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==Unit Analysis== Your FOC is as follows: *1 Leader *1-30 Core *0-4 Special ===Leaders=== *'''[[Neurothrope]]''': Your Zoanthrope on steroids. It's able to withstand damage with a 3++ save and a decent number of wounds while still able to smite for extra health. Really, all you're lacking is the ability to re-roll for 1s for casting and you can buy that back to put it at the same price as in the Codex. In exchange, you can always casts its powers regardless of if anyone else cast the same powers and lets others cast if they want as well. Put with the right members, this can make for some dangerous mind-combos. *'''Warrior Alpha''': Your go-to combat Tyranid Leader, this beefier Warrior can take the broadest assortment of weapons of the entire list, so tooling him out for the job shouldn't be too big a hassle. In addition, you can grab Shrikes as Core choices for extra Synapse and you can buy the Tyranid Prime's rule for re-rolling 1s to hit. Though he starts off cheaper than the others, beware kitting him up too much, because he can easily cost more than your entire army put together. *'''Stalker''': Your Lictor Alpha (Or Deathleaper-lite), capable of making Lictors core. He's much more of a pain in the ass with Deathleaper's constant -2 to hit and can sneak in closer to enemies than should be comfortable. He also possesses Deathleaper's character-hunting abilities, which makes him a potent assassin. *'''Maw-Fiend''': Your Ravener Alpha/Diet Red Terror who makes Raveners Core. Bone stock, all he gets is the Red Terror's insta-kill rule, which makes taking this a terrible idea. You'll need to at least spend 10 points so you can ambush this guy alongside the others and if you bring more, you'll need to buy the Red Terror's aura for re-rolling 1s to hit for Raveners. *'''Toxithrope''': Surprisingly, your leader Venomthrope gains the Synapse rule and makes more Venomthropes core. Aside from that, it remains capable of protecting your other models for a bit, which is critical. While Synapse makes its value better, it also makes them more of a target, meaning you absolutely need to shield it with bodies. *'''Broodleader''': A weaker Broodlord, but it possesses traits of both the smaller and bigger Genestealers. The one thing it does take the Broodlord at base is a generally ferocious statline and ability to charge after advancing while also gaining a free attack if around other 'stealers. **'''[[Broodlord]]''' :If you feel like a dullard, you can then pay an exorbitant amount of points to be a full-blown Broodlord. It loses the bonus attack, but now regains the ability to let fellow 'stealers re-roll 1s to hit and the option to buy the massive claws if you need more of an advantage than the stock claws (S+1 AP-2 D1 that becomes AP-4 Dd3 on a 6+ to wound) provide. ===Core=== *'''Warrior''': These guys can grab special weapons to help mulch up MEQ and with certain arms, they can kill something heavier. Packing an Alpha can help ensure that they hit, but they'll remain just as vulnerable unless you invest in gaunt-shields. *'''[[Genestealer]]''': They're Genestealers: Utter rape in assault against anything (Especially with that extra attack if 4+ others are within 6"), pretty much shit at anything else. Keep them to cover, assault with their very lengthy gait when you can afford it. *'''Termagant''': A very strange world this is, where a Termagant lacks any of its basic supporting elements like Tervigons. While this allows them to vary their loadout again without issue, you need to grab lots to benefit from their ability to re-roll 1s to wound. *'''Hormagaunt''': In truth, they're a lot like termigants in that you need them in bundles in order to benefit from their special abilities. However, you'll be really needing other means to protect them, like some good buffing powers to guarantee their safety. *'''Gargoyle''': They're not going to last long against anything they don't kill first, so maybe consider giving them a Shrike to keep them from going nuts. *'''Ripper Swar''': ABringing them in for anything close to a full-on attack would be a waste of points, as these things are utterly terrible at fighting. What they can do, though, is keep things occupied long enough for someone else to attack. They can get Burrowing so they can Deep Strike and grab something's attention away from your more valuable guys, or buy extra mobility so that they can reach enemies much sooner. ====Special==== *'''[[Tyrant Guard]]''': Surprisingly, you can grab these big fuckers in order to shield your leader, with all of their Tyrant-dependent rules transferring over to whoever the leader is. This can especially mean that you'll not need to worry about melee for a shooty Warrior Alpha. *'''[[Hive Guard]]''': A welcome addition, these guys are the ones to take against an enemy taking heavies and sentinels. Thing is, that's all they're truly good at. Their Impalers can ignore cover and hurt marines at S8 AP-2, and the Shock Cannon doesn't ignore cover but ruins vehicles. *'''[[Zoanthrope]]''': Without a brood, all a Zoanthrope can be is either psychic artillery or be your support (and some dodgy writing kinda forgets you even get Smite so you'll need to imply such). If you pick more, it gets a little easier (as does grabbing a Neurothrope), but you're going to dedicate them to a single role. *'''[[Lictor]]''': Probably the least changed from the big book, these guys are sneaky killers with all their rules, and have the added benefit of actually infiltrating closer to enemies for an immediate assault. *'''Shrike''': These guys are likely to be overlooked with better Special options on the list. Mobile, but unless you can keep them there, they're bound to die quickly. Group with a Flying Alpha to give them a better shot at killing things quicker. *'''[[Ravener]]''': Without their burrowing rule, all this thing can do is be a very mobile attacker, a job you could frankly get a number of better models to do. Thus, you need to buy that burrow rule so they can return to being surprise-attackers. *'''[[Venomthrope]]''': The walking cover factory, these guys are probably one of the better choices for the Special Slot. They can give any models within 6" protection, which gives them a fighting chance to ignore anything fired. Keep them near a plenty of mobs, and make sure they aren't the only things to assault. *'''[[Pyrovore]]''': Thankfully, they don't get any more reshuffled than they did in the transition to 8E. This fortunately means that they can shoot a decent distance with their cannons while being able to actually hurt things up close, while self-destructing won't immediately fuck your entire force over. *'''[[Biovore]]''': These things can spit out mines that can still run around if they miss. If there's a bundle of mobs in the area, then these will likely be a better pick than the Hive Guard. ===Team Armory=== *'''Spore Mine''': In the event that you want to buy a spore mine pre-deployed. They're otherwise the disposable blobs of chaff adored by any team with a Biovore. *'''Mucolid Spore''': A tougher spore mine, capable of taking three times the abuse at three times the price. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category: Tyranid]]
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