Warhammer 40,000/2nd Edition Tactics/Tyranids

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Why Play Tyranids

It's been weeks of fighting. Morale is low. Your units have been combined to keep them at full strength. You're lucky if you can even get your vehicles to move. The last Techpriest was ripped apart by a Lictor hiding in some ruins. Your platoon is completely surrounded. All of a sudden, the sergeant begins to convulse and gurgle...

Tyranids in 2nd Edition are a truly alien army. You don't draw Strategy Cards, unlike every other faction. You instead cause effects (to show how the Tyranids wear down their enemies) to each enemy squad. The whole game warps around you - certain cards can't be played against you, either. This will be detailed more in the next section.

Pros: -Extremely fast. You are faster than Eldar with a base of Movement 6 for just about all of your models. -Immune to Psychology. There are a lot more LD based effects in 2nd edition. You either ignore them, or you have a unit that helps you ignore them.


Cons: -Strategy Rating 1. You're pretty much always going 2nd.

Special Rules

Unit Analysis

Individuals

  • Hive Tyrant:
  • Lictor:
  • Zoanthrope:

Core

  • Warrior Brood:
  • Genestealer Brood:
  • Termagant Brood:
  • Hormagaunt Brood:
  • Gargoyle Swarm:

Support

  • Carnifex:
  • Ripper Swarm:
  • Spore Mines:
  • Biovore:

Genestealer Cult Units

Characters

Core

Support

Tactics