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===Lords of War=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Barbed Hierodule</div> [[Image:Barbed Hierodule.jpeg|thumb|left| Doesn't look much like the other 'nids]] As the better Hierodule in the previous edition this guy is still no pushover. Having 22W, T8, and a 3+, this guy is pretty tough to kill. As with all of our big bugs, it has a degrading movement, BS, and attacks. He is armed with 2 Bio-cannons and Massive Scything Talons. The cannons are Heavy 6 (which doesn't matter as he's a {{W40kKeyword|TITANIC}} {{W40kKeyword|MONSTER}}) S8, AP-2, and D3 damage at BS 4+ to start. All in all, this guy is a pretty strong ranged unit. Like all scything talons, his re-roll 1s to hit, and with S10, AP-3 and D6 Damage at WS4+, this ranged monstrosity can hold his own in CC. *Both versions of the Hierodule have a special rule called Agile, which is simply Turbo-boost from most Biker units: they can advance a flat 6 inches instead of rolling. In addition, they roll 3d6 and drop the lowest when charging. This makes them remarkably quick when they need to be. <div class="mw-collapsible-content"> *In terms of both cost (monetary and point wise) and stats, the Heirodules are very comparable to the imperial knight in 8th (especially with the latter getting a price hike). The Barbed Hierodule will deal more damage than a Knight Paladin at 36", even with the latter's higher BS (though if a Knight Paladin has a Stormspear Rocket Pod, it will inflict 0.33 more hits - and two of its hits will do 1.5 more damage). Regardless, it can give the other patterns a decent run for their money. However, the lack of invulnerable save and having 2 fewer wounds than a Knight can hurt a Hierodule in the long run. **One way to solve this is to use the new Adaptive Physiologies and give it the Dermic Symbiosis. This would increase its survivability immensely and the doubling wounds characteristic makes it hit harder for longer. *It can really benefit from hive fleet traits, Behemoth to re-roll his already impressive charge, Leviathan for a nasty 6+++, Jormugandr for the cover and so on. The Hydra one is really the only one wasted on him. *It takes relatively few missiles or lascannons shots this edition to cause a problem for both Hierodules. They're somewhat less effective as a [[Distraction Carnifex]], which is a shame because that's really what they should be doing. * At its current points cost you would be better served by running 3x Exocrines instead of 1x Barbed Hierodule (more shots, 1 better BS, higher AP, reliable damage, and 14 more wounds). **Another alternative (if you really want to save points) is a 6-man unit of Hive Guard with Impaler Cannons. For only 258 points, they have the same 12 shots, 1 better BS, same strength, AP, and damage. What's better is that their shots ignore cover, they can fire twice for 2CP, and they don't need line of sight. So, you can keep them hidden from enemy fire while they cause their mayhem. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Scythed Hierodule</div> [[Image:Scythed Hierodule.jpeg|thumb|left|Hierodule with more pointy ends. And looks like an oversized Zergling.]] The melee cousin of the Barbed Hierodule and cheaper by 30 points. Trades the bio cannons for an extra set of talons and a bio acid spray. This 8 attack monster wants to be in melee, so get him there quick. Degrades on movement, WS, and attacks. <div class="mw-collapsible-content"> *In a fight between an Imperial Knight and a Scythed Hierodule, the entire fight can come down to a single lucky roll of the dice. The Hierodule has twice the number of attacks as a Knight and hit just as often (if not more so), but the Knight's reaper chainsword will deal more damage with each hit, taking huge chunks from your monster. Try and mitigate this by being the first to launch a charge and by softening up a knight before closing for the kill. * With the Adaptive Physiology: Dermic Symbiosis the Hierodule gains a distinct advantage over a Knight in melee, as it will have a 5++ save while its profile only degrades by 1/2. Stack with Catalyst for a 5+++ FNP. For 3CP the Hierodule can also fight twice, an ability that for Imperial Knights is hard-locked to only one Household. The Hierodule can also easily make a T1 charge with help from the Swarmlord's Hive Commander ability + Onslaught, with the caveat that you will need to clear a path through your opponents screens to get it where it needs to go. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Hierophant</div> [[Image:Tyranid Hierophant.jpeg|thumb|left|This thing is kind of like if they made Big E playable.]] Last edition, this cost nearly half an army's worth of points and was a bitch to take down without an opposing Lord of War. Now it costs over 1800 points and is all kinds of terrifying. Defensively, it's toughness 8, 2+/5++, and most importantly '''50 fucking wounds'''. 38 average shots from lascannon Devastators and it still won't be dead, ''or 3600 lasguns to bring it down''. Cast catalyst and you are almost immortal. Offensively it is almost as terrifying. For ranged - has two Macro 6 Dire biocannons that are S10 (which can double for the price of taking D3 mortal wounds, like Tau units overcharging), AP-2, 2D6 damage (doubled against buildings and other {{W40kKeyword|TITANIC}} units), and a heavy flamer that's pistol 2D6 shots. In Melee it has S10, 6 attacks base (degrades as it takes damage) at (degrading) WS3+, that it can use with Monstrous scything talons that is Sx2 AP-5 D2d6, or lashwhip pods that are SU AP-1 D1 and makes 3 to hit rolls per attack. In conjunction with its 12" base (degrading) movement, ability to walk over enemies, and massive footprint it is a threat anywhere it lays its gaze. It can also pick either incendiary ichor to deal mortal wounds to units that hurt it in melee, or an incubation chamber for transport capacity for troops units and tyrant/hive guard. <div class="mw-collapsible-content"> *Note that unlike the Imperial/Chaos Titans and their Void Shields, your invulnerable save doesn't degrade and works against melee attacks as well as shooting attacks. Use this to your advantage, as the Hierophant is the only Titan which has an invulnerability save in prolonged combat, with imperials having no extra save while eldar Titans will lose there’s a turn later after not moving. *Maths-wise, the Hierophant will outshoot most targets once in range, with ONE of its guns dealing 18.6 wounds against a Warhound, meaning that if you dedicate all of the Hierophant's shooting something, '''it will die''', unless it’s Reaver-size or up (see [[Warhammer 40,000/Tactics/Apocalypse(8E)]] for the numbers). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Harridan</div> [[Image:HarridanGW.jpeg|thumb|left|It's a dragon]] A 30 wound flying version of the barbed Hierodule. A titanic transport monster, the harridan has four damage tiers and a degrading M, WS, and BS. It is armed identical to the Barbed Hierodule with two bio-cannons and Massive Scything Talons. It's hyperactive metabolism rule allows it to add d6 to the cannons strength in return for taking d3 mortal wounds. It also retains a vector strike-like ability to deal d3 mortal wounds to a unit it flies over, and with a base move of 30", you can bet it will reach something. Finally, it can also carry 20 gargoyles into battle. Downside is that in a 1k point game, the Harridan will eat 4/5th of your points. <div class="mw-collapsible-content"> No text here. </div></div>
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