Warhammer 40k Tyranids Codex Pdf 7th Grade
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So I've been a long time lurker, mostly posting my custom codexes on Warseer, but with all the trouble they've been having I figure it's time to post somewhere else that's more active. I've been working on three codexes semi-simultaneously as follows: • • • Codex: Inquisition. Minor update to this with only a handful of changes: • Cheaper Power Weapons; they're not quite as deadly on Strength 3 models after all.
• Added a new item; Suppressor Field, this grants Shrouded to a unit that starts the game in cover, or ends its Movement phase in cover. This is lost if it shoots, is charged, or moves (unless it moves in its Movement phase, and ends in cover). • Ditched the Sabotage Stratagem (damages a vehicle); it was too difficult to balance as it either inflicts too much damage making it overpowered, or not enough, and is better against some armies than others. Plus all of the most dangerous vehicles these days are Monstrous Creatures for no reason.
Wargame Tactics for Tyranids Tactics on using Tyranids in the Warhammer 40k game Sources. Codex: Blood Angels (5th Edition). Codex: Tyranids (6th Edition), pp.
• Replace Sabotage with Misdirection, this lets the operative and their unit deploy normally (or go in Reserve) then deploy as Infiltrators at the last moment, i.e- after enemy Infiltrators are deployed, making for a nifty surprise. This goes well with the Suppression Field to allow the Inquisition to send a recon team forward. Somehow I managed to finish the whole codex without remembering to give anyway Infiltrate, and as a Stratagem it's useful because of the ability to choose before the game begins, so if you mess up deployment of your operative(s) you can redeploy one of them via this Stratagem, or you can exploit a weakness in the enemy deployment etc. • Tweaked the Stratagem names. Arguably the most important update to any codex ever, they are now Destruction (mine terrain), Disruption (Dangerous Terrain for enemy Reserve), Misdirection (Infiltrate) and Orchestration (control friendly Reserve arrival). Not an especially large update, but somewhat significant so I'm dubbing it v1.1.
Most of the changes are minor, and mostly cost tweaks, most notably around the Acolyte types (Warrior Acolytes are a bit cheaper overall). Also Coteaz is no longer a Lord of War.
I've also tweaked the Ordo Xeno Operative's special rule to grant one characteristic test re-roll per turn, I swear I can't find a rule I'm happy with, but this one feels better. Gunner Acolytes with Heavy Bolters can now take Hellfire shells. The most important change is the addition of Drop Pods as a transport option for acolytes, but also most notably available to the power armoured units taken as a Chamber Militant in an Ordo Hereticus Strike Force (Malleus and Xenos don't require these as their Chamber Militant options already have Drop Pods). The restriction on who can take them is because I thought that have Sisters Repentia arriving via Drop Pod, while funny, might be be a bit much. Sororitas with Heavy Bolters can also take Hellfire Shells as part of a strike force. I haven't read through the whole thing yet, but I have to say that I like it.
The Task Forces are a great idea and I really like how you've implemented the Chambers Militant. The credos are nice. The formatting is cool, though your placement of artwork is a little weird in places. Why can't a radical Ordo Hereticus Task Force take a Daemonhost, but an Ordo Xenos one can? I'll definitely be checking out your other works (and the rest of this one) soon.
EDIT: I'm not up to date with the Inquisition rules, so I'm just going to treat everything in this PDF as your own content. - I feel like the Pariah needs more of an edge compared to the Sanctioned Psyker. A Psyker with a Psychic Hood is not that much more expensive and is far more useful with the added bonus of not causing a Ld malus to friendly models. - Your 'hellgun' is using the name of a variant lasgun. I also don't think they're necessary weapons. I looked it up, and 'hellrifle' is from the 5th Edition Grey Knights Codex. I'd take them out, honestly.
- Jokaero changes are good. Well, I haven't seen them since 5th so I don't know what they're like now, but I definitely prefer the 'Xenotech Blaster' over the hyper-functional weapon array they used to have. - I like the Savant.
Powerful but not too much so. Definitely interesting and useful. - Changes to the Plasma Siphon are great.
It's an odd and unique weapon now rather than just a massive nerf to certain enemies. That said, the mechanic is a little off. Forcing Snap Shots is oddly worded because it works on models, which means models hit by it in a unit have to be singled out (which isn't too odd but I don't like it for some reason). Also, being able to force Snap Shots by simply hitting any model with a high BS blast could be very, very powerful. Would it work better as an invulnerable save, generating tokens for hits or wounds?
Wounds would probably be better (counting both saved and unsaved Wounds), just so that the token generation scales with the Strength of the attacking weapon, as it should. This way, the Siphon could serve as a deterrent to shooting at your Inquisitor; if she or he survives the attack, their alien device will hit back hard. - I like how the Daemonhost works with the 'turn number + powers' thing. It really depicts them well, growing in power while also becoming more and more likely to break free.
I think the Daemonblade should have something similar; a small chance of turning against the wielder (but not the same as other Daemon Weapons, as the fluff description states). Like Daemonhosts, such things should be like playing with fire for a radical Inquisitor, and bring great power at great risk. This message was edited 2 times.
Last update was at 2016/05/11 20:56:50. I feel like the Pariah needs more of an edge compared to the Sanctioned Psyker. A Psyker with a Psychic Hood is not that much more expensive and is far more useful with the added bonus of not causing a Ld malus to friendly models.
The main benefit is that they're pretty cheap but you're probably right, as they're not really durable enough to run on their own. That said, it's worth noting that their Leadership penalty doesn't affect the Pariahs themselves, so when they join a unit the unit uses the Pariah's leadership, so they can work well with mobile units gone psyker hunting. I'll definitely have a think about it though, what about if they also had a Refractor Field like the Sanctioned Psyker? Changes to the Plasma Siphon are great. It's an odd and unique weapon now rather than just a massive nerf to certain enemies. That said, the mechanic is a little off.
