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Grimdark Future/Tactics/Alien Hives
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===Infantry=== * '''Shooter Grunts:''' Very basic horde unit with two shots on a Quality 5+ at a pitiful 12” range. Do not forget that they have Strider for those sudden surprise attacks. They are cheap though, and can serve as good chaff or to add some activations if you’re taking lots of big boys. Of the unit upgrades only Adrenaline is worth it: you don't want Grunts in melee and their limited Quality means that they're pinned all the time otherwise and they're cheap enough to tank the losses. They have a surprising number of upgrade options to their guns. The first two can be taken any number of times, with the rest being limited to two per unit: ** Bio-Spiners are free and have AP(1) at the cost of ''halving'' their range. Not really worth it. ** Bio-Ravagers increase their range by 50%. Useful, but it makes your unit significantly more expensive. ** Bio-Fusers have AP(4) and Deadly(3), which is good for vehicle and hero sniping, but this is hurt by the Grunts' Quality and the gun's short range. ** Bio-Flamers have A6, but only 6" range. Combined units can really dish out the pain, but require you to get close. ** Bio-Shredders have A3 and Rending to deal some decent damage, but are once again hurt by their short 9" range. ** Bio-Plasma has a cool AP(4) and the same range as the Grunts' regular gun, but Quality 5+ makes it a gamble. ** Bio-Spikers are a costly 15 points for a Sniper weapon, which fixes the Grunts' chance to land some hits and can pick off enemy special weapons. They're the most effective when paired with Bio-Ravagers thanks to them both having 18" range, but this becomes very expensive very quickly. * '''Assault Grunts:''' Angrier stabby Grunts. These get an extra attack in melee and are Fast on top of having Strider, making them great for sudden charges. Adrenaline works great for them just like with the Shooter Grunts, and them being Fast makes Heavy Bite an interesting choice as well. Toxic Cysts is tempting, but very expensive for such a fragile unit. Do not throw them at powerful units: have them deal with basic troops while the rest of your army picks other targets. Up to two models per unit can replace their claws with one of the following: ** Serratec Claws are A1 Blast(3). This increases your damage output nicely, but lacks any other effects. Pairs nicely with Poison Cysts if you take it. ** Piercing Claws have AP(1) and Rending, letting you take a gamble on letting them rip through enemy armor, but you don't want your Grunts to fight those anyway. ** Sword Claws have a single AP(2) and Deadly(3), making it great for fighting Tough units... which again isn't where you want your Grunts. ** Smashing Claws are for when you absolutely NEED to wound with AP(4). A combined unit with four of these and Adrenaline can be pretty scary, as long as you don't get shredded after the fight. * '''Winged Grunts:''' Grunts, with the same upgrade options, but now with Flying and Ambush for 30pts more. Due to their increased price these are less of a chaff unit, and can serve two main roles. One is to be a late-game objective grabber, where they are protected from a turn or two of shooting. The other is to harass backlines, which will only be useful if your opponent has fragile long-range units. In that case, running them with Bio-Flamers can result in a lot of dice being rolled. In either case however, this is a specialty unit which should only be used in situations where that ambush is useful and something like Swarms or winged Warriors aren’t the right tool. * '''Soul-Snatchers:''' Your elite melee units. There's less of them when compared to Assault Grunts, but they have superior Quality and Defense. Your weapons are also Rending and you have a Scout move so you can make an alpha strike. This also makes them great for nabbing early objectives. If you buy the upgrade you can also make one of them a Psychic(1), which can create a nasty surprise or two. Flying Soul-Snatchers, anyone? * '''Hive Warriors:''' The elite units. Each of them is tanky with a 4+ save, Fearless and Tough(3), so they can definitely hold their own in almost any situation. It also helps that they also have both choppy and shooty options: giving everyone two Smashing Claws is costly, but hitting your enemy with 6 AP(4) attacks per model will dumpster most enemy units. Their guns are tooled to dealing with infantry hordes either through sheer number of attacks or Blast(3), and one model per unit can take a more powerful gun to either deal with even more infantry or split fire to deal with stray vehicles or monsters Note that you need to buy a Ravager Gun before you buy another gun, which is a 5 point increase. You can also grab wings for the unit, which gives them a boost to mobility that's bolstered by their toughness but is rather costly. * '''Hive Guardians:''' The toughest of the goons. A 3+ save and Tough 3 means that he won't be going any time soon. While they can take all melee weapons that the Warriors can, the Guardians have Relentless to improve their ranged combat. They can pick the Heavy Ravager Gun that is a special weapon for the Warriors, the Shock Harpoon for Deadly(3) or the Skewer Cannon for long range and AP(4), but this is very expensive. * '''Hive Swarm:''' Despite having Tough(3) they only have Defense 6+, so do not let them get shot at, and while A3 Poison is nothing to sneeze at a Quality 6+ is pitiful. Hive Swarms make up for this by being almost half the cost of Grunts, and their Strider allows for the quick capture of an objectife or cheap chaff. They are also Fearless so they don't immediately melt when having to take Morale tests. They can be upgraded with Spine Shooters for A4 AP(1), but the real treat is Ambush: for a token cost they can suddenly pop up onto any objective and go to town. * '''Ravenous Beasts:''' Pure elite assault types. Out of the box they are Warriors but with Fast and Strider instead of Fearless at a minimal point increase. They have the same melee options and can be upgraded with ''either'' Scout or Ambush, the better option of the two depending on the battle. * '''Synapse Floaters:''' Synapse Floaters are actually pretty durable for artillery. They still have a 4+ save and Tough(3) on top of Stealth to make them less vulnerable to ranged fire, and can buy Regeneration to tank even more. Their Psy-BLasts can lay down quite a number of hits against weaker units, but their real role is to exploit the Psychic Syanpse rule, which lets the entire unit count as being Psychic(1). When you cast or block you roll equal to the number of models in a unit, then take the best result. This means that successful casts are all but guaranteed and makes them the best users of the most complex powers. Just keep them out of melee and you should be fine. * '''Venom Floaters:''' Your floating cover generators. Sure, they have Tough(3) and 3 poisoned attacks to make them effective in combat with their Hive Warrior statline, but they can share their Stealth with up to two units within 6" per activation, so time their use right. * '''Shadow Hunter:''' The premier assassin unit. Between Ambush, Fast, Fear, Stealth, Strider and Tough(6), you're going to have plenty of time to get within melee range and then close in to rip the unlucky target apart. Can access the same melee weapons as the Prime Warrior, and can buy Takedown: for a modest fee it is essentially an additional Deadly(3) attack at Quality 2+. * '''Spores:''' Great chaff. They die to a stiff breeze, but they offer two big advantages. One, they’re a very cheap unit that your opponent has to deal with, and two, they are one of the cheapest activations in the game. They’re especially useful against hordes or units with low defense, as 9 automatic hits is nothing to scoff at for 45pts. Note that this is ''not'' a Blast attack, so even if used against solo units it's a lot of damage. But the main utility is that cheap activation. It means that you have more capability to outmaneuver your opponent by forcing them to move first when it may not be advantageous, because you can just stall them with little cheap units. Combined, these hit hard and are still only 90pts. * '''Massive Spore:''' The same thing as Spores, but with one Tough(3) model instead. That means they don’t lose effectiveness as they take damage, but are susceptible to Deadly weapons instead of Blast and can’t be combined. They also have larger models and may have a harder time getting cover.
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