Warhammer 40,000/10th Edition Tactics/Tyranids: Difference between revisions

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===Cons===
===Cons===
==Faction Rules==
==Faction Rules==
*'''Synapse''': While a unit is within 6" of one or more Synapse models, it's whitin range of said Synapse. Each time it takes a Battle-shock test, use 3D6 instead of 2D6.
*'''Synapse''': While a unit is within 6" of one or more Synapse models, it's within Synapse range. Each time it takes a Battle-shock test, use 3d6 instead of 2d6.
*'''Shadow in the Warp''': Once per battle, during either player's Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test. If someone tries to out-horde you in the hopes of occupying objectives, use this to flip them back to your control- Battle-shocked units have OC 0, which means they may as well not be present for the purpose of holding objectives.
*'''Shadow in the Warp''': Once per battle, during either player's Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test. If someone tries to out-horde you in the hopes of occupying objectives, use this to flip them back to your control - Battle-shocked units have OC 0, which means they may as well not be present for the purpose of holding objectives.


==Detachments==
==Detachments==

Revision as of 10:53, 31 May 2023

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This is the current 10th Edition's Tyranids tactics. 9th Edition Tactics are here.

Why Play Tyranids

Pros

  • Now in 10th edition the faction has recieved a bunch of new units.

Cons

Faction Rules

  • Synapse: While a unit is within 6" of one or more Synapse models, it's within Synapse range. Each time it takes a Battle-shock test, use 3d6 instead of 2d6.
  • Shadow in the Warp: Once per battle, during either player's Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test. If someone tries to out-horde you in the hopes of occupying objectives, use this to flip them back to your control - Battle-shocked units have OC 0, which means they may as well not be present for the purpose of holding objectives.

Detachments

Invasion Fleet

Special Rules

  • Hyper-Adaptations: Gives you one of three buffs you can pick between for the entire game.
    • Swarming Instincts: Any attacks against enemy Infantry and Swarm units gain Sustained Hits 1.
    • Hyper-Aggression: Any attacks against enemy Vehicle and Monster units gain Lethal Hits.
    • Hive Predators: Any attacks against enemy Character units gain Precision.

Stratagems

  • Endless Swarm (1CP): A stratagem that is activated on your Command Phase. Two units with the Endless Multitude keyword that are within your Synapse Range, can have up to D3+3 destroyed models returned for each one selected.

The Vardenghast Swarm (Combat Patrol)

One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.

Composition: 1 Tyranid Prime, 1 Psychovore, 20 Termagants, 3 Von Ryan's Leapers, 5 Barbgaunts, 2 Ripper Swarms.

Enhancements

  • Psychostatic Veil: The default enhancement gives Lone Operative and a 4++ save, which is fine enough since this box lacks any warriors for the Prime to hide behind. In addition, any melee attacks against the bearer suffer -1 to hit.
  • Secretion Goad: Once per turn, you can make the bearer target a friendly unit within 6" that's about to fight or shoot, improving the AP of that unit's weapons by 1.

Secondary Objectives

Stratagems

  • Teeming Broods (1 CP): During the movement phase, you can either resurrect d3 models from an existing unit of Termagants or recreate a new squad of 2d6 Termagants if you lost a unit.

Equipment & Weapons

Highlighting changes from 9th to 10th editions in parenthesis. Blue means improvement and Orange means degradation. Remember a +AP is a degradation.

Melee Weapons

  • Bone sabres: TWIN-LINKED A8 WS2+ S9 AP-2 (+2) D3. Worse against armour now, but better against high T thanks to re-rolling to wound.
  • Genestealer claws and talons: Vanguard Predator A4 WS2+ S4 AP-2 (+1) D1
  • Screamer-killer talons: A10 WS3+ S10 (+4) AP-2 (+1) D3
  • Xenos claws and teeth: A1 WS4+ S3 AP0 D1

Ranged Weapons

  • Bio-plasmic scream: ASSAULT, BLAST 18" Ad6+3 (+3) BS4+ S8 AP-2 (+2) D1
  • Fleshborer: ASSAULT 18" A1 BS4+ S5 AP0 D1
  • Rupture cannon: HEAVY 48" A2 (-1) BS3+ S18 (+4) AP-4 D2D6 (-0.5)
  • Termagant devourer: 18" A2 BS4+ S4 AP0 D1
  • Termagant spinefists: ASSAULT, PISTOL, TWIN-LINKED 12" A2 BS4+ S3 AP0 D1
  • Bio-Cannon: BLAST, HEAVY 24" AD6 BS4+ S5 AP0 D1

Psychic

  • Synaptic pulse: PSYCHIC, TORRENT 18" AD6+3 S5 AP-1 D2

Unit Analysis

Characters

  • Tyranid Prime: Now actually has a model and comes with wings - Have the Shrikes finally returned in plastic form?
  • Neurotyrant: The big psychic monstrosity from the reveal trailer, attended by two smaller floating brains. Not only does it have a power that forces anyone suffering from the Shadow of the Warp to take -1 from their Battleshock tests, it also has the ability to give two friendly units within 12" the ability to always count as if they were under Synapse, making it incredibly useful for any Neurogaunts that are attending other beasts.
    • One detail to keep in mind, its Psychic Terror ability indicates you can take more than one Neurotyrant in your army.

Epic Heroes

  • The Swarmlord: A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an 18" Torrent d6+3 S5 AP-1 D2, making it capable of melting marines if nothing else.
    • Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.

Battleline

  • Termagants: Stats remain the same, with an OC of 2 and increased Ld to 8+. Like in past editions, they can be equipped with one of three different ranged weapons (Fleshborer by default, with Spinefists and Devourers for the other options).
  • Von Ryan's Leapers: Hormagaunts cosplaying as Lictors.

Infantry

  • Barbgaunts: Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them a 24" Ad6 BS4+ S5 AP0 D1 shot with Heavy and Blast to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against 1 infantry unit, inflicting -2" Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers.
  • Neurogaunts: One of the two new infantry units. While slower than the Termagants, their value isn't going to be much anyway. Their Neurocytes make them more of a Synapse amplifier, giving them the Synapse keyword while they're within Synapse range of another Synapse creature. While this does force these guys to hide at the edges of the other unit's Synapse Range, it can prove to be a vital extension for otherwise unsupported units.
  • Genestealers: Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5+. Offensively, they're A4 WS2+ S4 AP-2 D1, re-rolling 1s to wound, with full re-rolls to wound if the target is within ranger of an objective and Scouts 8" to help them rush onto an objective - but they're only OC1 and have precious little ability to chew through a tanky target. Has Synapse, which is something.

Monsters

  • Screamer-Killer: Now has its own unique model, gaining a significant buff from T7 W9 to T9 Sv2+ W10 as well as an OC of 3, making it far tankier than it once was. Its talons got a stupid-ridiculous buff with each of its 10 WS3+ attacks getting S10 AP-2 D3, enough to offset the loss in AP. In exchange, though, the Bio-plasmic scream got a debuff, being A3+d6 BS4+ S8 AP-2 D1 with Assault to at least make it usable on the move and Blast to make it worthwhile on mobs. That blast is also the vehicle with which it can deliver the Death Scream ability, forcing the unit you hit with that blast to take a Battleshock test at a -1 penalty.
  • Psychovore:

Dedicated Transports

  • Tyrannocyte:

Tactics

General Tactics

Specific Tactics

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Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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Warhammer 40,000 Tactics Articles (9th Edition)
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Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

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Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
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Tau
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General Tactics
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Tau
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Warhammer 40,000 Tactics Articles (All)
General Tactics
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Chaos
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Tau
Tyranids

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