Forcing Snap Shots is oddly worded because it works on models, which means models hit by it in a unit have to be singled out (which isn't too odd but I don't like it for some reason). Also, being able to force Snap Shots by simply hitting any model with a high BS blast could be very, very powerful. Would it work better as an invulnerable save, generating tokens for hits or wounds? Wounds would probably be better (counting both saved and unsaved Wounds), just so that the token generation scales with the Strength of the attacking weapon, as it should. This way, the Siphon could serve as a deterrent to shooting at your Inquisitor; if she or he survives the attack, their alien device will hit back hard.
Yeah, I've made a few attempts to re-write this to be simpler or more streamlined to do but it's tricky; I like the accumulating power aspect, but representing the actual drain on the target is fiddly. Anything that affects the unit specifically could be too powerful if the template only slightly touches the unit, whereas requiring some portion of the unit to be affected could make it very hard to apply. Per-model is annoying, though it's a relic so it's not like it should come up all the time. One alternative I had thought of was to add counters to the target for each point of energy drained, the unit must then re-roll this many 6's when rolling to hit with shooting attacks; this is a bit simpler, and not especially abusable as it's effectively losing one point of Ballistic Skill on a portion of your shots fired, the problem is how to decide which 6's to re-roll? I like how the Daemonhost works with the 'turn number + powers' thing. It really depicts them well, growing in power while also becoming more and more likely to break free.
I think the Daemonblade should have something similar; a small chance of turning against the wielder (but not the same as other Daemon Weapons, as the fluff description states). Like Daemonhosts, such things should be like playing with fire for a radical Inquisitor, and bring great power at great risk. Thanks, these were another one I desperately wanted to be more like the fluff, as in the Eisenhorn books the Daemonhosts are incredibly powerful, whereas the older rules are just too unreliable to be of much use. Applying the same idea to a Daemonblade is interesting, the current form is from the existing digital release. The big problem with Daemonblades is that the randomness is a bit like Warlord Traits; they make it very difficult to build your Inquisitor for a particular role, as most of the time I find that I roll abilities that aren't much use against my intended target, or that make my Inquisitor much better suited to a target he's going to struggle to get to.
Using the same mechanism as the Daemonhosts would a bit, since you can risk disaster in order to get another chance at the ability you really wanted, but it still makes it a tough item to build around. I have had another idea though; instead of one big table the Daemonblades could use say two or three small tables themed around different abilities such as character killing, monster killing or mass damage. The tables wouldn't be random, but instead you have two points to assign allowing you to unlock the first ability of two tables, or first two abilities of one table, with abilities starting relatively weak but becoming much more powerful and more unreliable as you progress, and the ability to earn more points for kills? It's definitely a tough area to get right, as too random makes it tough to use, which isn't as big an issue with the Daemonhost as it's fast enough to find something to hurt whatever powers your roll. Certainly bears thinking about!
Thanks for the great feedback! I'll start thinking about some tweaks to the list right away This message was edited 2 times. Last update was at 2016/05/12 10:32:27. I've been thinking about making my own Ordo chronus army for inquisition using the codex as an base for constructing them. If it is ok, do you have any tips? Sure, I've tried to design the codex to be as flexible as possible, and you can always take unbound if a strike force lacks the exact combinations you need.
How do you envision the Ordo Chronus functioning on the battlefield? If I were doing it I'd probably use Ordo Xenos as a base, since they have all the extra toys and other unusual goodies which could represent strange equipment recovered from temporal investigations? I've been thinking of doing a non-Ordo specific task force for general use, with guard/tempestus elites as the Chamber Militant, so there's more than one option, but I held off on doing it while I sorted the big three first. I haven't really thought much about other kinds of specialist detachment that might be worth including. @Frozen Ocean: I've got a rough idea for new Daemonblade rules, similar in style to the Daemonhost but not based on random abilities. Basically it starts as a +2 Strength AP4 two-handed melee weapon with Fleshbane, so pretty decent to start with.
However once you hit three kills with it it becomes +3 Strength AP3 but gains Insidious Presence, which forces a test based on total wounds/hull points inflicted with a penalty based on game turn, roll under this total and you lose control, attacking the nearest enemy for the rest of the game. Five kills improves it further to +6 Strength AP2, and seven kills or more is Strength D, AP1, but if the bearer is out of control they will attack anyone (not just the enemy). In other words, if your inquisitor can control their combats well they've got a good chance of just having a beastly sword, but if they get swarmed you can expect them to go out of control quickly (since you can't choose not to attack iirc). I've been thinking about making my own Ordo chronus army for inquisition using the codex as an base for constructing them.
If it is ok, do you have any tips? Sure, I've tried to design the codex to be as flexible as possible, and you can always take unbound if a strike force lacks the exact combinations you need. How do you envision the Ordo Chronus functioning on the battlefield? If I were doing it I'd probably use Ordo Xenos as a base, since they have all the extra toys and other unusual goodies which could represent strange equipment recovered from temporal investigations?
I've been thinking of doing a non-Ordo specific task force for general use, with guard/tempestus elites as the Chamber Militant, so there's more than one option, but I held off on doing it while I sorted the big three first. I haven't really thought much about other kinds of specialist detachment that might be worth including. I was thinking about making thier relics and wargear something akin to stasis bombs, easier reserves because of timing, Maybe even allowing some units to deepstrike first turn etc. I am currently thinking about everything. I can use ordo xenos until me or my friends have come up with something. Do you want me to Pm you/reply to this thread when i have come up with something? Ah you mean specific rules, rather than just how you could field them thematically?
Of course I'm interested in any rules ideas, Ordo Chronos is one aspect of the Inquisition I wish there was more information about, but given that they're officially missing I don't suppose there's much hope unless we get a book set at a time (or several, that being their thing) when they were still active. I'm more than happy for you to post ideas here if you want to use my codex as a basis, or did you want me to integrate them?
Stasis weapons could make an awesome mechanic; given that officially they're gone it might be interesting to give them a Legion of the Damned vibe, showing up when they're needed, but never sticking around long enough to explain what's happened to them? Why can't a radical Ordo Hereticus Task Force take a Daemonhost, but an Ordo Xenos one can? I couldn't find much precedent for Hereticus using one, and Daemonhost weren't available in Codex: Witch Hunters, I could make them available again to Rogue Radicals, but it doesn't seem like something the Ordo Hereticus would be likely to accept, as no matter how powerful a psyker is, unleashing a daemon usually ranks as worse. Creation of a Daemonhost is a shaky subject even for the Ordo Malleus (as are other radical practices like daemonblades and xenotech, to a degree).
