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===Troops=== *[[Image:Tyranid Gargoyle.jpeg|125px|right|]]'''[[Gargoyle (Tyranids)|Gargoyle Brood]]''': While Rippers may no longer be troops, these little gaunts did get shifted to troops. Sadly, they cannot deep-strike into the field, meaning that they're merely flying gaunts that can hop over cover to harass you. They don't even get the option for adrenal glands or toxin sacs, meaning that you'll need to make do with what you have. Fortunately, Swarming Masses means that they can easily get stuck in when they get in range. *[[Image:Hormagaunt Brood.jpeg|125px|right|]]'''[[Hormagaunt|Hormagaunt Brood]]''': These little murder machines are fast and cheap and all-around fantastic. Their movement stat is a staggering 10" and their Bounding Leap allows them to pile in and consolidate up to 6", making them very fast. Additionally, they hit with 3 attacks for each bug at AP-1. '''Yikes'''. Play units of 30 and shove them across the board at speeds that inspire envy in even the Eldar. ''Be careful about those Adrenal Glands and Toxin Sacs though'', as they will increase their cost rather astronomically. Two 30 gaunt squads with both upgrades would have 180 points in upgrades, enough for 22 more hormgaunts, and 22 more hormgaunts will probably give you more value even in terms of offense, and compared to genestealers they lack the same melee impact. What Hormagaunts are good at is existing - i.e. being a cheap pile of bodies the enemy has to chop through. That means they're durable against hard-hitting weapons. Against infantry-clearing weapons, Warriors are more durable. **Their main job is tarpitting the enemy with lots of bodies, so consider leviathan to keep them alive. **While it should not be applied mindlessly, you can make an argument for toxic sacs, even when put on a 20 gaunt squad it's only 20 points which you might struggle to find another place to spend them, and with 20 gaunts you can land about 10 autowounds if your fighting something really beefy that might come in hand, so not the worst way to spend 20 points if you can't find a home, but again DO not use them mindlessly. *[[Image:Termagant Brood.jpeg|125px|right|]]'''[[Termagant|Termagant Brood]]''': Your little dakka bugs, who used to be the cheap body bags to bubble wrap synapse creatures or as a cheap platform for a lot of shots. Their weapon profiles have vastly changed from previous editions. They start with the spinefists which are 2 shot las pistols. They can be exchanged at no price for the fleshborer, which used to be next to useless, is now significantly better than a standard bolter and the devourer, which used to be great, has lost one shot and one point of strength, making it basically an assault lasgun and yet still cost one extra point over the fleshborer. Someone at GW probably didn't received the memo that the termagant version of devourers was different than what it was before since paying 8 points for a devourer armed termagant is more costly and less effective than the fleshborer one's. . .sorta. **If you break the math down they all perform roughly equally to each other with the higher wound and lower save of the Fleshborer compensating for the lack of an extra shot. In general the Devourer is probably better since against lower AP, toughness 3 target's it extra shot do more work and the spinefist longer range makes it harder to get all you guys into range. That said there all not fantastic when compared to other options. Due to their 7 points cost, they are probably the worst troop choice available. For an extra point, you get a faster and flying termagant called "gargoyle" or one with rabies and claws for hands called "hormagaunts". You can probably make them work with a Tervigon, but it's probably only a real option in Kronos, Gorgon due to the poison rules and while trying to play gunline Tyranids. **If you modeled them with spike rifles or stranglewebs in the past, they still have rules using Warhammer Legends, and they cost 0 points. You still won't do this though, because they suck. *[[Image:Tyranid Warriors.jpeg|125px|right|]]'''[[Tyranid Warrior]]s''': Probably one of the best troop choice in the entire game. S5, T5 3W 3A, 4+ save come stock with a 5 shot Str 4 guns and an improved power sword for melee all of which for less than 30 points and a host of options. Oh and its also your only Synapse Troops. Warriors extend Synapse coverage throughout your army. Warriors are excellent all-rounders, and can be surprisingly tanky with the right buffs. Deathspitters and Dual Boneswords is the best option, it's just better all around, with higher range, S, and AP, and costs nothing. If you don't have huge threats that the opponent is going to want to gun down, like fully geared out Tyrants, then keep them cheap and use the points for more monsters. **Adrenal Glands are a must, and Toxin Sacs are ok if you're sure the Warriors will be getting into combat/{{W40kKeyword|GORGON}}. Flesh hooks makes them T5 4+ Reavers. ''Look at us, Guilliman, we are the [[Mary Sues|Primaris]] now'' **Obviously, Warriors make excellent babysitters for Gaunts, as they're Synapse and carry melee and ranged weapons, allowing them to supplement the weak melee of Termies and absent dakka of Hormies. **As of 2022 Q4, Synapse {{W40kKeyword|Leviathan}} Warriors provide a mini-transhuman (wound rolls of 1-2 fail) for swarms, but can never benefit from it themselves.{{W40kKeyword|KRONOS}} Warriors have the best shooting and spread out the Shadow in the Warp {{W40kKeyword|KRONOS}} relies on. **{{W40kKeyword|Jormungandr}} gets -1 to hit from 12", and if you mix that with Natural Camouflage hyper-adaptation, you can get +2 to saving throws when on Terrain, making them tankier than Heavy Intercessors. **'''Goaded to Slaughter (Synaptic Imperative)''': When selected for your army, a friendly Hive Tendril within 6" of Synapse gets an additional hit on 6s. ***Tyranid Prime's Imperative should be triggered when everyone's within optimal shooting range. This is for the next round, when you're charging or in melee.
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