Editing
Warhammer 40,000/9th Edition Tactics/Tyranids
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Secondaries== <tabs> <tab name="Purge the Enemy"> *'''Assassination:''' Really depends on the army you're facing. That goes for a lot of these obviously, but assassinate is a trap in a lot of cases. For example, if you're facing Death Guard and they bring 8 characters, it is awfully tempting to take assassinate, but those characters are tough to kill and usually hiding behind even tougher vehicles and infantry. Take this against daemons and characters that are meant to be thrown in your face. *'''Bring it Down:''' If they bring tons of vehicles or monsters, yeah sure. Nids do well at bringing these units down for the most part. *'''Titan Hunter:''' Kind of the same thing. If facing knights, yeah take this. If not, well then don't. *'''Cranial Feasting (Codex):''' Whenever you kill an enemy character or unit champion/sergeant in melee, roll 1d6, adding +2 if you used a {{W40kKeyword|Hive Tendril Feeder Tendrils}} unit (Meaning Lictors, Genestealers, Toxicrenes and Venomthropes). On a 6+, you gain 1 CP as well as 3 VP at the end of the game just for scoring it (as well as 1 VP per model killed that qualifies). You additionally gain 3 VP for killing the enemy Warlord, which seems best suited for assassins like the Broodlord or Deathleaper. </tab> <tab name="Warpcraft"> *'''Mental Interrogation:''' We have tons of psykers and a lot of them want to be in people's faces so this could be good. Really depends on if the enemy can block it with Deny the Witch. Psychic ritual could be better if they can. *'''Warp Ritual:''' Really good for nids. We take the middle of the board really well and throw enough units at the other side that the middle is usually left untouched for us to cast this for 3 turns. *'''Abhor the Witch:''' Not recommended. We have some of the best psykers and psychic powers in the game and you really want to use them. </tab> <tab name="No Mercy, No Respite"> *'''Thin their Ranks:''' Sure, that could be good. We kill hordes just as well as other armies, so if your enemy brought a horde, this could be good. *'''Attrition:''' This is tougher for nids. We give a lot of kills which makes it tougher to kill more of the enemy and get the points. *'''While We Stand, We Fight:''' This one can be built towards pretty easily. If you take hordes and hordes and then a few expensive units, this could be an easy 15 points. Broodlords are expensive in points and easy to hide. If taking a bunch of big, easy to kill monsters then don't take this. Keep in mind that Barbed Hierodules are also near impossible to kill. *'''First Strike:''' Just like Slay the Warlord, take this if there are no other good options. *'''Synaptic Analysis (Codex):''' Keep a tally each turn of non-DT models killed by friendly {{W40kKeyword|Synapse}} models (1 for a model with 3-5 wounds, 2 for 6-9 wounds, 3 for 10+ wounds). Each turn you score 4+ points on that tally, you score 3 VP. **This is a unit that likely will depend on what you're facing. If you're dealing with a tank-heavy army or a unit with plenty of 3W forces like Terminators, you'll easily be able to justify this, but it's otherwise not worth it. </tab> <tab name="Battlefield Supremacy"> *'''Engage on All Fronts:''' Nids are built for this with the amount of cheap deepstriking units we have and of course the speed of our movement. Rippers and single model lictors *'''Linebreaker:''' Kind of the same as engage on all fronts. Just choose which one is easier for you. *'''Domination:''' Depends more on the mission. Choose if there are less objectives and the enemy can't hold as well as you like against Custodes. Aside from that, it's probably easier to do the others. </tab> <tab name="Shadow Operations"> *'''Raise the Banners High:''' This is a no-brainer for nids. MSU infantry units like Lictors and 10 model Termagant units can pick this up easily. Better when there are a lot of objectives on the board. *'''Investigate Signal:''' If going for Psychic ritual, you probably have something else with your psyker that can complete this one alongside it. It's a good idea. *'''Repair Teleportation Homer:''' This is a really good one for nids because of Lictors, but they have to survive for a turn. *'''Retrieve Octarius Data (GT 2021):''' This is free with just a unit of termagants and 2 units of lictors. Free points has never been easier. *'''Spore Nodes (Codex):''' Your troops gain a special action they can use after the first turn, only available if they're within 6" of the enemy DZ and more than 6" away from another Spore Node. This takes up the unit's actions to lay down a special Spore Node Marker that scores you 4 VP. **While contradictory on your aggressive Hormagaunts, you might have a better chance to try this if you have a Trygon to use the Subterranean Assault strat and bump in Gargoyles or Warriors who aren't likely to be stuck in. </tab> </tabs> Keep in mind that these are only the ones available in the CRB and Codex, as books like the Chapter Approved: Grand Tournament books do provide additional secondaries.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information