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===Troops=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Genestealers</div> [[Image:Genestealer Brood.jpeg|thumb|left|Yeah, Genestealers and the 'Nids are pretty much bros]] One of the best troop choice for Tyranids, and maybe even in the game, with a shiny 5++ invulnerable. They are no longer infiltrators, so they now set up with the rest of your army. To help with this, they can now advance and charge in the same turn. With a base move of 8", that means they have an impressively long maximum threat range of 26" (average 21.5"). But remember they are less glass cannons and more laser scalpels duct-taped to a pencil and are very much like Howling Banshees in that they are going to be shot at A LOT, and are likely to be wiped out after the first use. While craftworld Eldar get to enjoy their cozy Wave Serpents (though on the other hand you can actually kill things, instead of just being tarpits) you have to use other tricks and even with a proper deployment you still can lose a lot on overwatch, especially against flamers/heavy flamers. Learn your lesson, charge monsters first. <div class="mw-collapsible-content"> * Don't leave them footslogging, even if you have 90 genestealers on the board it is still a bad idea. Infestation Nodes are your saving grace, as well as strategems. If you are feeling crazy enough you can even take a Tyrannocyte. * Can take free Scything Talons as well if they wish. Adds a bit of flexibility against unarmoured opponents as they can re-roll 1s to hit; combined with the Broodlord ability. This means means they are hitting on 2s re-roll 1s for maximum dismemberment. * If 3 attacks (4 if the unit is 10 or more strong) at -1 AP with rending AP -4 on a 6+ to wound isn't enough you could always buy them toxin sacs to make those 6s also cause 2 damage. But at 4 points a model that could get pricey. DO THIS against TEQ and keep a pocket unit of exactly 10 hidden in the nodes to slay unsuspecting heavies that though they were tough enough to leave their deployment zone. * '''One in 4 can take an Acid Maw for no cost''', which is ABSOLUTELY DISGUSTING, allowing the 'stealer to dish out power sword hits at no additional cost. Also, one in 4 can pay for flesh hooks. * If you can swing the points and elites slot for it, and for the memes, it might be worth investing in their culty brethren for one simple reason, [[Chimera Transport|trans]][[Goliath_Truck|ports]]. * For 2 extra points, Extended Carapace causes them to lose their ability to advance and then charge, but will also give them a shiny 4+ armour save. Fortunately, Stratagems can compensate for the drop in mobility. With Jormagundr's Hive Fleet Adaptation, they'll have MEQ-tier saves at all times, not to mention access to a potent subterranean deep strike stratagem for advantageous positioning. Stack this with the Adaptive Physiology : Dynamic Camouflage and you can give 20-40 Stealers fucking Terminator-level saves (T4, 2+, 5++). *They absolutely love Kraken's Hive Fleet Adaptation- not only does it let them make the most of their ability to advance and charge in the same turn, the ability to Fall Back and then charge lets them escape from hard-hitting melee units that have the potential to curbstomp them if they get the first swing in (e.g. A Space Marine with double chainswords can really fuck you up). With the Stratagems they can reach truly ludicrous speeds, as in faster than a Stormraven. * Instead of deploying normally, up to 4 Infestation Nodes can be placed in your deployment zone. Genestealers can deep strike within 6" of any of these nodes, but like the Terminators' Teleport Homer the node will be destroyed if an enemy gets too close. * These old-skool space hulk trippin' TDA-shreddin' classics absolutely adore the new Blood of Baal "Senses of the Outer Dark" fleet adaption giving them a FNP4+ to all overwatch damage, especially when stuffed into a Tyrannocyte or being the recipients of Catalyst. Don't overlook the new stuff! Adrenal Webs is also a fantastic unit adaption, because nothing wipes the smirk from a Tau player's face when he thinks that his units are safe and your 'Stealers consolidate 2D6" up his <strike>rectum</strike> back-line into a unit over 3" away, totally bypassing overwatch and their FTGG ability. