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====NID Commanders==== *'''Tyranid Prime (Commander) (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):''' A Swool warrior good for the point cost and cheap. *'''Broodlord (Commander) (Ferocity, Fortitude, Leadership, Melee, Psyker, Stealth, Strategist, Strength):''' BOI this dude is strong: S5 T5 6W 6A mean you have a quite strong and resiliant melee fighter. Add a 2+ WS and a melee weapon S5 AP'''-3''' Dd3 (which became a really useless AP-6 and a not-so-useless D3 with a 6+ wound roll) that re-roll failed saves and you have a killing machine. BUT, THERE'S MORE, IT'S A PSYKER! You could problably using it alone and, with a not too much numerous enemy team and some clever positioning, still have some possibility to win. Pay attention to enemy fire, though. **If you are going to pick a Level 1 Broodlord, problably your best choice are Melee (against everything) or Strength (against GEQ if you '''really''' want to kill them or against Plague Marines or Custodes to have a rerollable 3+) **If you are going to play like a hero and pick a level 4 Broolord (and that's it, because it cost 196 points), consider to choose Psyker, especially the ability that permits you to choose your target for Smite: in this way you could stay in melee with the enemy (preventing it from shooting you) and still be able to deliver some damage in the Psychic Phase **Ferocity and Stealth are evergreen choices: ***Ferocity makes you always fight as you have charged (a Bloodlord may kill every enemies that dare to stay on its way, preventing them to attack you first is a nice option) and high lever option are still good ***Stealth gives you a Veteran-like tactic to move before round-one (helping you to reach melee) and, at higher lever, bonus that makes you harder to shoot (or negates to your enemy the possibility to Overwatch, which is awesome). ***Melee is your go-to choice for facing the Custodes - at level 3 you get 7 WS 2+ S5 attacks rerolling hit and wound rolls of 1 and (this is the clincher) do 3 mortal wounds on a wound roll of 6+, allowing you to bypass their invulns and ''instakill Custodes''. **'''Nemesis 9 Tyrantis:''' named Commander for the Tyranids. Funny choice if you pick it at level 3 against elitè army or Elucidian Starstriders, otherwise, meh: ***'''(Level 1, 131):''' Add one to Attack characteristic, already built in the statline (a Melee specialist does the same at the same level) ***'''(Level 2: 151):''' You can add or subtract 1 from any roll (yours or of the other players) to determine wether or not the mission ends. Circumstantial, but useful if you have a slightly advantage at the first roll of this type. ***'''(Level 3, 171):''' Gain 1 CP every time this model puts Out of Action an enemy specialist IN THE FIGHT PHASE (no Psychic, just punching). Fluffy ability similar to '''Feeder Tendrils''', but for this point cost it will be hard to have more than 3 models (unless you're taking only Gaunts and the Bloodlord, but it sounds stupid, doesn't it?) ***'''(Level 4, 196):''' If this model is in your kill team and it's not Out of Action, roll a D6 for each enemy player that participate in this mission. With a 5+ that enemy lose 1 Morale. Useful ability, because if you use this skill tree you'll never tempted to choose it as a Level 4 Commander, saving points for useful things. *'''Deathleaper (Elites) (Legendary Hunter Level 4):''' **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book.
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