The point of a Rogue/Radical is that they don't follow the rules, and if their superiors found out about what they were doing they might end up being excommunicated for heresy. Such heresy is usually part of an individual Inquisitor's gradual corruption, no matter how well-meaning they were when they began. The rules being flexible on the individual level is one of the defining aspects of Inquisitors, I feel, so it's important that they have access to all manner of things that might not be allowed by their Ordo. I feel like the Pariah needs more of an edge compared to the Sanctioned Psyker. A Psyker with a Psychic Hood is not that much more expensive and is far more useful with the added bonus of not causing a Ld malus to friendly models. The main benefit is that they're pretty cheap but you're probably right, as they're not really durable enough to run on their own.
That said, it's worth noting that their Leadership penalty doesn't affect the Pariahs themselves, so when they join a unit the unit uses the Pariah's leadership, so they can work well with mobile units gone psyker hunting. I'll definitely have a think about it though, what about if they also had a Refractor Field like the Sanctioned Psyker?
It's a difficult subject. The Pariah is intended purely for protection from psychic power (and possibly Daemons), so that is the angle that should be explored most with their rules.
Would ripping the Psychic Abomination rule from the Culexus be too much? Actually the Hellrifle is current as of the latest official Inquisition codex, and was in the Grey Knights codex too I think. Hellguns have pretty much been abandoned in favour of Hot-shot las weapons, so I kind of liked the idea of re-imagining them as something slightly different. I should have clarified my post after I looked it up.
I had a feeling that the 'daemon gun' was something I'd seen before, but I had to look up the hellrifle specifically because the hellgun is a lasgun variant. I meant that it wasn't your idea, it was introduced in 5th Edition.
Still, the change from hellgun to hot-shot lasgun is something many people dislike, and I really don't think that the vanilla hellrifle is a necessary weapon for fluff or game mechanic. A return of the classic Inquisitorial Stormtrooper would be welcomed, I feel. Changes to the Plasma Siphon are great. It's an odd and unique weapon now rather than just a massive nerf to certain enemies. That said, the mechanic is a little off.
Forcing Snap Shots is oddly worded because it works on models, which means models hit by it in a unit have to be singled out (which isn't too odd but I don't like it for some reason). Also, being able to force Snap Shots by simply hitting any model with a high BS blast could be very, very powerful.
Would it work better as an invulnerable save, generating tokens for hits or wounds? Wounds would probably be better (counting both saved and unsaved Wounds), just so that the token generation scales with the Strength of the attacking weapon, as it should.
This way, the Siphon could serve as a deterrent to shooting at your Inquisitor; if she or he survives the attack, their alien device will hit back hard. Yeah, I've made a few attempts to re-write this to be simpler or more streamlined to do but it's tricky; I like the accumulating power aspect, but representing the actual drain on the target is fiddly. Anything that affects the unit specifically could be too powerful if the template only slightly touches the unit, whereas requiring some portion of the unit to be affected could make it very hard to apply.
Per-model is annoying, though it's a relic so it's not like it should come up all the time. One alternative I had thought of was to add counters to the target for each point of energy drained, the unit must then re-roll this many 6's when rolling to hit with shooting attacks; this is a bit simpler, and not especially abusable as it's effectively losing one point of Ballistic Skill on a portion of your shots fired, the problem is how to decide which 6's to re-roll? Simplicity is something that should be striven for in a ruleset.
Debuffing enemies is a difficult thing to balance (especially per-model effects in units), which is why I favour basing the Siphon on the Inquisitor's defence rather than a drain effect on an enemy. Plus, as a debuffing tool, the Siphon would likely be used primarily to debuff the enemy's largest models/guns, which detracts from its purpose and theme. Thanks, these were another one I desperately wanted to be more like the fluff, as in the Eisenhorn books the Daemonhosts are incredibly powerful, whereas the older rules are just too unreliable to be of much use. Applying the same idea to a Daemonblade is interesting, the current form is from the existing digital release. The big problem with Daemonblades is that the randomness is a bit like Warlord Traits; they make it very difficult to build your Inquisitor for a particular role, as most of the time I find that I roll abilities that aren't much use against my intended target, or that make my Inquisitor much better suited to a target he's going to struggle to get to.
Using the same mechanism as the Daemonhosts would a bit, since you can risk disaster in order to get another chance at the ability you really wanted, but it still makes it a tough item to build around. I have had another idea though; instead of one big table the Daemonblades could use say two or three small tables themed around different abilities such as character killing, monster killing or mass damage. The tables wouldn't be random, but instead you have two points to assign allowing you to unlock the first ability of two tables, or first two abilities of one table, with abilities starting relatively weak but becoming much more powerful and more unreliable as you progress, and the ability to earn more points for kills? It's definitely a tough area to get right, as too random makes it tough to use, which isn't as big an issue with the Daemonhost as it's fast enough to find something to hurt whatever powers your roll. I much prefer this concept. It fits better with the theme of Daemon Weapons without being too powerful or too dangerous (remember that the ones wielded by the actual forces of Chaos aren't ever D weapons - not even the Murder Sword!), and it fits perfectly with the Radical Inquisitor idea of 'more power = more risk'.
Randomness shouldn't be totally shied away from, though, since the Daemonblade abilities are all generally quite powerful. I like the idea of an entry-level Daemonblade being relatively safe to use, while the truly powerful ones come with greater risks. Again, though, bear in mind such relics as the Axe of Blind Fury; an Inquisitor's Daemonblade is meant to be 'safe' (relative to a true Chaos relic) and weaker because of the wards suppressing the Daemon (those same wards that can be loosened to risk some more power). I underlined the bit that I really like. As for the negatives, there could be a table (as much as I hate random tables, it feels appropriate when dealing with hostile entities outside of one's control, like daemons) that includes things like Unwieldy, while the worst results (e.g.
