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===Specific Strategies=== *'''The Genestealer Slingshot''' This is a technique made popular on several competitive lists and is used to get a first-turn charge with Genestealers. You will need the Swarmlord, a broodlord, and a large unit of Genestealers all from Hive Fleet Kraken. This technique will also need 2-3 command points, plus potentially more for rerolls for crucial pyschic powers (The Resonance Barb relic can be key in this regard.) **First, move and Advance The Swarmlord and Broodlord into the midfield. Then use Metabolic Override to move the Broodlord even further ahead. (remember that you do not re-roll the Advance die when moving a second time. Instead, you use the modified Movement characteristic of the unit from the first time it Advanced.) **Secondly, use Opportunistic Advance on the Genestealers, but remember to leave at least one model within 6″ of The Swarmlord. In the following Shooting phase, use The Swarmlord’s Hive Commander ability to allow the Genestealers to move and Advance a second time. If needed apply Opportunistic Advance a second time to move even further. At the end ensure that at least one model is within 6″ of the Broodlord for his Brood Telepathy power. Follow this up with Synaptic Lure, Kraken's signature psychic power on your target of choice for re-rolling charge distance. Charge. **When the dust settles, your genestealers can have moved up to 40″ in a single turn, and will usually be in position to make a very easy charge. *'''Kronos Gunline''' Take 2-3 Neurothropes across 2-3 Kronos detachments. Equip one with the Resonance Barb relic and the Kronos power Symbiostorm. Now load up with 2-3 Exocrines, 3 hive guard units (two of which with Impaler Cannons, and one with Shock Cannnons), and one 3-man unit of Venomthropes. Two Exocrines should be equipped with Dermic Symbiosis for the 5++ and the padded damage table. Try to max out least two of the Hive Guard squads. Use your remaining points to fill out battalions with tyranid primes and as many min. squads of Termas/Hormas/Rippers as you can. The Impaler Hive Guard should immediately be hidden away in LOS blocking cover. Deploy everything else a little tight to maximize the Venomthropes' -1 to hit bubble. Come the Psychic Phase, you should have little trouble casting Symbiostorm with the Neurothropes' +1 to cast and re-rolling 1s. Take turns giving exploding 6s to your Exos and your Guard, as needed. Remember that your shooters shouldn't be doing much moving. You want to keep your re-roll hits of 1 intact. Let your Tyranid Primes, and your squads of little bugs run around to grab objectives and screen. Reserve a good portion of your CPs for giving an Exocrine +1 dmg, for letting an Exocrine move and shoot as if it stood still, and for letting hive guard shoot twice. Send your Shock Cannon Guard at vehicles of any toughness and dump a bucket of MWs on 'em...possibly twice! Get as much out of the Shock Cannons as you can early, because once your enemy sees how dangerous they are to their vehicles, they will mow them down. Nevertheless, you should have no problem wiping out a few vehicles/monsters/flyers (or at least 1 1/2 knights) per turn. What's more, Exocrines and Hive Guard also excel at killing Primaris EQ infantry. Two things to beware of with this play style: 1. Avoid close combat all together, but especially keep your shooters from getting charged. 2. Be prepared to deal with your enemy's backline shooters, specifically ones that don't need LOS. You can bring a Tyrannocyte to drop your Shock Cannon HG behind enemy lines and bid those Thunderfire Cannons, or Night Spinners goodbye. *'''Psychic Bomb''' Send 1 neurothrope with 2 groups of zoanthropes, you'll get 23 wounds of ++3 invulnerable flyng, preferible kraken, smite spaming, self healing, 1 rerolling, 2 spell monsters that can easily lock nonflyers in combat, making them unable to shoot or allowing other units to charge without fear of overwatch. *'''Termagant Bomb''': Simple really, a 30-bug group of Termagants equipped with Devourers (maybe only 20-25 of them) appears from a Trygon tunnel, or a nearby Ravener if you're using the Jormungandr stratagem and want to save points (or if you're insane: Tyrannocyte). That's up to '''180''' S4 shots that will kill any hordes and almost anything else. Best used to clear away bubble wrap for your gribblies to get to the enemies' gooey insides. Somewhat weakened by the nerfs to deep strike, but still a fairly viable strategy. It just isn’t the amazing alpha strike it once was. *'''Old One Eye and the Tusker Gang''': Get a brood of Carnifexes, and equip them all with dual Scything Talons, bone mace, tusks, adrenal glands, toxin sacs, and spore cysts, and add Old One Eye. This gets you some pretty speedy and deadly second wave melee monsters with 5 (6 after charging) S6 AP-3 D3 (4 on a wound roll of 6) hitting on 2+ rerolling 1s on the charge attacks on top of the mortal wounds they cause just for charging. Kraken recommended for the ability to keep charging the same unit repeatedly, but don't use the stratagem; you want all of them to be in range of OOE's aura. Great for murdering TEQs, and can deal some pretty heavy damage to vehicles. While the Carnifexes themselves aren't that expensive, costing 111 each, OOE ''is'', so it's recommended to use this in high-point games. {{Warhammer_40k_Tactics}} [[Category:Warhammer 40000 Tactics(8E)]][[Category:Tyranid]]
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