Warhammer 40,000/10th Edition Tactics/Tyranids: Difference between revisions

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==Detachments==
==Detachments==
==='''Invasion Fleet'''===
===Invasion Fleet===
====Special Rules====
====Special Rules====
*'''Hyper-Adaptations:''' Gives you one of three buffs you can pick between for the entire game.
*'''Hyper-Adaptations:''' Gives you one of three buffs you can pick between for the entire game.
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==Equipment & Weapons==
==Equipment & Weapons==
Highlighting changes from 9th to 10th editions in parenthesis. <span style='color:mediumblue'>Blue</span> means improvement and <span style='color:orangered'>Orange</span> means degradation. Remember a +AP is a degradation.
Highlighting changes from 9th to 10th editions in parenthesis. <span style='color:mediumblue'>Blue</span> means improvement and <span style='color:orangered'>Orange</span> means degradation. Remember a +AP is a degradation.
===Melee Weapons===
===Melee Weapons===
*'''Bone sabres''':  [TWIN-LINKED] | A8 | WS2+ | S9 | AP-2 <span style='color:orangered'>(+2)</span> | D3. Potentially not fare as well against vehicles with their adjustments to Toughness.
*'''Bone sabres''':  [TWIN-LINKED] | A8 | WS2+ | S9 | AP-2 <span style='color:orangered'>(+2)</span> | D3. Potentially not fare as well against vehicles with their adjustments to Toughness.
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*'''Screamer-killer talons''':  A10 | WS3+ | S10 <span style='color:mediumblue'>(+4)</span> | AP-2 <span style='color:orangered'>(+1)</span> | D3.  
*'''Screamer-killer talons''':  A10 | WS3+ | S10 <span style='color:mediumblue'>(+4)</span> | AP-2 <span style='color:orangered'>(+1)</span> | D3.  
*'''Xenos claws and teeth''':  A1 | WS4+ | S3 | AP0 | D1.
*'''Xenos claws and teeth''':  A1 | WS4+ | S3 | AP0 | D1.
===Ranged Weapons===
===Ranged Weapons===
*'''Bio-plasmic scream''':  [ASSAULT, BLAST] | 18" | AD6+3 <span style='color:mediumblue'>(+3)</span>| BS4+ | S8 AP-2 <span style='color:orangered'>(+2)</span> | D1.
*'''Bio-plasmic scream''':  [ASSAULT, BLAST] | 18" | AD6+3 <span style='color:mediumblue'>(+3)</span>| BS4+ | S8 AP-2 <span style='color:orangered'>(+2)</span> | D1.
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*'''Termagant devourer''':  18" | A2 | BS4+ | S4 | AP0 | D1.
*'''Termagant devourer''':  18" | A2 | BS4+ | S4 | AP0 | D1.
*'''Termagant spinefists''':  [ASSAULT, PISTOL, TWIN-LINKED] | 12" | A2 | BS4+ | S3 | AP0 | D1.
*'''Termagant spinefists''':  [ASSAULT, PISTOL, TWIN-LINKED] | 12" | A2 | BS4+ | S3 | AP0 | D1.
===Psychic Weapons===
===Psychic Weapons===
*'''Synaptic pulse''':  [PSYCHIC, TORRENT] | 18" | AD6+3 | S5 | AP-1 | D2.
*'''Synaptic pulse''':  [PSYCHIC, TORRENT] | 18" | AD6+3 | S5 | AP-1 | D2.


==Unit Analysis==
==Unit Analysis==
===Characters===
===Characters===
*'''Tyranid Prime:'''
*'''Tyranid Prime:'''
*'''Neurotyrant:'''
*'''Neurotyrant:'''
====Epic Heroes====
====Epic Heroes====
*'''The Swarmlord:''' A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an 18" Torrent d6+3 S5 AP-1 D2, making it capable of melting marines if nothing else.
*'''The Swarmlord:''' A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an 18" Torrent d6+3 S5 AP-1 D2, making it capable of melting marines if nothing else.
**Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.
**Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.
===Core===
===Core===
*'''Von Ryan's Leapers:'''
*'''Von Ryan's Leapers:'''
===Infantry===
===Infantry===
*'''Termagants:''' They had their Movement reduced from 10" to 6", with an OC of 2 and increased Ld to 8+. Like in past editions, they can be equiped with one of three different ranged weapons (Fleshborer by default, with Spinefists and Devourers for the other options).
*'''Termagants:''' They had their Movement reduced from 10" to 6", with an OC of 2 and increased Ld to 8+. Like in past editions, they can be equiped with one of three different ranged weapons (Fleshborer by default, with Spinefists and Devourers for the other options).
*'''Neurogaunts:'''
*'''Neurogaunts:'''
*'''Barbgaunts:'''
*'''Barbgaunts:'''
*'''Genestealers:''' Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5+. Sadly, while its WS got boosted to 2+ for its claws with re-rolls of 1 to wound, the AP for those claws got busted down to a -2, making it a touch less effective against Terminators. Instead, they rely upon rushing to objectives with their ''Scouts 8"'' rule and the ability to re-roll all wound rolls if they're near an objective.
*'''Genestealers:''' Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5+. Sadly, while its WS got boosted to 2+ for its claws with re-rolls of 1 to wound, the AP for those claws got busted down to a -2, making it a touch less effective against Terminators. Instead, they rely upon rushing to objectives with their ''Scouts 8"'' rule and the ability to re-roll all wound rolls if they're near an objective.
===Monsters===
===Monsters===
*'''Screamer-Killer:'''
*'''Screamer-Killer:'''
*'''Psychovore:'''
*'''Psychovore:'''
====Dedicated Transports====
====Dedicated Transports====



