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Warhammer 40,000: Kill Team (HoR)/Tactics/Tyranids(8E)
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===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.
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