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Hormagaunt</div> [[Image:Hormagaunt Brood.jpeg|thumb|left|'Lil mantis friends]] These little murder machines are fast and cheap and all around fantastic. Their movement stat is a staggering 8" and their Bounding Leap allows them to pile in and consolidate up to 6", making them very fast. Additionally their talons let them re-roll Hit rolls of 1 and if they're in the numbers you should be fielding them they also re-roll 1s To Wound for good measure, and all that with 2 attacks for each bug. '''Yikes'''. Play units of 30 and shove them across the board. ''Keep your paws off those Adrenal Glands and Toxin Sacs though'', as they will increase their cost rather astronomically. <div class="mw-collapsible-content"> *'''Alternative Take''' - Toxin Sacs could just be worth it if you mentally dedicate that Hormagaunt squad to tackling stuff they're only going to be wounding on 6+ anyway. If you're tackling a vehicle or monster you'll need 6 to wound regardless so why not make every wound count twice? It's a 40% price increase for a 100% damage output boost which is pretty good when you consider you always reroll 1s to hit, and 1s to wound as long as there's 20+ in the squad. *Great synergy with Hydra's Hive Fleet Adaptation; if your Gaunts aren't outnumbering their target in melee, you are doing something horribly wrong. *Ironic truth is that Genestealers now coast more than Chaos Space Marines and are now frankly overkill in most situations. Hormaguants are a good cheap alternative when you simply need to clear out a lot of GEQ. *The true differentiating factor between Gaunts and Stealers is the ability to charge after advancing, then AP. Let the Gaunts assume vast numbers and casualties, preserve your stealers. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Ripper Swarms</div> Hit on 5+ so don't expect much. Are now always burrowers so make use of it to get close to the enemy (or, more likely, objectives). *Always remember that these are {{W40kKeyword|SWARMS}}, and hence not {{W40kKeyword|INFANTRY}}. While this has some downsides, like trying to get cover from various terrain pieces, it has upsides as well - many enemy abilities are {{W40kKeyword|INFANTRY}} specific. Many, many, many abilities are {{W40kKeyword|INFANTRY}} specific, and it will behoove you to become familiar with these if you field Rippers. <div class="mw-collapsible-content"> [[Image:Ripper Swarm.jpeg|thumb|center|Remember 'Effing Worms?]] </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Termagaunts</div> [[Image:Termagant Brood.jpeg|thumb|left|Your pretty little kittens, pointy tails, happy smiles, skinborrowing flesheating worms]] Your little dakka bugs. Use them to bubble wrap important characters. Always remember that they can mix and match their weapons, so always place a few (like 5 to half of em) Devourers on the unit so it has some decent shooting but also keep enough other weapons along to soak up the damage they will draw. In big units of 20+ models they re-roll 1s To Wound when shooting and when next to a Tervigon they also re-roll 1s To Hit, in case you didn't have enough incentive to place them next to a Tervigon yet. If you don't appreciate the fact that you can arm every single one of them with a weapon that hits like a heavy stubber, you don't have a soul. <div class="mw-collapsible-content"> *May have a new lease on life with Psychic Awakening. While it might seem strange to give a pseudo-WT to a fodder unit, consider that a Jormungandr brood with Dynamic Camouflage can have 4+ armour in the open, and Mommy (who received a point drop in CA 2019) can replenish the ranks each round while also providing 5+ FNP. A unit with 20 Devourers, 10 Fleshborers, and a Tervigon to back them up may not be the most deathy of deathstars, but they can be surprisingly difficult to shove off the board for opponents used to seeing them die in droves. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Tyranid Warriors</div> [[Image:Tyranid Warriors.jpeg|thumb|left|Router Squad]] Your only Synapse Troops, the Warriors keep your swarm together and with Instant Death being gone this may now be their place to shine as they can survive Missile Launchers to the face far better now. The Warriors are generally useful all-rounders, but this time it may be in your best interest to give each Warrior a Deathspitter and a pair of Boneswords. This combination gives them a bunch of decent attacks in melee and a nice gun to shoot with. Only go with different equipment if you can't afford this. ''Alternatively, since you KNOW that they'll be shot at, keep them cheap and use the points for more models or Venomthropes or something.'' <div class="mw-collapsible-content"> *TL;DR take boneswords and deathspitters as the best all-round loadout. Don’t ever troll yourself by taking two pairs of boneswords unless you really have a hard-on for [[swarmlord|four-armed bugs with pointy ends]] - you’ll still [[fail|only get 1 extra attack]] (as per the FAQ) *Obviously, Warriors make excellent babysitters for Gaunts, as they're Synapse and carry melee and ranged weapons, allowing them to buff up the weak melee of Termies and ranged of Hormies. *If you do go warriors, always bring the Prime. While this combo is still fairly vulnerable, it can do work on the offense. </div></div>
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