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===HQ Units=== *'''Hive Tyrant:''' Now with BS 4. The Hive Tyrant is often regarded as the "leader" of the Hive because they are gigantic monsters with synapse power. Synapse keeps all the little monsters from running around out of your control, therefore the Hive Tyrant is the boss. Unfortunately, Hive Tyrants are very expensive in the 6th edition, clocking in at 1.65x the cost of any no-name Space Marine HQ base but lacking invulnerable saves or the ability to join any squads (Tyrant Guard are a special case, Hive Tyrants are never Independent Characters and cannot leave a unit of Tyrant Guard once they join it) and tend to get focus-fired to death when on their own. Their upgrades are also pretty expensive, but they sport a good range of versatility that can make or break the Tyrant on the battlefield such as wings or toxin sacs. Hive Commander and Old Adversary are worthy upgrades, HC gives a friendly unit Outflank, while OA is Prefered Enemy (Everything!) in close combat only now. And it's no longer an AoE upgrade. However, Tyrants can now take multiples of those. Indescribable Horror is okay, but many armies either ignores Fear or have high Ld. If you consider taking one of these without either wings or tyrant guard in a game bigger than 500 punch yourself in the face hard. **'''Winged Tyrants''': now count as FMC and can soar above the battlefield raining down death or landing into assaults. A note on the new glancing rules for vehicles; it's quite easy to get to the softer side and rear arcs on most vehicles with the tyrant's newfound mobility, and 12 Twin-Linked Strength 6 shots average 5.333 [Whoo hoo BS4] hull points on AV10 and 3.556 hull points on AV11. Splendid! In 6th edition, wings make the Tyrant MUCH more survivable. Tyrant can no longer get a 2+ armour save so tyrant guard are a must as everything with the word power in it will shank him. Since Nids lack effective anti-air, Wings are the only real option now that they can no longer use Armoured Shell. It bears noting that Flyrants are much cheaper, and with slightly more viable FA FMCs the possibility of saturated flying circus gets scary especially with double chart [not that anyone does that]. They also get two powers translating to a 1:3 chance of getting Warp lance. Flying Tyrnats with the Ymgarl factor are actually a viable choice since they can now ignore air defence batteries for the one turn that they need to destroy them. **'''Walking Tyrant:''' If you ''do'' choose to footslog (and there's a reason it's called foot slogging), there are a few misleading loadouts to recognize. Heavy Venom Cannons are a waste of the Tyrant's potential. People consider combining the Stranglethorn with the Miasma Cannon for anti-infantry. Don't do this. It is expensive at 40 points. The Miasma cannon is only a SMALL blast, and if you want to get in range to be using its template mode, then you might as well be using the Devourers with Brainleech Worms. ''Speaking of Devourers,'' don't take these. If you're using short ranged guns, you might as well be taking Wings for a few reasons. While you're in combat, you're wasting the points you spent on Devourers while simultaneously inhibiting the Tyrant's full combat potential. While you're outside of combat, your ''expensive'' Tyrant Guard remain only as extra wounds instead of close combat beasts. Equip your Tyrants for what they'll be best at -- close combat. Give him Old Adversary and call it a day. If you're playing against high initiative armies, give him a Lash Whip and Bonesword. **'''Another Opinion:''' A Hive Tyrant without Wings is more reliable in getting to close combat. The reason why you should give him a Stranglethorn Cannon is to give him a ranged weapon so he can shoot at the enemy back, plus Pinning helps your swarm a lot. A recommended loadout is to give him, as previously mentioned, the Lash Whip and Bonesword with either the Stranglethorn or the Miasma Cannon. The latter is much better, as for only five points more than the Venom Cannon, it has poisoned (2+), and it can be converted into a template, which also wounds on a 2+. Although it can't do much against vehicles, it's versatility makes up for that. To be more precise why you should give him a cannon of your choice, it makes him versatile and he haves enough attacks to go against other Monsterous Creatures and Walkers. If you just want he to rip and tear infantry and the likes, the winged Hive Tyrant is a better choice overall. **'''Tyrant Guard:''' They're S5, T6 with 2 wounds, 3+ armour, Rending Claws and Scything Talons. If you're planning on footslogging the Swarmlord across the board, Tyrant Guard are your means to get them there. They're really handy, but would 3 wounds and/or a 2+ armour save be too much to ask for? They are stated to be pound for pound the most well armoured tyranids, for fucks sake the Hive Mind decided not to give them eyes so the enemy couldn't shoot those and they stole space marine fused ribs and black carapace! Still, Tyrant Guards can automatically take Look Out, Sir wounds from the Hive Tyrant and Swarmlord without rolling, so you can now place them in the back and troll your