The Daemon Weapon fail result; take a wound and reduce to WS1 I1) would be more likely the more powers are unlocked, or something. Could a 'battle of wills' roll work, using the Inquisitor's Leadership against some sort of quantity that relates to the daemon's power? As for the Ordo Chronos, they shouldn't be used just as an excuse to get Heresy models in. Most Heresy stuff can be explained in 40k as ancient relics, anyway. This message was edited 1 time.
Last update was at 2016/05/15 15:23:39. Creation of a Daemonhost is a shaky subject even for the Ordo Malleus (as are other radical practices like daemonblades and xenotech, to a degree). The point of a Rogue/Radical is that they don't follow the rules, and if their superiors found out about what they were doing they might end up being excommunicated for heresy. Such heresy is usually part of an individual Inquisitor's gradual corruption, no matter how well-meaning they were when they began.
The rules being flexible on the individual level is one of the defining aspects of Inquisitors, I feel, so it's important that they have access to all manner of things that might not be allowed by their Ordo. True, I think I'll allow it then like you suggest. I'm also adding a specific detachment for Rogue Inquisitors (they can't be taken in any other) which will open up more access to Daemonhosts/Psykers, with lesser access to other units (particularly vehicles, and no Chamber Militant), hopefully this will give enough freedom while retaining some structure vs Unbound. It's a difficult subject.
The Pariah is intended purely for protection from psychic power (and possibly Daemons), so that is the angle that should be explored most with their rules. Would ripping the Psychic Abomination rule from the Culexus be too much? Thanks for reminding me, I completely forgot that the Culexus has been updated again! I ignored it because the old rules were a bit lacklustre but the new one is much more interesting. I could use a toned down version, e.g- 8' range, -2 Leadership and no Warp Charge on better than 5+? Probably increasing their cost to 50-70 points as the ability to strip Maledictions is pretty powerful, but very, very useful.
Simplicity is something that should be striven for in a ruleset. Debuffing enemies is a difficult thing to balance (especially per-model effects in units), which is why I favour basing the Siphon on the Inquisitor's defence rather than a drain effect on an enemy. Plus, as a debuffing tool, the Siphon would likely be used primarily to debuff the enemy's largest models/guns, which detracts from its purpose and theme. Yeah, I've tried again to come up with a good way to make it work as both a drain and syphon at the same time but it just gets too complicated. I could add a third profile just for draining, so it's up to the player how they use it, but perhaps I'll focus on the syphon/release aspect, as while that doesn't interfere with an opponent's weapons directly, it turns their strength into a potent attack of your own; get reasonably close to an enemy with plasma weapons and you have a pretty nasty shooting attack for several turns. As for the negatives, there could be a table (as much as I hate random tables, it feels appropriate when dealing with hostile entities outside of one's control, like daemons) that includes things like Unwieldy, while the worst results (e.g.
The Daemon Weapon fail result; take a wound and reduce to WS1 I1) would be more likely the more powers are unlocked, or something. Could a 'battle of wills' roll work, using the Inquisitor's Leadership against some sort of quantity that relates to the daemon's power? Hmm, just had another thought, but what about two tables, one for boons and one for curses, each time you increase the strength you roll on both, adding the number of powers to the results. This would reduce the randomness for your first set of results to maybe two or three possibilities on each table, but open up the more powerful effects, especially with re-rolling duplicates. Part of the difficulty though of course is getting the table to fit on the page, I may need a full page for just the Daemonblade after all I quite like the mechanic I mentioned with the progression to D, but it probably makes more sense in the Daemons book, especially on the Khorne side.
So yeah, back to the drawing board again for now! This message was edited 1 time.
Last update was at 2017/01/17 15:44:25. Long time since my last update! I've changed quite a bit, but I've been so bad at keeping track that I don't remember much of it, suffice to say it's lots and lots of tweaks throughout. Here's the main things I can remember: • Ordo Xenos now have Codex: Deathwatch as their chamber militant.
Unfortunately I still don't have access to this codex so I haven't modified the task force list much as I don't know what still makes sense to offer as options, or what the force composition should look like, so yeah • The Psyker Grade Delta Credo can now be applied to a Sanctioned Psyker, this allows a non-Psyker Inquisitor to bring a dangerously powerful sanctioned psyker to the field if they like. This is somewhat risky in that sanctioned psykers are not the most durable characters, unlike an Inquisitor that can be toughened up with lashings of wargear, but Wyrdvane Psykers can make them somewhat less explode-y.
• I've removed cavalry mounts and bikes from the list; my primary reason is that after changing some other stuff the options and entries didn't fit on pages, weak reason but then there have never been suitable models anyway. I might try to rejig some stuff to fit them back in though, as this list (like any good Inquisition list) is partially aimed towards conversion happy maniacs, so model availability isn't strictly and issue.
• I've split up the relics into four sections, so that now each Ordo has specialist relics, but there are also some general relics that any inquisitor can take. This includes a fun variant of a stasis bomb. • I've simplified the Plasma Syphon a bit; it now just accumulates charge and fires it, no more penalty to enemy weapons as it's just too difficult to do both without ending up with a full page of rules for just one weapon.
• On which note, although I have yet another tweaked Daemonblade, I'm still not completely happy with it. On the plus side, the new relics format means I have a full page if I want to expand it to use a truly beastly table. I'm still leaning towards two tables; one for boons and one for curses, with each power making it more likely you'll get something stronger (but at the risk of a more serious curse). • I tweaked the Ordo Malleus operative bonus, which is now Leadership on 3D6 removing the highest, to make it a bit more useful. • The Pariah's effect is a lot more powerful now, but I'm unsure of the cost; they're still pretty easy to pick off, but can seriously ruin a psyker's day I have been enjoying playing with the rules, particularly their flexibility. Tried playing with a Daemonhost and it did about as well as I had hoped; got two turns of absolute carnage then got greedy and it broke containment. I don't have access to the Imperial Agents codex yet, so I'm not sure how that's going to affect me going forward, though it doesn't sound all that revolutionary so I don't expect it will affect me much.
