Warhammer 40,000/10th Edition Tactics/Tyranids: Difference between revisions
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*'''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. | |||
===Monsters=== | ===Monsters=== |
Revision as of 13:42, 3 May 2023
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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
Unit Analysis
Characters
- Tyranid Prime:
- Neurotyrant:
Epic Heroes
- The Swarmlord:
Core
- Termagants:
- Von Ryan's Leapers:
Infantry
- 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">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>