opponent with 5th edition wound allocation! Additionally, they can now take lashwhip/bonesword or Crushing Claws, which will give them S6, ap2, armourbane, and unwieldy. It's an interesting use for Tyrant guards, but conditional. *'''Tervigon:''' Tervigons were the bread and butter of the Tyranid codex, but now they've taken the brunt of the nerfing. While they are listed as an HQ choice, they should always be taken as troops because there's a reason why no other codex can have scoring Pyker Monstrous Creatures (hint: it's cheesy). Of course, there's a catch to this- you need to have 30 Gaunts in your army for each Tervigon you want to field as a Troops choice, and the Gaunts can't move or assault on the turn they spawn. On top of the 35 point increase for the Tervigon itself, that means that the cost of using a single Tervigon as a Troops choice has gone up by 105 points! Tervigons are really simple to use too as besides just keeping them on objectives, all you have to worry about is when to spawn and when you know her time is up. If you care at all about the Tervigon's ability to actually fight in close combat, feel free to throw Maw-claws of Thyrax on it for 10pts. 15 pts is okay for Crushing Claws, but at the same time the Tervi's Initiative is 2 whether you take Claws or not. Still, 15pts isn't awful for the considerable anti armour power (not that MCs in general need any help against armour in assault. Consider taking the Reaper instead, it pushes the Tervi up to initiative 5). Also, keep in mind that Brood Progenitor no longer gives Toxin Sacs and Adrenal Glands to entire broods of Termagaunts, but Counter Attack instead, and the buff is now a 12" bubble. Downside is counter attack requires a leadership test and with gaunts being LD 6 [finally perhaps the "explanation" for the Tyranid Prime's ungodly points increase] or so, it's unreliable. That said, any termagaunts spawned from the Tervigon will be codex gaunts. There's no way to give them other upgrades and the newly spawned gaunts won't be able to move or assault on the turn they're spawned, making them easy targets for anything with access to pie plates. On top of that, if the enemy is smart enough to aim for the Tervigon with a high strength, AP3 or better weapon and actually pops her, all those gaunts are going to get faceraped harder than ever before now that the psychic backlash radius is doubled (so weigh the cost/benefits of taking Regeneration on her, it tends to be helpful, most armies are unlikely to kill the entire monster in one turn giving her a chance to heal quite a lot). They're still worth fielding as Tervigons still help out the army, but you can't run an army of them anymore as it'll be very expensive (Plus they can't be Warlords anymore since they're missing the Character profile), so it's best to use them as buffers for your Gaunts and non-synapse units (With the Primaris blessing). Alternatively rules as written; you can now spawn (after the move) on a turn you outflank the mama-bug with the Tyrant's Hive Commander ability. tl;dr - Take Tervigon as Troops, spawn Termagants, move them to a different Synapse Creature before they get Backlashed, profit. *'''Tyranid Prime:''' Last edition the Prime was a middleweight boxer fighting in a lightweight division. Now he clocks in at 125 points. His only upgrade, aside from the Wargear table, is Flesh Hooks. In addition you can take anything from the Bio-Artifacts, basic bio-weapons, and melee bio-weapons. However, once all is said and done, the only upgrades you want to look at are Boneswords, Lash Whips, and the Norn Crown. The upgrades are pretty explanatory; ignore everything else because they're either too expensive or ill-suited for the unit. The most important aspect to discuss is its special rules. Synapse Creature, Shadow in the Warp, and Independent Character. These rules constitute for the exaggerated price of the HQ. Putting the Prime in a unit will make it ''the only implacable Synapse'' unit in the codex. This allows the Prime for Look Out, Sir exploits too. Place it in front of Gaunts to allocate wounds to the models just behind him. Put it in a Carnifex brood to distribute wounds evenly (honestly this will be useful for any multi-wound, multi-model unit -- i.e. a lot of the Tyranid Codex). Overall, an expensive support HQ that will earn its points back if you utilize its full potential. *'''Malanthrope''' It should be noted the a ridiculous amount of 'rules' exist for this unit on the web, some of which state it's an 85pt elite infantry choice that can come in broods of 1-3... (ForgeWorld) with the new rules, the malanthrope went from <s>nasty in close combat to barely average</s> an Apocalypse unit to a solid support style HQ choice. 