This message was edited 2 times. Last update was at 2017/01/19 11:45:50. So it turns out I uploaded the wrong file; I had another with a few further changes. I've also made some extra tweaks; for simplicity I've just uploaded this over v1.2, rather than uploading a new version, as managing multiple files seems to be what got me into this mess Anyway, changes include: • Daemonblade rules using my intended twin-tables; I knew I'd already done this, and here it is! Basically for each power you generate for the weapon you generate both a Boon and Curse, for each you roll one D6 with an additional + D6 for each power the weapon already has. So the initial two powers have a narrow range of Boons and Curses that will leave you with a decent melee weapon and at least one fairly minor penalty, but as you add powers the risk (and potential rewards) increase considerably. The Boon + Curse combo is intended to be read as a pairing, so you might roll Rotting Doom, which gives you a poisoned weapon that makes you easier to hit for example.
You can generate further powers at the start of each turn, which means you can potentially end the game with 8, but you will guarantee that you get every single curse on the table, but one hell of a melee weapon (very likely granting psychic powers). • I tweaked the Rogue Inquisitor detachment quite a bit; special units (Daemonhost, Lexmechanic etc.) are now all lumped together as a single 0-5, giving much greater flexibility, however the detachment can no longer take a Land Raider, which seemed a bit strange for a Rogue. I've also clarified that the Rogue credo does not count against the limit you can purchase, so you can (with a few exceptions) have the same inquisitor under both the rogue and non-rogue detachments.
I've also changed the Victory at Any Costs rule to make it more of a gamble; it essentially grants re-rolls for both the unit making the Desperate Assault, but also all enemies that attack them, so it's a high risk gamble best taken when you're confident the enemy can't do much against you, or just for the hell of it in the final turn. Lastly, to take two or more vehicles in the Rogue detachment requires a Lexmechanic, which I feel makes sense as keeping vehicles intact would not be easy on the run.
This means that the most a Rogue can have is a Valkyrie in most cases. • I got a good look at a copy of Codex: Deathwatch, and as a result I've removed all of the chamber militant options for the Ordo Xenos Task Force as they're not relevant; it's a pretty neat codex with more than enough options as it is! • I loved Ordo-specific warband options into the appropriate task forces; along with this change I've also restricted Drop Pods to non-Rogues as it was another option that seemed weird since Drop Pods for non-Astartes should be quite rare, and it doesn't seem like Rogues would be able to find ships able to launch and recover them anyway. • The options changes meant I could re-add Cavalry Mounts and Bikes; operatives, savants and warbands (without Brutes) can choose between both, while Lexmechanics can only take Bikes (but can add Smoke Launchers if they wish).
I've omitted mounts for Pariahs and Sanctioned Psykers for now; I figure they'd spook Cavalry Mounts, and I'm not sure how balanced access to Bikes would be, as the Pariah's anti-psychic bubble is very strong, so having it fly around the table might be a bit OP; of course they can still use a Rhino (or Drop Pod for non-Rogues), but it puts the minimum cost of mobility to 35 points which seems about right to me. • Also I've added Inquisitor Greyfax; she's a little more interesting in my list as she's a Puritan Ordo Hereticus Psyker (which you can't normally do), with the Gun Master credo to reinforce her ranged accuracy. That she has no Force Weapon means she works out a bit more cheaply at 90 points, which makes her fairly good I think, as she is not worth more IMO ( iirc Cadia puts her at another 60 points which is crazy), this gives a discount on this combo as she's not especially durable, plus she gets an interesting unique power and good Psychic defence. I'm sure there are some other tweaks, but I'm not sure what they are; unlike Pages, iBooks Author doesn't have change tracking which makes it hard to remember what you did if you don't keep notes This message was edited 4 times. Last update was at 2017/01/25 18:43:44.
The Hive Tyrant is the heart of the competitive Tyranid army, especially when you give him wings and some guns. He works best with Wings, 2x twin-linked Brainleech Devourers and Electroshock Grubs. He is a major force-multiplier that helps the Tyranid army in so many categories, including: 1. Reliable anti-tank with Devourers and Electroshock Grubs.
Excellent mobility as a flying monstrous creature. Can threaten enemy targets almost anywhere on the table. Mobile Synapse. Psychic support for the army. He is a major offensive threat in the army and the best shooter in the army.
The best anti-air offense in the army. Bullet magnet that can soak up a lot of enemy firepower and still survive. This helps to make the rest of the army more survivable. The major weakness of the shooty flyrant is that he will have problems against 2+ save units due to the lack of AP2 shooting. He is also mediocre in Assault.
He can beat non-dedicated assault units, but you really don't want him getting into combat with any dedicated assault units due to a lack of an Invulnerable save on it. There are also 2 other Hive Tyrants.
The close-combat Tyrant and the walking Tyrant (or walkrant). The cc-tyrant isn't really an optimal load-out because, once again, the lack of a Invulnerable save in close combat is a weakness when going up against enemy dedicated assault units. Also, if the cc-tyrant kills the enemy on the wrong turn (i.e. Kills it on the Tyrant's turn), then he is open to getting shot at while on the ground by then enemy. In a competitive Tyranid army, there is no question that the shooty tyrant outclasses the cc-tyrant.
The shooty tyrant can contribute to the Tyranid offense without putting itself at unnecessary risk, whereas the cc-tyrant cannot contribute to the Tyranid offense unless it puts itself at risk. The walkrant can be used as an anchor to a primarily ground-based Tyranid force. He can be quite survivable if you attach some Tyrant Guards to it. However, this type of tyrant lacks the mobility of the flyrant and, as a result, lacks flexibility as well. It takes him longer to contribute (whereas the flyrant can contribute right away) and also allows the enemy more time to shoot at it and its army while it slowly marches up towards the enemy. You could put the walkrant in a Tyrannocyte spore to give him some mobility, but if you do so, then you will be better off putting the Swarmlord or a dakkafex in there instead. From a competitive standpoint, there is absolutely no reason whatsoever to take a walkrant over a flyrant.
