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===Hive Fleet-Specific=== *'''{{W40Kkeyword|Behemoth}} - Brute Force (1 CP)''': Use when a unit charges. Roll a d6 for each model within 1" of an opponent. If the unit is a monster, it causes a mortal wound on a 2+. Otherwise, it causes a mortal wound on a 6. 1 CP is cheap for an average of 5 mortal wounds per 30-unit blob charging (Really? how likely is it you'll get all 30 models in that unit within 1" of an enemy?), and it stacks with the Carnifexes' Living Battering Ram for good measure. The Swarmlord, Adrenal Glands, and the Behemoth trait can help with ensuring said charge. *'''{{W40Kkeyword|Gorgon}} - Hyper-Toxicity (1 CP)''': In the Fight phase, pick a unit with the Toxin Sacs biomorph. It now triggers its damage bonus on a 5+ instead of a 6+. Works best in big units of Genestealers and Hormagaunts. **It should be obvious, but don't use this when you are only wounding on 6+, as a roll of 5 will still fail. *'''{{W40Kkeyword|Hydra}} - Endless Swarm (2 CP)''': Use at the end of the movement phase. Select a destroyed unit of Termagants, Hormagaunts, Gargoyles, or {{W40Kkeyword|Hydra}} Infantry. Add an identical unit to your army and set it up as reinforcement wholly 6" of any board edge and more than 9" from an enemy. Technically any Hive Fleet can use this Stratagem, but only {{W40Kkeyword|Hydra}} can apply it to non-Gaunt infantry like Warriors or Venomthropes. And there's nothing that explicitly says that this can't bring back the Tyranid Prime or Neurothrope you made your Warlord since they're Infantry too... **As of the FAQ, this now costs reinforcement points. In other words, this is pointless in Matched Play. *'''{{W40Kkeyword|Jormungandr}} - Enemy Below (1 CP)''': When a single {{W40Kkeyword|Jormungandr}} {{W40Kkeyword|Infantry}} unit is set up, you can put it underground instead of deploying it normally. Whenever you deploy a Ravener squad, Mawloc, Trygon, or Trygon Prime from underground, said infantry unit can deep strike within 3", but more than 9" of an enemy unit. (this does mean Trygons can now deep strike multiple units at once). Sadly, the distance requirements mean Mawlocs can't both use this and benefit from their gimmick. Notable uses are: ** Bring a Broodlord along with the Genestealer unit accompanying your Trygon. (Conveniently enough, the Start Collecting! set for Tyranids contains that very mix of units.) ** Drop Pyrovores within their weapon range to torch enemy infantry. ** Bring Tyrant Guard in with your Raveners (or Trygon) right next to your Swarmlord in a Tyrannocyte to give him protection while he hurls the Raveners/Trygon at the enemy lines. ** Venomthropes for protection to weather enemy shooting in case of failed charges. ** Drop Hive Guard with Shockcannons in range of enemy vehicles. **Use Raveners as a budget Trygon for deep striking purposes if you want to save slots. *'''{{W40Kkeyword|Kraken}} - Opportunistic Advance (1 CP)''': Use in the Movement Phase. Choose a {{W40Kkeyword|Kraken}} unit that does not have the Fly keyword. When Advancing you can double the number you roll when determining how much to add to the unit's Movement characteristic, <i>"rather than following the normal rules for Advancing"</i> (whatever the last part means, read the third point). ** Combined with Kraken's adaptation, you have a 70% chance of adding 10+" to your movement. Using this on a sufficiently speedy unit in conjunction with Metabolic Overdrive, Overrun, and/or Hive Commander will let you cover more ground in one turn than some armies can move in an entire '''''battle'''''. ** FAQ: faqs confirms that this stratagem cannot be used with Hive Commander. All stratagems that say they must be used in a particular phase can only be used in that phase. They can't be used with out-of-phase actions like Hive Commander. ** <b>"rather than following the normal rules for Advancing"</b>, it's a messy puzzle with some cracks. What this probably means is that instead of just rolling a dice and adding the result to the unit's movement characteristic, you're instead rolling and then doubling that number, thus "not following the normal rules for advancing" but still counting as so. *'''{{W40Kkeyword|Kronos}} - The Deepest Shadow (1 CP)''': When a Psyker within 24" of a {{W40Kkeyword|Kronos}} unit tries to manifest a psychic power, it can only roll one die for its psychic test. Makes powers with a Warp Charge of over 6 unusable, and when combined with Shadow in the Warp and the Kronos WT you should be able to shut down Craftworld Eldar and Tzeentch armies easily. ** Use Biovores to fire spore mines before popping this to ''really'' piss off your opponents. *'''{{W40Kkeyword|Leviathan}} - War on All Fronts (1 CP)''': Use during the Fight phase. Select an enemy unit within 1" of at least one {{W40Kkeyword|Leviathan}} unit that can FLY and one unit without {{W40Kkeyword|Fly}}. You may reroll all To Hit and To Wound rolls of 1 against that unit. Hard to pull off, but since Tyranids don't have characters that provide rerolls to hit or to wound this will be a big help against especially resilient units. At the very least, it'll be more efficient than spending CP for individual re-rolls.
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