110 pts, they can be taken in broods of 1-3. S5 T5 with 4W and I5, toxin sacs, toxic miasma, fleet, move through cover, 3+ save, synapse and regeneration all included. It also has a unique rule that whenever it kills a unit, all nids in synapse range get preferred enemy that unit type (ex. infantry, MC, jump infantry, etc). A good choice that is starting to look better and better. A must have if you want a cheap HQ choice. Use it in a hormaguant/gargoyle heavy army to kill something quickly and start turning the swarm of generally killing creatures into a unholy wave of destruction. And they aren't on the Lord of War listings, and just because they're in Imperial Armour Apocalypse doesn't make them Apocalypse only. The unit entry is 40k stamped as HQ unit, so if you own it, go for it. ====Special Characters==== *'''The [[Swarmlord]]:''' The ancient unstoppable Swarmlord is a model begging to be a part of a "Deathstar" unit. Reason being that the Swarmlord is massive, devastatingly powerful, unreasonably expensive (in fact it got a price increase in the codex, but a minor one at 5pts), possesses a high demand for resources during the game, and has laughably stupid weaknesses for all it took to get the damn thing. The Swarmlord basically reads like a simple flow chart; is he in assault? if no: get into assault, if yes: win assault. Its most glaring weakness is hitting it with six Krak missiles or any equivalent will statistically put it down without a fight since every missile wounds on a 2+ and ignores the damn thing's armour save. However, the Swarmlord is a Psyker (Mastery Level 3) and has several special abilities that buff either himself or nearby units in varying ways. It also gets an invulnerable save in close combat and has a ridiculously high WS. If it is in close combat, it will seriously skullfuck whatever it's fighting. It also gets to add 1 to all its reserve rolls and can give its unit or a friendly unit within 18" Furious Charge, Monster Hunter, or Preferred Enemy till end of turn. But with only an invulnerable save in close combat, the ability to roll for a Warlord Trait, or Eternal Warrior, it's nowhere even close to being the death machine it used to be. Also, they took away his ability to force enemies in close combat to reroll their invulnerable saves, so even in assault he's not the rape train he used to be. Still able to gimp almost anything tho. *'''Deathleaper''': Inexplicably made into an HQ unit, Deathleaper is point-per point the most fragile unit in the codex, partially to compensate for the relative difficulty one can have in killing him. All shooting at him is reduced to a Snap Shot, so non-melee armies will have trouble with him (except [[Tau]] with their [[Markerlight]]s), and it makes him immune to blasts and flamers. Unfortunately, the special rules have very situational usage. One allows the Tyranid player to pick an enemy model and lower its leadership by D3, which is useful for negating bonuses from abilities like Rites of Battle (or psykers and all). Deathleaper tends to get used mostly in a Reserve Army for his Pheromone Trail (precision Deepstriking Mawlocs, heh heh heh...), acting as a buffer in anticipation of the Hive Tyrant/Swarmlord being shot. From there, he might act as a minor assassin unit. Although he's not for many armies, his utility can come into play. One special rule got added to him and the Lictors: Infiltrate. Not sure if this is a good thing or a so-so thing. Time will tell. He has hit and run, character, a lot of attacks and high ws which might be useful for assalting, challenging murdering at I7 and running. Backed up with some genestealers especially with a broodlord against armies vulnerable against pinning EDIT: the Deathleaper IS NOT an Independent Character, so you can't join other units. *'''Old One Eye:''' OOE is one of the most tragic models in the codex, and now even more so since it takes up an HQ slot better used for just about anything else. The model is very expensive at a shade over 200 points. The price tag is equivalent to a Land Raider, but OOE is only as tough and as durable as a normal Carnifex. It has the 4+ Regeneration ability at all times, which is rolled separately from IWND if you can find a way to give it to him. And if you make this guy your warlord, (which you won't because you're warlord is the one with the highest LD and his is the lowest of any HQ unit and you can only take one of him) he gets Feel No Pain the turn [[Derp|''after']]' he gets shot at. Although, if he does survive that he becomes very very hard to kill. His ability to let friendly units within his 12" bubble to use his Ld 8 for Leadership tests could help in a pinch, but don't rely on it, unless you don't bring any Synapse creatures. It can also roll one additional attack for every original attack that hits, but it can't [[Blood Angels|roll new attacks generated from new attacks]]. He becomes even worse in the new codex, now that curshing claws no longer grant D3 additional attacks, and the berserk rampage discounts hits caused by his nifty new D3 HoW hits; on top of that the +1 strength and ap 2 are redundant thanks to his already being an S 10 monsterous creature. Unfortunately it does not out perform a normal Carnifex with crushing claws by much, and it is out performed by Trygons for less cost. In Apocalypse games he becomes more or less pointless. *Thanks to Deathleaper and Old One Eye being HQ choices now, you can field an entire army completely devoid of Synapse Creatures. While strongly not recommended, we suggest you play this list at least once for comedy value in a casual game for the [[lulz]].
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