Grades: A+ (dakka flyrant), B (shooty walkrant), C (cc-flyrant), D (cc-walkrant) •: Tervigons were the bread and butter of the last Tyranid codex, but now they've sadly taken the brunt of the nerfing. While they are listed as an HQ choice, they should always be taken as troops because there's a reason why no other codex can have ObSec Psyker Monstrous Creatures (hint: it's cheesy). Of course, there's a catch to this -- you need to have 30 Gaunts in your army for each Tervigon you want to field as a Troops choice, and the Gaunts can't move or assault on the turn they spawn. On top of the 35 point increase for the Tervigon itself, that means that the cost of using a single Tervigon as a Troops choice has gone up by 105 points! Tervigons are really simple to use too, as besides just keeping them on objectives, all you have to worry about is when to spawn and when you know her time is up. If you care at all about the Tervigon's ability to actually fight in close combat, feel free to throw Maw-claws of Thyrax on it for 10pts. 15 pts is okay for Crushing Claws, but at the same time the Tervi's Initiative is 2 whether you take Claws or not.
Still, 15pts isn't awful for the considerable anti armour power (not that MCs in general need any help against armor in assault. Consider taking the Reaper instead, it pushes the Tervi up to initiative 5).
Also, keep in mind that Brood Progenitor no longer gives Toxin Sacs and Adrenal Glands to entire broods of Termagants, but Counter Attack instead, and the buff is now a 12' bubble. Counter Attack no longer requires a Leadership test, so now the buff is worth using on your Termagants.
That said, any termagants spawned from the Tervigon will be codex gaunts. There's no way to give them other upgrades and the newly spawned gaunts won't be able to move or assault on the turn they're spawned, making them easy targets for anything with access to pie plates. On top of that, if the enemy is smart enough to aim for the Tervigon with a high strength, AP3 or better weapon and actually pops her, all those gaunts are going to get faceraped harder than ever before now that the psychic backlash radius is doubled (so weigh the cost/benefits of taking Regeneration on her, it tends to be helpful, most armies are unlikely to kill the entire monster in one turn giving her a chance to heal quite a lot). They're still worth fielding as Tervigons still help out the army, but you can't run an army of them anymore as it'll be very expensive.
Can still be your warlord if you have no characters which, seeing as you're playing tyranids is quite likely, so it's best to use them as buffers for your Gaunts and non-synapse units (With the Primaris blessing). Alternatively rules as written; you can now spawn (after the move) on a turn you outflank the mama-bug with the Tyrant's Hive Commander ability. Tl;dr - Take Tervigon as Troops, spawn Termagants, move them to a different Synapse Creature before they get Backlashed, profit.
• Tyranid Prime: Last edition the Prime was a middleweight boxer fighting in a lightweight division. Now he clocks in at 125 points.
His only upgrade, aside from the Wargear table, is Flesh Hooks. In addition you can take anything from the Bio-Artifacts, basic bio-weapons, and melee bio-weapons. However, once all is said and done, the only upgrades you want to look at are Boneswords, Lash Whips, and the Norn Crown. The upgrades are pretty explanatory; ignore everything else because they're either too expensive or ill-suited for the unit. The most important aspect to discuss is its special rules.
Synapse Creature, Shadow in the Warp, and Independent Character. These rules constitute for the exaggerated price of the HQ. Putting the Prime in a unit will make it the only implacable Synapse unit in the codex. This allows the Prime for Look Out, Sir exploits too. Place it in front of Gaunts to allocate wounds to the models just behind him. Unfortunately, Independent Characters can't join Monstrous Creatures, so no Tyranid Prime hanging out with the Carnifexes. Overall, an expensive support HQ that will earn its points back if you utilize its full potential.
The Tyranid Prime is the cheap man's HQ. It is not a Tyrant. It will not wade into a horde of soldiers and kill anything with impunity. It will not easily kill any major special characters and most generics that have been kitted out. The Tyranid Prime is not there to lead the horde from the front, but to support it. It's the only Independent Character left in the codex. It's one of the few to have the option to buy assault grenades.
It's moderately versatile. Lets be frank.You took this because its cheap.
You didn't take it for durability because it has very little in that regard. A single lucky S10 hit is going to take him out. So, keep that in mind as you kit it because your looking at the only Tyranid HQ with a permanent kick me sign on it's much-more-expensive-this-edition back. If you are taking this, you had better be going for overkill in your other slots because you will need to pick up the slack. To go into the basic options, you are looking at a Tyranid Warrior with boosted stat line but with some catches. The Tyranid Prime can only bring its stat line to real benefit inside a unit of Warriors who also benefit from several boosted stats. So, to put it bluntly, your paying the price of a Flyrant and then some for 12 wounds at majority toughness 4 with Look out Sir to keep your HQ alive.
This will only make it a much larger target and fair easier to kill. So, why bother? Brian Lara Cricket 2007 Pc Game Free Download Utorrent. Simple, Bio-artefacts.
The Tyranid Prime can pick up the Miasma Cannon which with its stateline, is a fairly good option to get some shots in, and it can function in tandem with a small unit of warriors armed with a barbed strangler to ensure some good output. Beyond that, if you are feeling bold, the Norn Crown is an expensive but useful option to put on this thing. Just make sure to not go overboard on options, because this thing will have quite a bit gunning for it.
For close combat, a light approach of Maw Claws of Thyrax, Flesh Hooks, and a Lashwhip and Bonesword will carry it through most conflicts fairly comfortably at 160 points with some good benefits if it goes hunting characters. For transportation purposes, it can use a Trygon tunnel or a pod at a cost. The best option is to take a pod with a small retinue of 3-4 warriors and use them like a tactical squad of terminators. Upon landing, use the boosted ballistic skill to fire into whatever your target it, and prepare for assault in the next turn. The pod can also make up for the lack of bodies because it also has multiple devourers to help weaken the enemy unit. If you upgraded your retinue's melee weapons to rending claws, you can get a bit more mileage out of them and hopefully wipe out a unit in the following turn.
