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

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*'''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 S5 AP-1 D2 ''Torrent'' psychic heavy flamer, making it capable of melting marines if nothing else.
*'''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 S5 AP-1 D2 ''Torrent'' psychic heavy flamer, 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.
**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===
*'''Hormagaunts:'''
*'''Termagants:''' Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move again if an enemy ends up within 9" of them, so they can always keep their distance from charging foes. The Fleshborer remains their most powerful and most mobile guns with ''Assault'', but the Devourer offers more shots and Spinefists can be useful in melee with other GEQ with ''Twin-Linked''.


===Swarms===
===Swarms===
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*'''Barbgaunts:''' Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24" Ad6 S5 AP0 D1 with '''Heavy''' and '''Blast''' to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against 1 {{W40Kkeyword|infantry}} unit, inflicting -2" Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers.  
*'''Barbgaunts:''' Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24" Ad6 S5 AP0 D1 with '''Heavy''' and '''Blast''' to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against 1 {{W40Kkeyword|infantry}} unit, inflicting -2" Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers.  
*'''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 range of an objective and '''Scouts 8"''' to help them rush onto an objective - but they're only OC 1 and have precious little ability to chew through a tanky target.  Has '''Synapse''', which is something.
*'''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 range of an objective and '''Scouts 8"''' to help them rush onto an objective - but they're only OC 1 and have precious little ability to chew through a tanky target.  Has '''Synapse''', which is something.
*'''Hormagaunts:'''
*'''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 {{W40kKeyword|Synapse}} keyword while they're within range of another {{W40kKeyword|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.
*'''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 {{W40kKeyword|Synapse}} keyword while they're within range of another {{W40kKeyword|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.
**Can also act as a Neurotyrant's retinue if you're thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless.
**Can also act as a Neurotyrant's retinue if you're thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless.
*'''Termagants:''' Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move again if an enemy ends up within 9" of them, so they can always keep their distance from charging foes. The Fleshborer remains their most powerful and most mobile guns with ''Assault'', but the Devourer offers more shots and Spinefists can be useful in melee with other GEQ with ''Twin-Linked''.
*'''Von Ryan's Leapers:''' Your new mix between Gaunt and Lictor, and they're absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10" movement and the ability to use Heroic Intervention for free once per turn.
*'''Von Ryan's Leapers:''' Your new mix between Gaunt and Lictor, and they're absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10" movement and the ability to use Heroic Intervention for free once per turn.



Revision as of 23:33, 5 June 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 Psychophage, 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.
  • Hyper-Reactive (1 CP): During your opponent shooting or fight phase when one of their units has selected their targets, if its an Tyranid infantry, each time an attack targets that unit, substract 1 from the Hit roll.
  • Voracious Assault (1 CP): On your shooting or fight phase, select one of your units that hasn't attacked that phase. Until the end of the phase, models of that unit can re-roll Hit rolls if it targets the closest elegible target.

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

  • 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 aren't in their retinue.
    • Any unit it joins (of which can only be Neurogaunts or Tyrant Guard) gains +1 to hit and +1 to wound if the enemy is battle-shocked. Neurogaunts won't be doing much of either with only S3 AP- claws, but it might mean a bit more when you think about the Tyrant Guard...
  • Tyranid Prime:
    • Winged: Comes with the Shrike's Wings, but Shrikes don't seem to be making any comebacks. Instead, you'll only be able to keep your flying speed if you join a pack of Gargoyles. Fortunately, S6 AP-1 D2 talons make him more than a capable threat and joining a pack of Gargoyles or fellow Warriors sees everyone making use of Sustained Hits 1

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 S5 AP-1 D2 Torrent psychic heavy flamer, 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.

Swarms

  • Ripper Swarms: Never leave home without some, especially if you take the Parasite of Mortrex. While they remain utterly pathetic, their annoying factor has dialed up some by making enemies engaged with them have their Objective Control halved. Paired with some Gaunts and you can easily sweep out an objective from under the enemy.

Infantry

  • Barbgaunts: Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24" Ad6 S5 AP0 D1 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.
  • 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 range of an objective and Scouts 8" to help them rush onto an objective - but they're only OC 1 and have precious little ability to chew through a tanky target. Has Synapse, which is something.
  • Hormagaunts:
  • 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 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.
    • Can also act as a Neurotyrant's retinue if you're thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless.
  • Termagants: Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move again if an enemy ends up within 9" of them, so they can always keep their distance from charging foes. The Fleshborer remains their most powerful and most mobile guns with Assault, but the Devourer offers more shots and Spinefists can be useful in melee with other GEQ with Twin-Linked.
  • Von Ryan's Leapers: Your new mix between Gaunt and Lictor, and they're absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10" movement and the ability to use Heroic Intervention for free once per turn.

Monsters

  • Psychophage: A monster with a mouth that can potentially put the Haruspex to shame and keyed to kill psykers with Anti-Psyker 2+ and Devastating Wounds, with a S6 heavy flamer for a ranged weapon. Feeding Frenzy allows it to add 1 to the Hit roll if the enemy unit is missing models, with the bonus of adding 1 to the Wound roll in case the enemy is below half-strength - excellent for taking on anything that's already been injured. While it lacks any Invulnerable save. it does have a 5+ FNP and a 6" bubble ghat lets friendly nids within 6" a lesser 6+ FNP.
  • 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 battle-shock test at a -1 penalty.
  • Thornback:
  • Tervigon:
  • Tyrannofex:

Titanic

  • Heirophant: The giant spindly beast returns as part of the Titanicus Codex. While a bit weedy in terms of titans with only Toughness 14 and 30 wounds, it has a 2+/5++ save to keep it alive. It's also very mobile, able to walk over any terrain below 4" in height and anything that isn't also Titanic which does wonders for its transportation business.
    • Its Bio-Plasma Torrent gives you a massive S7 AP-2 flamer that can pretty handily melt through MEQs like they're nothing. The Dire Bio-Cannons give it a higher-yield bombardment weapon that has more use in taking care of TEQs and smaller monsters at S10 AP-3 D3. In melee, the focus is all on those Monstrous Scything Talons as they're Strength fucking 20 AP-2 Dd6+1. It also has Lashwhip Pods for some supporting attacks with Extra Attacks, but they're nothing too stellar.

Dedicated Transports

  • Tyrannocyte:

Tactics

General Tactics

Specific Tactics

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