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===Fast Attack=== *[[Image:Dimachaeron.jpeg|125px|right|]]'''[[Dimachaeron]]<sup>Forge World</sup>''': The Dimachaeron is interesting to say the least. He's sporting 6 attacks that now have the -3 AP they deserve, allowing it to wreck all types of armour, and at S7+1, D3+3 Damage they can tear up vehicles if you really have to wreck some Russes. The update has also made him a lot more durable, since on top of granting psuedo-fly (read: Better Fly), '''Leaper killer''' now grants it a 5++, just in case the ability to move 12" horizontally and vertically through models and terrain features when making normal, advance, fall back, or charge moves wasn't enough; so dive right in and pick out the weakest target to take advantage of its Spine-maw. There's no shame in keeping him on the outskirts to pick off somebody before bringing him into the real fighting at the front, it's honestly what you should be doing. You can also use it for higher Wound creatures/characters if you need to, since even models that decrease wounds like Calgar or Abaddon can still fail the test and will be taking extra wounds. Also keep in mind the Spine-Maw ability can be triggered twice by any ability that lets a unit fight twice, such as the Adrenaline Surge stratagem, and if you're using it to hunt characters (or if you fail to kill anything with it the first time) you should definitely consider doing that. One down side however is at 18 wounds he no longer benefits from Obscuring Cover and at T7 he wont be seeing the end of the game so use him as a missile or as a [[DISTRACTION_CARNIFEX|'Distraction Carnifex']]. **Ideally you want to dive into groups of infantry, use 'Voracious Appetite' for re-roll to wounds on top of your re-rolls to hit, wipe one unit out (hopefully using the Torax Spine-maw rule), and then use 'Overrun' to run away to safety. You'll then have a 5+ Feel no Pain and a 5+ Invulnerable save for the rest of the game. **If there's a way to keep him out of LoS, use it, his threat range is colossal, but he doesn't benefit from obscuring. Favor keeping him safe over keeping him close t1. *[[Image:Mawloc.jpeg|125px|right|]]'''[[Mawloc]]''': The '''Terror of the Deep''' has changed quite a bit this edition; now you decide when the model arrives the turn ''before'' and put a marker on the field, then, the following turn, every enemy unit within 6" of it suffer D3 mortal wounds on a 3-6 and D3+3 on a 7+ (+1 if the unit has between 6 and 10 models, +2 if it has 11+). After that you place the model anywhere within 12" of the marker (do note that it's ''within'' and not ''completely within'' so that gives you some wiggle room) and if it's placed within 9" of any enemy unit it doesn't get to charge that turn. Make sure you have a plan for it because it can work as a neat [[distraction carnifex|distraction]], but won't survive much if set up in the middle of your opponent's army. The maws are now a special rule that deals mortal wounds (which, if it kills, forces the unit to act as if it's below half strength), then 16 anti-infantry attacks from its talons, then 1 anti-infantry attack from the tail if you stick with the toxin spike. If the role you want to give it is more of a tarpitter, stick it with a bio-static rattle and harass some poor light infantry unit. **With 9th being more about controlling primaries in the centre of the board, the Mawloc shines at harassing heavy weapons or chaff units in your opponent's deployment that are either holding objectives or trying to screen out your secondary objective point machine lictors/rippers. This will force your opponent to keep units back to deal with it they would rather be marching to the middle. **One highly overlooked ability of the Mawloc is to block off corridors. The model is on a 120x90mm base. If you deep-strike it into a street or other corridor, the opening would need to be almost ten inches wide for Space Marines to scoot past it (120mm base + 25.4mm to either side because enemies cannot move within an inch of it + 32mm for the base of the space marine). While it will likely get shot off the board the turn after you set it down, it can easily slow down your opponent getting onto an objective by a turn, and in a game that usually only goes for 5 turns, that can swing the game your way quite a bit. *[[Image:Meiotic Spores.jpg|125px|right|]]'''[[Meiotic Spore|Meiotic Spores]]''': Nobody knows why but even with a new FAQ, GW hasn't changed their function to the same as the other two types of mines. Total skip, you're better off using Mucolid spores instead (they both cost 20 points each) and even using the meiotic spores as a proxy for them. *[[Image:Mucolid.jpeg|125px|right|]]'''[[Mucolid Spore]]''': Beefed up Spore mines. 