Another option in the pod in a group of 17 toxigaunts which their Prime babysitter. A LW/BS and Scything Talon combination will cause large amounts of concern to high toughness multi-wound models. The Prime is given plenty of ablative wounds and the toxigaunts are ensured to make it into assault without risking a fall back or mauling each other, which helps ensure that whatever this unit is dedicated to taking down is tarpitted and killed. Grades: A (Miasma Prime), B+ (Pod Prime), C (Vanilla) Special Characters [ ] • The: The ancient unstoppable Swarmlord is a model begging to be a part of a 'Deathstar' unit. Reason being that the Swarmlord is massive, devastatingly powerful, unreasonably expensive (in fact it got a price increase in the codex, but a minor one at 5pts), possesses a high demand for resources during the game, and has laughably stupid weaknesses for all it took to get the damn thing.
The Swarmlord basically reads like a simple flow chart; is he in assault? If no: get into assault, if yes: win assault. Its most glaring weakness is hitting it with six Krak missiles or any equivalent will statistically put it down without a fight since every missile wounds on a 2+ and ignores the damn thing's armor save.
However, the Swarmlord is a Psyker (Mastery Level 3) and has several special abilities that buff either himself or nearby units in varying ways. It also gets an invulnerable save in close combat and has a ridiculously high WS.
If it is in close combat, it will seriously skullfuck whatever it's fighting. It also gets to add 1 to all its reserve rolls and can give its unit or a friendly unit within 18' Furious Charge, Monster Hunter, or Preferred Enemy till end of turn.
But with only an invulnerable save in close combat, and lacking the ability to roll for a Warlord Trait or Eternal Warrior, it's nowhere even close to being the death machine it used to be especially without the old glory of biomancy. Also, they took away his ability to force enemies in close combat to reroll their invulnerable saves, so even in assault he's not the rape train he used to be. Still able to gimp almost anything tho. • Deathleaper: Inexplicably made into an HQ unit, Deathleaper is per-point the most fragile unit in the codex, partially to compensate for the relative difficulty one can have in killing him. All shooting at him is reduced to a Snap Shot, so non-melee armies will have trouble with him (except with their ), and it makes him immune to blasts and flamers.
Unfortunately, the special rules have very situational usage. One allows the Tyranid player to pick an enemy model and lower its leadership by D3, which is useful for negating bonuses from abilities like Rites of Battle (or psykers and all).
Deathleaper tends to get used mostly in a Reserve Army for his Pheromone Trail (precision Deepstriking Mawlocs, heh heh heh.), acting as a buffer in anticipation of the Hive Tyrant/Swarmlord being shot. From there, he might act as a minor assassin unit. Although he's not for many armies, his utility can come into play. One special rule got added to him and the Lictors: Infiltrate. Not sure if this is a good thing or a so-so thing. Time will tell. He has hit and run, character, a lot of attacks and high ws which might be useful for assaulting, challenging murdering at I7 and running.
Backed up with some genestealers especially with a broodlord against armies vulnerable against pinning • Old One Eye: OOE is one of the most tragic models in the codex, and now even more so since it takes up an HQ slot better used for just about anything else. The model is very expensive at a shade over 200 points. The price tag is equivalent to a Land Raider, but OOE is only as tough and as durable as a normal Carnifex. It has the 4+ Regeneration ability at all times, which is rolled separately from IWND if you can find a way to give it to him.
And if you make this guy your warlord he gets Feel No Pain the turn he gets shot. Although, if he does survive that he becomes very very hard to kill. His ability to let friendly units within his 12' bubble to use his Ld 8 for Leadership tests could help in a pinch, but don't rely on it, unless you don't bring any Synapse creatures.
It can also roll one additional attack for every original attack that hits, but it can't. He becomes even worse in the new codex, now that crushing claws no longer grant D3 additional attacks, and the berserk rampage discounts hits caused by his nifty new D3 HoW hits; on top of that the +1 strength and ap 2 are redundant thanks to his already being an S 10 monstrous creature. Unfortunately it does not out perform a normal Carnifex with crushing claws by much, and it is out performed by Trygons for less cost.
In Apocalypse games he becomes more or less pointless. • With the new Tyrannocyte releases it has made many units once again viable, this includes Old One Eye as he can deep strike near the target you want him to destroy. With the changes to crushing claws giving Armour bane and OOE's generating new attacks makes him a very good cc vehicle destroyer now that he doesn't have to slowly walk up the board. Remember he has to survive a turn before he can assault so plan carefully. I have used him a few times using this method and he has performed well e.g. Killing out of reach basilisks. The tyrannocyte is proving to be a excellent addition helping the less competitive units have a chance, Does this make Old One Eye the go to HQ?
Hell NO he's still the worst HQ, though now he has a niche that he performs quite well. • Thanks to Deathleaper and Old One Eye being HQ choices now, you can field an entire army completely devoid of Synapse Creatures. While strongly not recommended, we suggest you play this list at least once for comedy value in a casual game for the. Elites [ ] The first thing one notices about Tyranid Elites is that you actually have options and possible upgrades for a number of the choices. Tyranids have a lot of Elite options, but many players generally opt for Hive Guard or Zoanthropes as their one stop purchase for reliable ranged anti-vehicle firepower, something not as easily found in the rest of the codex.
Mech lists took a hit in that glancing hits on vehicles would have off 1 of maybe 2-3 hull points. As a result Tyranids gained a lot of ability to tear mech lists apart with other units and thus Elites are more free form. •: Hive Guard are the premier Tyranid armour hunters.
For five points more than a Land Speeder, you're getting model with two wounds, T6, and a 4+ save armed with the bastard offspring of a Krak Missile and a Storm Bolter. Firing two BS 3, Strength 8 shots a turn, a unit of three, or even two, of these guys will bust open transports, light skimmers, or even heavier armor should they be able to flank-it (or just glance often enough). Like everything else in the Tyranid codex, it maintains full fire-efficiency on the move. The only drawback is 24' is a relatively short range for popping light transports.
For some unfathomable reason its gun only has AP4, making it useless against single-wound MEQs (which may have been to stop it from being an MEQ killer, remember GW luvs Space Marines). However, the Hive Guard does not need line of sight to hit a target, and it does not give a fuck about any intervening cover.
