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=== Kraken === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:KrakenIcon.jpg|94px|left|]] The Hive Mind's will seeks to claim the first kill. Speedy, and sneaky bugs. [[Hive Fleet Kraken]] was the second major Hive Fleet, and consists of many small but fast moving splinter fleets, which caused the Imperium no end of trouble when they went fast and deep behind the main battle lines during the second Tyrannic War. On the tabletop this translates to closing the distance as soon as possible, and its advantages are mostly focused on closing the distance as soon as possible. In theory this is similar to Behemoth, but in practice it's a little more directed, since competitive lists focus more on few Deathstars rather than a nice army-wide buff. <div class="mw-collapsible-content"> *'''Hive Fleet Adaptation: ''Hyper-Aggression'':''' If they made a charge this turn, add 1 to the AP of their weapons. **In the age of Armour of Contempt, this trait makes Kraken an excellent counter to marines. *'''Adaptive''': Advance rolls are D3+3 instead of a D6. Specifically excludes mixing this with Stratagems. *'''Hyper-Adaptation''': Hunt or Feed *'''Warlord Trait: ''One Step Ahead'':''' On a 5+, get a CP everytime your opponent uses a strat. *'''Stratagem: ''Opportunistic Advance (1 CP)'':''' Advance '''8"''' rather than rolling, do not suffer penalty for advancing and firing assault weapons *'''Bio-Artefact (Relic): ''Chameleonic Mutation'':''' -1 to Hit Rolls against the bearer, hit rolls cannot be re-rolled *'''Psychic Power: ''Synaptic Lure (WC5)'':''' Reroll charges against one unit within 18" *'''Tactics:''' Here are some tactics that are better off being used in a Kraken Adaptation than any other. As of writing this, Kraken is one of the more competitive fleets out there. Warhammer has always been a powerful movement based game, and Kraken gives you that on top of extra AP in cc. The adaptive is good, but you can also switch it out for other options and not feel bad about it. The Kraken strat is where most of your play comes from. Auto advancing 8 inches and then charging from the psychic power will assure that you are slingshotting a unit into the enemy nearly every turn while bogging them down and holding objectives. Slingshotting ravenors, screamer-killers, and even Hormagants are all great options for Kraken. </div></div>
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