Editing
Warhammer 40,000/8th 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!
====Special Characters==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Old One Eye</div> [[Image:Old One Eye.jpeg|thumb|left|Who needs two eyes if you only charge in one direction?]] This bastard got more focused on '''''smashing''''' now, and with his regeneration of 1 wound on each of your turns, he worries a lot less about damage, expecially since he's got 9 wounds, so that he is able to hide behind other units! A great buffer piece for a Carnifex-heavy army. <div class="mw-collapsible-content"> *Charging gives him a 4+ chance to deal d3 Mortal Wounds to whatever he gets into melee with, and adds +1 to his hit rolls on the first turn of charge. On top of that, for any hit roll of 6+, he gains an extra attack with the same weapon (tail excluded). With its charge bonus and Alpha Leader rule, effectively giving him +2, that means on a roll of 4 or more he gets an extra attack, multiplying his attacks (outside of debuffs) by 1.5 with his talons (7.3 total on average, after accuracy), or by 1.33 with his claws (5.5, after accuracy). '''Yummy.''' *Nearby friendly {{W40kKeyword|<HIVE FLEET> CARNIFEX}} gain +1 to hit in melee, ''including himself'', making him a natural leader for a crew, and meaning he usually hits on a 2+, even with his claws. *If he's your Warlord, he has to have Adaptive Biology, which is particularly nice for synergy with his regeneration, making him incredibly hard to kill. *He's obviously bad under {{W40kKeyword|Kronos}} or {{W40kKeyword|Hydra}}, and pretty bad under {{W40kKeyword|Jormungandr}}, but {{W40kKeyword|Gorgon}}, {{W40kKeyword|Kraken}}, and {{W40kKeyword|Behemoth}} all make him better at his job, and {{W40kKeyword|Leviathan}} heaps even more durability on him, if you didn't bring ''Catalyst'' along. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">The Swarmlord</div> [[Image:The Swarmlord.jpeg|thumb|left|How does one design a Tyranid? Take an old one, add 100% swords, 200% Size and 99999% the price!]] The Biggest Beast with a Beastly Pricetag. He's still the boss for combat with his Bone Sabres and a Pincer tail, but his Movement, Strength, and Attack scores will decrease as he takes damage, and if he dies, he has a chance to deal d3 Mortal Wounds to all nearby units. Maximum combat damage output is 27 wounds, meaning the Swarmlord is capable of decking an Imperial Knight in a single round of combat (though statistically unlikely), taking into account damage from the Swarmlord’s level 2 psychic abilities. Expect to see many, if not most, Nid armies with him as warlord. <div class="mw-collapsible-content"> *He's stacked with a 4++ (upped to 3++ in melee), something he was missing last edition, and can really be felt (on average 15.43 astartes lascannon shots are required to kill him [same for other hive tyrants]). *He can grant a nearby unit the ability to move and/or advance during his shooting phase as if it was the movement phase, which is incredibly awesome to have for a choppy army. Remember he only affects one unit with this, so make sure it's a big unit, and combine it with Onslaught to allow shooting or charging without penalties. ''If the Swarmlord Hive Commanders and Onslaughts himself, his total charge threat range is, on average, a whopping 33"!'' **'''This does not mean he should run off on his own and get himself shot to death'''. His place should be with the rest of you army, providing that sweet synapse and psychic powers, all this while launching hormagaunts, carnifexes and genestealers units at the enemy. *He's a Level 2 Psyker (meaning he can cast or deny 2 powers a turn as well as learning Smite and 2 powers from the Hive Mind Discipline) with an 18" range for Synapse and Shadow, like all Hive Tyrants, except for the improved Deny. *He has two weaknesses to be aware of. Annoyingly enough, he doesn't have any kind of AoE re-roll buff, which most characters have this edition, not even anything like the scything talon hit or rending claw wound re-rolls that normal tyrants can get. This makes his damage output somewhat unreliable despite being probably the best single-model melee unit in the codex. As such care should be taken when engaging units with Hit debuffs or high toughness, particularly if said units are also strong in melee (knights, primarchs etc.), but also in cases where they aren't, as if he charges a tank and fails to kill it the enemy will likely fall back and blast him to pieces next turn (actually, the latter is probably even more likely to happen if he does kill it). Secondly like the other Hive Tyrants he has 12 wounds, so the enemy can always choose to shoot him, and being stuck footslogging that is not good news if the enemy is aiming all their guns at him (not when we're strangers to [[DISTRACTION CARNIFEX|that special, but guarranteed scenario]]). Though you really should have either Tyrant guard or extremely high threat saturation (you are playing Tyranids after all) to combat this. *Avoid sending him up against Guilliman before he has died for the first time. Mathematically the Primarch has a huge edge on the tabletop - he hits and wounds on the same numbers but can re-roll both, has a better chance for a lot of mortal wounds, and doesn't degrade. You need lucky rolls to kill him before getting drowned in mortal wounds, or worse maimed down to your last set of stats, at which point you have very little chance of winning. Watching in frustration as your expensive beatstick flails around with 4 S6 attacks and a tail attack, with no re-rolls against T6 2+/3++, is not fun. *(Note: This unit had its points changed in Chapter Approved 2018) </div></div>
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