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==Supplements== ===Shield of Baal: Leviathan=== Remember back at the pre-7E rumors that there was gonna be a Blood Angels campaign starter set? Well, there's a few things a bit right about it. See, there is an incoming campaign bookset like how [[The End Times]] works, and it's focusing on the [[Blood Angels]] and their defense of a sector near their homeworld of Baal from Hive Fleet Leviathan. It also brings in Cities of Death and Death From the Skies for 7E. ====Hive Fleet Detachment==== Oooooh boy, is GeeDubs desperate to make up for the dicking of 6E. See, this detachment starts off with a mandatory HQ and three Troops. And then it keeps getting bigger. You now have 3 HQ, 9 Troops (meaning FOUR FUCKING TERVIGONS AND 240 GAUNTS if you want to keep with that and not use the fun new Mucolids,) and the standard 3 Elites, 3 HS, and 3 FA slots. That is going to be a fucking lot of gaunts. Even better, you not only have the mandatory Warlord re-roll, but you can also re-roll Instinctive Behavior. FUCK YES. Alas, this detachment does not have Objective Secured Troops. That would be too amazing. Note: this detachment is ideal for Flying Circus lists with 3 Flyrants, Mucolid Spore Pods as troops, and Crones, but remember, if your opponent breaks your arms for playing it, he will be acquitted. ====Warlord Traits==== #'''Cunning Warlord''': Infiltrate. A pretty decent way to get you a little less distance to march forward if you're running anything out of a Tyrannocyte (read: Flyrants and Walkrants with Guard). #'''Innate Understanding''': Warlord and his group get Preferred Enemy. Obviously, this can give you a really big boost with a Prime with his horde of Gaunts or a Swarmy with his Guards. It might almost make up for the shit BS! #'''Evolving Strategy''': +1 to Reserves. Kinda helpful, but if you're hoping to stall a little bit with that Trygon's arrival, you might run into a wall as he suddenly makes it in. #'''Mind Eater''': Same as the main 'dex -- 2VP for each IC killed in a challenge. Not really much better here. #'''Digestive Denial''': Same as the main 'dex -- A piece of non-purchased terrain in the enemy DZ gets -1 cover. Still pretty trash. #'''Adaptive Biology''': Same as the main 'dex -- If the Warlord loses a Wound, they gain 5+ FNP during their next movement phase. If they last there, that is. ===Dataslate: Deathwatch Overkill=== Returning from out of the depths of the Rogue Trader era, Genestealer cults are once again a viable army for 40k, and can be used for some serious shenanigans when allied with a Tyranid force, though if desired, the cult is perfectly capable of running by itself as a small battle-forged primary detachment. ====HQ==== *'''Patriarch (Ghosar)''' - 115pts - The Patriarch’s access to Telepathy (which he shares with the Magus) all by itself will likely see him used in many Tyranid lists, if only to add another psychic discipline. But, mind games aren’t the Patriarch’s only hobby. He also enjoys ripping out 4 S5 attacks with Rending, Shred, '''and''' AP3, letting his gribbly familiar get in two more Rending cheap shots, and using his status as an Independent Character to join units and get Look Out Sir! saving rolls whenever someone wants to take a pot shot at him. [[Kharn|A pretty fun guy]], for a ‘nid. Ultimately, the Patriarch's combination of psychic powers, beastly stats, and relatively low point cost makes him the second best Tyranid HQ behind the flyrant. With invisibility on he can go toe to toe with most characters, specially since he ''will'' beat them to the punch unless they are daemon princes or Jain Zar. *'''Magus (Orthan Trysst)''' - 65pts - At first glance, the Magus doesn’t seem to have much going for him. He has access to Telepathy, sure, but the Patriach can do pretty much everything he can do, and more. But, the Magus is less expensive by 50 points, and has two things that even the Patriarch doesn’t: He has a Force Weapon and Ballistic Skill. *'''Primus (Vorgan Trysst)''' - 75pts - Cheap Melee character that is AP2 Instant Death on a roll of 6 to wound (Riptides and Wraithknights beware). Also has Zealot so can provide a nice buff to a big unit of Cultists. ====Troops==== *'''Acolyte Hybrids (The Favoured Disciples)''' - 85pts - At first the hybrids seem underwhelming, having autopistols and guardsman toughness/saves until you realize the plethora of bonuses going for them. First is the fact that they are 2 attacks per head (plus +1 for 2ccw). This means a 4 whooping attacks on the charge at WS/I/S 4. On the charge they pull 48 attacks at max size (a possibility considering that with the formation you get a 4+ in the open and you have 2 psykers with possible invisibility). That is 24 hits, 12 wounds, 4 of which are rending. Statistically you'll have killed 4 Termies (140 points!) with a unit of 85. Even the TH-SS will suffer a casualties' worth bigger than the unit's point cost. The best thing is that they are fearless as stock, making them a nice tarpit for monstrous creatures or simply for going into the front lines. Extra points if you tarpit a riptide on turn one and tie him for the whole game. *'''Neophyte Hybrids (The Faithful Throng)''' - 110pts - Neophyte Hybrids are basically cultists for tyranids, except they have higher initiative and leadership, a better save, and better gear in the form of grenade launchers, mining lasers (a half-ranged lascannon), and assault grenades. Unfortunately, that’s balanced out by the fact that they don’t have any optional toys and are stuck at just 16 dudes. A tarpit horde they aren’t. Thankfully, Primus Vorgan Trysst can act as a sort of pseudo-Dark Apostle and can used to a similar effect, giving your hybrid cultists a boost in staying power. ====Elites==== *'''Purestrain Genestealers (The Purestrain Princelings)''' - 30pts - The Princelings are both better and worse than generic genestealers. They are better in the sense that they have hit-and-run, allowing them to run out of combats you're not comfortable with, and MTC to rape those marines hidden in ruins. The problem is that, with the squad size hard-capped at 2 models, these guys are going to be hard pressed to actually get into combat with anything they can threaten. With Ghosar they become a…passable honor guard, making 2 nice ablative wounds, but even then the only real reason to bring the Princelings over a pack of ordinary genestealers is for the Broodkin formation, where they can infiltrate with the Patriarch and pull some turn one assault trolling. *'''Aberrant Hybrids (The Brothers Aberrant)''' - 120pts - The unit has 8 wounds in total, average genestealer toughness and hit as hard as a bloody carnifex. The rending claws are a nice bonus, as they give a bonus attack to the pick aberrants (remember, the pick is not specialist!) and give you a shooting chance to wound termies with the pick guys (wounding on 3+ for the chance to ignore their to 2+ saves is welcome, specially when they will get to attack before them). Their 5+ save is alleviated by a 5+FNP (but with T4 you better be wary of dem meltas). Stubborn may make them a nice tarpit against mid-tier meelee units but you're better using the formation to get them fearless. ====Formation==== *'''Ghosar Quintus Broodkin''' - 600pts - All the guys in the box together get infiltrate and Shrouded until turn 2 and get to assault turn 1 for fun. To add to this the Patriach and Princelings can infiltrate anywhere 1 inch away from enemy units meaning '''TURN ONE ASSAULTS ARE BACK BABY'''. Also gives a way for your Abberants to get into melee range because the Cult can't afford limos yet. Also a chance to get Invisibility is pretty fucking great, in conclusion it’s a nice addition to any Tyranid list.
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