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