2 points a pop nets you a T4 W4 6+ Sv spore mine that deals D6 mortal wounds on a 2-4 and D3+3 on a 5+. ** At only 20 points a pop, they are our cheapest option for filling out our Fast Attack slots, leaving room for [[Carnifex|bigger]] or [[Maleceptor|meaner]] [[Zoanthrope|things]]. *'''The Parasite of Mortrex:''' HE'S BACK! AS A GENERIC MODEL!! Now sporting an actual model for 9E, the Parasite's form remains as some hybrid between a Shrike and Zoanthrope like in the old codex art, which means it also counts as a {{W40kKeyword|Synapse}} creature. Its stats are on par with a Tyranid Prime with S/T 5 and A/W 6 with wings for a zippy 14" movement and is well protected with a -1 to hit that forbids enemies from re-rolling. While we don't know what sort of damage its claws do, it does have an S+1 AP-1 ovipositor it can make one attack within melee, dealing D1 and a mortal wound as well as infecting a non-{{W40kKeyword|Vehicle}} unit. **So what does infection do? Well, it denies ObSec to a unit, making it very useful against the backline, and it forces the target to suffer d3 MWs each turn, with a new base of Rippers spawning whenever they suffer 2+ MWs for more spam. The only way for the enemy to be rid of this infection is to roll a 1-3 when suffering their infection. Even if you manage to spawn only one base of Rippers, that base can be a very persistent threat that the enemy will consider attacking instead of whatever their original goal was. **'''Synaptic Imperative - Swift Onslaught:''' {{W40kKeyword|Hive Tendril}} units within 6" of this {{W40kKeyword|Synapse}} creature gain +3" to their pile-in moves, which is a pretty important boost in getting your mobs stuck in without worrying about a bad charge. *[[Image:Ravener Model.jpeg|125px|right|]]'''[[Raveners]]''': Raveners are still cheap, they can still deep strike and attempt to charge that turn, but the real beans of these guys is the sheer number of attacks they put out. With spinefists and scything talons they're putting out NINE S5 -1 D1 attacks a turn. '''NINE'''. All hitting on 3+. The rending claws let you sacrifice two of those attacks for a very powerful AP-4 and +1 to Strength, but you can just keep it cheap by using the AP-2 Ravener Claws that are always equipped. In addition, if you don't have ranged weapons, you get to re-roll hit rolls of 1 in melee. Pair with a -1 to be hit in melee, these guys can be pretty terrifying against squads of light infantry, but keep in mind that any dedicated cc unit '''will''' shred them. *[[Image:Ripper Swarm.jpeg|125px|right|]]'''[[Ripper|Ripper Swarms]]''': Hit on 5+ so don't expect much. They now get an additional +1 to armor saves when in cover, bringing them to a 4+, but with T3 don't count on them surviving massed fire unless they are also Leviathan and under buffs. They also have automatic deepstrike for your positioning needs. Always remember that these are {{W40kKeyword|SWARMS}}, and hence not {{W40kKeyword|INFANTRY}}. This means they can't pull off some sneaky Secondary Objectives like Deploy Scramblers or Repair Teleport Homer like a Lictor can but they can do / help carry out Linebreaker (with said Lictor), it has upsides as well - many enemy abilities are {{W40kKeyword|INFANTRY}} specific. Sadly, they're no longer Troops and cannot be compulsory, severely limiting their uses. **Even with all this, you'll likely be needing these if you purchase the Parasite of Mortrex. After all, its infection ability sees you potentially spitting out swarms with each turn. *[[Image:Sky Slasher Swarm.jpeg|125px|right|]]'''[[Sky Slasher Swarms]]<sup>Forge World</sup>''': Skyslashers still aren't good but they're as amusing as hell so that has to count for something. They're Swarms and with the Fly rule they ignore terrain, but they cost the same as two gargoyles and won't do nearly as well, so just skip them. With Gargoyles now being troops and the flightless Rippers being thrown into Fast Attack with a built-in deep strike option, you're only paying that FW premium for your wings. *[[Image:Spore Mines.jpeg|125px|right|]]'''[[Spore Mine|Spore Mines]]''': Literal suicide bombs. They now, like all other {{W40kKeyword|Living Artillery}} (except the FW spore because GW stupid), don't act as area denial, don't count towards mission objective or agendas, don't provide Look Out, Sir, and can't charge, now instead exploding when an enemy unit ends a move within 3" of one or just moves within 3" of one during a move. They make 1 MW on a 2-4 and D3 on a 5+. A good unit of 6 should be enough to deter the opponent, especially if strategically placed behind a wall and out of view (be sure to remember them though). *[[Image:TrygonGW.jpeg|125px|right|]]'''[[Trygon]]''': With TWELVE attacks at D2 and a -1 to be hit, the Trygon is once again a proper murder machine. Now sadly can't transport units like it used to and can only do so trough a stratagem and only with Troops. One maxed-out with adrenal glands and toxin sacs can be really dangerous, especially with a bio-static rattle, although at that point you might want to spend the additional 30 points for a Prime, especially if in a Leviathan detachment.
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