Revision as of 18:33, 3 May 2023

This article is a stub. You can help 1d4chan by expanding it

This is the current 10th Edition's Tyranids tactics. 9th Edition Tactics are here.

Why Play Tyranids

Faction Rules

  • Synapse: While a unit is within 6" of one or more Synapse models, it's whitin range of said Synapse. Each time it takes a Battle-shock test, use 3D6 instead of 2D6.
  • Shadow in the Warp: Once per battle, during either player's Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test.

Detachments

Invasion Fleet

Special Rules

  • Hyper-Adaptations: Gives you one of three buffs you can pick between for the entire game.
    • Swarming Instincts: Any attacks against enemy Infantry and Swarm units gain Sustained Hits 1.
    • Hyper-Aggression: Any attacks against enemy Vehicle and Monster units gain Lethal Hits.
    • Hive Predators: Any attacks against enemy Character units gain Precision.

Stratagems

  • Endless Swarm (1CP): A stratagem that is activated on your Command Phase. Two units with the Endless Multitude keyword that are within your Synapse Range, can have up to D3+3 destroyed models returned for each one selected.

Equipment & Weapons

Highlighting changes from 9th to 10th editions in parenthesis. Blue means improvement and Orange means degradation. Remember a +AP is a degradation.

Melee Weapons

  • Bone sabres: [TWIN-LINKED] | A8 | WS2+ | S9 | AP-2 (+2) | D3. Potentially not fare as well against vehicles with their adjustments to Toughness.
  • Genestealer claws and talons: A4 | WS2+ | S4 | AP-2 (+1) | D1. Vanguard Preadator may offset.
  • Screamer-killer talons: A10 | WS3+ | S10 (+4) | AP-2 (+1) | D3.
  • Xenos claws and teeth: A1 | WS4+ | S3 | AP0 | D1.

Ranged Weapons

  • Bio-plasmic scream: [ASSAULT, BLAST] | 18" | AD6+3 (+3)| BS4+ | S8 AP-2 (+2) | D1.
  • Fleshborer: [ASSAULT] | 18" | A1 | BS4+ | S5 | AP0 | D1.
  • Rupture cannon: [HEAVY] | 48" | A2 (-1) | BS3+ | S18 (+4) | AP-4 | D2D6 (Increase in damage variability from 5-10 to 2-12).
  • Termagant devourer: 18" | A2 | BS4+ | S4 | AP0 | D1.
  • Termagant spinefists: [ASSAULT, PISTOL, TWIN-LINKED] | 12" | A2 | BS4+ | S3 | AP0 | D1.

Psychic Weapons

  • Synaptic pulse: [PSYCHIC, TORRENT] | 18" | AD6+3 | S5 | AP-1 | D2.

Unit Analysis

Characters

  • Tyranid Prime:
  • Neurotyrant:

Epic Heroes

  • The Swarmlord: A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an 18" Torrent d6+3 S5 AP-1 D2, making it capable of melting marines if nothing else.
    • Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.

Core

  • Von Ryan's Leapers:

Infantry

  • Termagants: They had their Movement reduced from 10" to 6", with an OC of 2 and increased Ld to 8+. Like in past editions, they can be equiped with one of three different ranged weapons (Fleshborer by default, with Spinefists and Devourers for the other options).
  • Neurogaunts:
  • Barbgaunts:
  • Genestealers: Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5+. Sadly, while its WS got boosted to 2+ for its claws with re-rolls of 1 to wound, the AP for those claws got busted down to a -2, making it a touch less effective against Terminators. Instead, they rely upon rushing to objectives with their Scouts 8" rule and the ability to re-roll all wound rolls if they're near an objective.

Monsters

  • Screamer-Killer:
  • Psychovore:

Dedicated Transports

<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>