leave them with Devourers. They also give your Termagants
the ability to do some real damage at range.
Devourer with Brainleech Worms
The Monstrous Bio-cannon version of the Devourer. Still 18”
range and AP-, but throws out 6 twin-linked S6 shots. Two pairs is great at
mowing down infantry, piling saves on Terminators/Monstrous Creatures, and
stripping away Hull Points. Great weapon.
Heavy Venom Cannon
A S9 AP4 Blast. Nothing too impressive and there are usually
better options on units with access to these (like the above option). If you
are looking some more anti-vehicle firepower, there are worse things to spend
your points on however.
Spinefists
The only gun to retain the Number of Shots = Attacks value
rule. The only viable use for these is on Termagants, and even then that is
only when facing GEq.
Stinger Salvo
The other half of Cluster Spines. This exchanges the AP-
Large Blast for AP4 Assault 4. Usually worse than the Cluster Spines, but not
necessarily a bad choice. Comes base on many units that get access to them so
if you want to keep the unit cheap, not upgrading to Cluster Spines is fine.
Often a better choice on a Tervigon where the Large Blast could scatter onto
the Termagaunts you just spawned.
Stranglethorn Cannon
The Monstrous Bio-cannon version of the Barbed Strangler. A
great anti-infantry weapon. It won’t kill marines but will devastate Guard; even Instant Deathing their Heavy Weapon Platoons. As with the Barbed Strangler, the ability to pin is useful. Only real
issue is that Tyranids really do not struggle to fit anti-infantry weapons into
the list.
Venom Cannon
Standard version of the Heavy Venom Cannon. Same as the
Heavy but -3 Strength. Doesn’t really fill a role. Don’t bother with this.
Biomorph Upgrades
Acid Blood
When wounded, the wounder must take an Initiative test. If
failed, he takes a S5 AP2 hit. Could potentially be useful on the creatures
with 5-6 wounds, but I feel it’s not worth the points even then. A few
creatures come with this included however and it’s definitely worth
remembering. Every little helps.
Adrenal Glands
Grants Fleet and Furious Charge. Great boost to combat
focused Tyranids.
Regeneration
50% chance of getting a wound back at the end of your turn.
It Will Not Die was too much to ask for apparently. Don’t bother with this ever.
Toxin Sacs
Gives the user Poison in close combat. Another great biomorph
for combat creatures. Makes the smaller Tyranids able to wound even
Wraithknights easily and gives the bigger ones re-rolls.
Thorax Biomorphs
There are three variants of these. All are Assault 1 flame templates.
Dessicator Larvae is S1 AP-, Fleshbane. Electroshock Grubs
is S5 AP5, Haywire. Shreddershard Beetles is S3 AP-, Rending, Shred. I’d rate
them as EG>SB>DL.
DL and SB are fairly similar in terms of damage output, but
the potential for rending wounds and reliability of rerolls makes me lean
towards SB. EG is great as it is a threat to vehicles and infantry thanks to
its decent Strength and Haywire. Overall, a good upgrade for a close combat
Hive Tyrant.
Tail Weapons
Available to various Monstrous Creatures, these grant an
extra attack that does not benefit from the users special rules or contribute
to extra attack via two pairs of weapons. There are four variants; Bone Mace,
Prehensile Pincer, Thresher Scythe, and Toxinspike.
Bone Mace is S8 AP- Unwieldy, Prehensile Pincer is S6 AP5,
Thresher Scythe is S4 AP4 Rending, and Toxin Spike is S1 AP6 Poison 2+.
Prehensile Pincer and Bone Mace are the only okay ones due to the higher Strengths
but even they are pretty bad. Don’t bother with these. A welcome return, but
terrible execution.
The Doom of Malan'tai |
Tyranid Discipline
Tyranids don’t get access to any rulebook Disciplines so
like it or not you have to roll on the Tyranid Discipline table.
Primaris: Dominion. Adds 6” to synapse
range. Take this over the Norn Crown but the other
powers are
generally better.
1: Catalyst. Grants Feel No Pain to the
caster and another unit within 12”. Great effect. If you
roll this power you’ll want to keep it.
2: The Horror. Target must take a
Pinning test. Seems to be what Genestealers use instead of
Assault Grenades. A
decent power which can keep an enemy unit such as a
Riptide locked
down.
3: Onslaught. Allows the target to run
then shoot. Could be useful due to the short range of
Tyranid ranged weapons.
4: Paroxysm. Target unit loses D3 WS
and BS. A great effect which can rip the teeth out of
an
enemy unit and help your units survive/do more damage.
5: Psychic Scream. The worst of the
bunch. Switch this out for Dominion every time.
6: Warp Blast. Great power and the only
Warp Charge 2 one. Has an anti-infantry and an
anti-tank
firing mode. A Hive Tyrant with Wings becomes very scary for the
opponent if he manages
to roll this on the table.
This concludes this section of the Review and I'll finish of the rest of it over the next few days I'll get
started on the HQ section later tonight.
great review :)
ReplyDeleteThank you very much. If you have any questions or differing opinions feel free to let me know
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