Grimdark Future/Tactics/Alien Hives
Why Play Alien Hives
Pros
Cons
Special Rules
Unit Analysis
Heroes
- Hive Lord: A very flexible but also expensive pick. In low points games, it may struggle to get where it needs even with wings. Can be upgraded to be either very shooty, very choppy, or a mix of both, along with some support options. Somewhat unusually the Hive Lord is actually best run on his own, as with Tough 12 and a 2+ save he can take a beating and doesn’t offer any benefits to the unit he joins besides a morale boost. Unless going for a very shooty build, I would suggest avoiding hook upgrades as otherwise you will probably never actually use them. On the other hand, the tail upgrades are quite handy regardless of build. Support-wise, he can operate as a morale buff to friendly units within 12”, or as a counter to enemy psychics.
- Prime Warrior:
- Snatcher Lord:
- Veteran Warrior:
- Snatcher Veteran:
Infantry
- Grunts: Very basic horde unit with only one shot/attack on a 5+ at a pitiful 12” range. They are cheap though, and can serve as good chaff or to add some activations if you’re taking lots of big boys. They have a surprising number of upgrade options, including a couple melee upgrades (although I find these to be better when saved for assault grunts, you will get much more mileage from them). They can get one special weapon, three of which are of particular interest. The Bio-Shredder is a cheap option, but a 6” range means you might fire it once the entire game. The Shock Gun provides some needed AP2, but on a 5+ won’t hit often. The Bio-flamer is appealing, with a 12” range and 6 attacks you may get some use out of it. The Acid Gun faces the same issue with its 6” range compounded by also only one shot, and finally the Bio-rifle is a good choice for units which plan to hold objectives. It offers a very cheap AP1 sniper which can remove special weapons from enemy units. In my opinion the Bio-flamer or Bio-rifle are the best all around choices. As for the rest of the squad, here you get three upgrade options, Bio-pistols which give them an extra attack for 5 ppm, Bio-spikes which upgrade their shots to AP1, and Bio-carbines which give a longer 18” range and triple the shots, but at nearly double the unit cost. For an objective-sitting squad, carbines may be a good choice, but also increase the threat potential. Otherwise, for general purpose, either the pistols or spikes are solid choices, or you can also just keep them cheap and run them plain. If their main purpose is to server as chaff, then that’s probably the way to go.
- Assault Grunts: Angrier stabby Grunts. These get an extra attack in melee and are Fast for 40pts more. They can grab some melee upgrades such as doubling their attacks, adding Rending, AP2, or Deadly 3. They can also take Furious and/or Poison for 10pts. However, they’re just as squishy as Grunts and even more expensive, so be sparing with upgrades. That said, AP2 attacks are not to be ignored on such a cheap unit, especially if you also grab Furious (with Fast, if you’re good with positioning, you should get the charge most of the time).
- Winged Grunts: Grunts, with the same upgrade options, but now with Flying and Ambush for 60pts. Due to their increased price these are less of a chaff unit, and can serve two main roles. One is to be a late-game objective grabber, where they are protected from a turn or two of shooting. In this case giving them a rifle can be a good choice. The other is to harass backlines, which will only be useful if your opponent has fragile long-range units. In that case, running them with pistols and a flamer can result in a lot of dice being rolled. In either case however, this is a specialty unit which should only be used in situations where that ambush is useful and something like Swarms or winged Warriors aren’t the right tool.
- Soul-snatchers:
- Hive Swarm: Fairly tough for the price and can be given Ambush and a 12” A6 gun fairly cheaply. Again, there are two main roles here; objective holder or cheap suicide unit. For 65pts you can get a unit which can appear on any objective, and requires likely a full unit’s or more to deal with. That can draw fire away from your Grunts, or make your controlled objectives harder to shift. Alternatively, for 75pts you can drop them in next to whatever unit you need to deal with and drop 18 dice on them, but with only 6+ quality don’t plan on hitting much.
- Hive Warriors:
- Ravenous Beasts:
- Venom Floaters:
- Synapse Floaters:
- Hive Guardians:
- Spores: Great chaff. They die to a stiff breeze, but they offer two big advantages. One, they’re a very cheap unit that your opponent has to deal with, and two, they are one of the cheapest activations in the game. They’re especially useful against hordes or units with low defense, as 9 automatic hits is nothing to scoff at for 40pts. But the main utility is that cheap activation. It means that you have more capability to outmaneuver your opponent by forcing them to move first when it may not be advantageous, because you can just stall them with little 40pt units. Combined, these hit hard and are still only 80pts (if they survive).
- Massive Spore: The same thing as Spores, but with one Tough 3 model instead. That means they don’t lose effectiveness as they take damage, but are susceptible to Deadly weapons and can’t be combined. They also have larger models and may have a harder time getting cover.
Monsters
- Shadow Hunter:
- Carnivorex:
- Toxicorex:
- Psychorex:
- Tyrant Beast:
- Devourer Beast:
- Artillery Beast:
- Burrower:
- Spawning Beast:
- Flamer Beast:
- Mortar Beast: Although at first glance it seems a little underwhelming for the cost, this can be a pretty good unit. Indirect means that you can park it in cover, LOS blocking cover if you can, and just rain down spores. It’s only hitting on a 4+, but even if you miss, you get more spores! That means more for your opponent to deal with, and more activations for you. It may not be the most directly useful choice, but in the right army it can be handy, especially if you like to overwhelm the enemy in targets. Because it lacks AP, you’re going to need to make up for that somewhere else, or primarily target low-save units. Against hordes, this is nice.
- Invasion Spore:
- Artillery Spore: A bit of a weird one, this is a bit like a Mortar Beast, but also immobile, but also has ambush, but also shoots worse and at a shorter range. The main reason to take this over a Mortar Beast is because you want to be sure you have that objective, and nothing will come close to it. It can also be given Regeneration to make it an even better wall Since it’s immobile it’s not that good for late-game objective grabbing, and you will miss one turn of shooting. In other words, this is really only a better choice if you desperately need better defensive abilities, or you are running out of points. Otherwise, use some Spores or Swarms to block objectives and a Mortar Beast to give fire support.
- Rapacious Beast:
Army Building
Starter Armies
General Advice
Tactics
| Grimdark Future Tactics Articles | |
|---|---|
| General: | General Tactics |
| Alien Hives: | Alien Hives - Soul-Snatcher Cults |
| Aliens: | Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders Robot Legions - Saurian Starhost - TAO Coalition |
| Battle Brothers: | Battle Brothers - Custodian Brothers - Prime Brothers |
| Elves: | Dark Elf Raiders - Elven Jesters - High Elf Fleets |
| Havoc: | Havoc Brothers - Machine Cult Defilers - Wormhole Daemons |
| Humans: | Battle Sisters - Feudal Guard - Gangs of Hive City Human Defense Force - Human Inquisition - Infected Colonies Machine Cult - Titan Lords - Rebel Guerillas |
| Ratmen: | Ratmen Clans - Vile Rattus Cult |