Also the gun's special rule allows it to ignore cover saves from night fighting as well as anything attempting to benefit from the new jink rule and anything that popped smoke the turn before. Even with a slight nerf they are still an auto-take. And now they come in a box where you can make 3 of them from they have become even more attractive.
• Hive Guards now have a new gun called the shockcannon. Check out the Ranged Weapon section for more details. •: Oh boy, where do we start from here? Lictors are now cheaper, and they still keep their stats and weapons. However, they got a lot of Special Rules to help them and the army out. They don't scatter from Deep Strike, and what's interesting is any units that comes into play via Deep Strike doesn't scatter within 6' of the Lictors. Just think of it, Mawlocs that don't scatter now have a better chance in gobbling up a unit camping on an objective!
Fear is meh, but Hit and Run and Stealth is always handy. They can't assault from Deep Strike or Infiltrate, but have some tricks to compensate if you can protect them. Three attack base plus another for having two pairs of CCWs, plus rending and S6 make them mildly effective against standard Troops in low numbers and some HQ's. But for that matter, why aren't you taking deathleaper? Overall Lictors are better than previous editions.
They are, incidentally, one of the three Tyranid models with Assault Grenades (in the form of Flesh Hooks). Best used as a very good distraction/homing beacon for Tyrannocyte spam lists, where he can give them a perfect LZ to deploy your suicide units. • One Lictor on the charge throws out 5 S6 attacks, for less than half of the cost of a Wave Serpent. While one unit is easy enough to avoid or focus-fire, running multiple solo Lictors (either through running CAD+Leviathan, or using Deathleaper's Assassin Brood) means you spread out a large-scale net, and can force target overload in a single go. With Leadership 10, they can also run independent of your synapse for the most part; that said, don't be afraid to Go-To-Ground with them; remember that a Tyranid unit that went to Ground doesn't have to test for Instinctive Behavior, and Fearless units cannot go-to-ground. Depending on how you plan out your Flyrants' attack vector, you can even plan on several Lictors Going to Ground, only to immediately become Fearless and available to move again once you send your Synapse over. •: Back in fifth edition, Pyrovores were almost-universally viewed as the most pointless, fucktarded, and confusingly detrimental unit in the entire Tyranids Codex.
How about now? Well, it's gotten better, but then it's would've been hard to go anywhere but up with this model. It received a 5 point price reduction and a buffs to a few stats (an extra Wound here, a little more Initiative there), which is. But then it still doesn't seem to serve a purpose in the army, especially given you can still take Hive Guard, and Venomthropes are a lot better now. • There's also some wording-loophole shenanigans about its Volatile rule; basically, it says that every unit (on the board) takes S3 AP- hits equal to all non-Pyrovore models within inches of a Pyrovore hit by Instant Death, but most players would be smart enough that you wouldn't get away with it, even if you dropped them in a Tyrannocyte and they didn't shoot it down.
• Also, the biomorphs it has (Acid Blood and Acid Maw) were pretty much nerfed but not too badly, the latter being reduced to a single AP2 attack instead of all of the critter's attacks ignoring armor. The only good thing is that it seems that it benefits from the Promethium pipeline in Stronghold Assault, so. There's that? Honestly, it's still one of (if not the) worst units in the game. But hey, now you can take packs of them!!!:D. Worst comes to worst, they make acceptable models. • With the addition of the Tyrannocyte these guys aren't as bad anymore.
Shove 'em in it, drop em down and burn baby burn at point blank range. Then prepare to die one turn later. But hey you managed to distract the enemy for a whole turn or two between the walking failures and the floating drop pods with Venom Cannons all over. •: Venomthropes are a solid choice in 7th edition. All models within 6' of them get Shrouded. They're fantastic support units for protecting against gunlines, and they also confer a save to monstrous creatures in a Nidzilla style army, like the Trygon or Tyrannofex or even a Heirophant.
Units with stealth, such as Lictors, can take a 4+ cover save from being near Venomthropes increasing the screening potential of Rippers if they need to advance across open ground. If night fighting is in play, anything near a Venomthrope is nearly unkillable with the cover saves they will receive. Venomthropes also have a 2+ poison and the toxic miasma biomorph (once per game an enemy unit suffers a number of hits equal to the number of models from their unit in base to base with the Venomthrope. The hits have the poison as well and ignores cover USR) but they don't really belong in close combat. But they aren't pushovers any more either.
I6 from lash whips and 2+ poison are pretty good. Don't have them charge alone: use them as finishers instead. Since Venomthropes give Shrouded they can be used to boost the cover save provided by units, meaning that a big blob of gaunts can provide a 3+ cover save to a unit of Venomthropes and whatever else you can stick behind the gaunts and in the Shrouded bubble. A possible way of getting footslogging tyrants, warriors and MCs across the board without getting utterly obliterated. Doesn't work when the enemy has Ignores Cover of course. Like all of those flamers out there that absolutely facerape gaunts to begin with.
If you're facing a Marines player, and they dump a unit of Legion of the Damned on the board, you might as well kiss this guy goodbye. EVERYTHING the Damned Legionnaires shoot has Ignores Cover.
Plasma Cannons? Heavy Bolters?
ALL Ignores Cover. Riparoonie, everything hoping to wander up the board safe and Shrouded. • An Alternate Take: Something to consider in addition to Venomthropes in your army is the Aegis Defense Line. If you line one up straight across middle of the board, you can give everything behind it a better cover save of 4+, besides Trygons, and barring the oddly angled shot on an MC. It is also cheaper, can't die, doesn't take up a valuable Elites slot, and can sometimes block LoS completely.
It works both ways, but that usually isn't a problem since most of our AP values are too low to hurt MEQs anyway. It's a toss-up between the utility of the Venomthropes' defensive grenades versus the cost and reliability of the ADL's cover save. Pro Tip: Take both!
Venomthropes giving shrouded to Exocrines, Tyrannofexes, Hive Guard, and the like for a 2+ save! Crones when they glide or fly on near a Venomthope will get 5+ cover out in the open as well, 3+ if they choose to dive (not a bad idea due to their main damage being their vector strike).
The Venomthrope is going to be the lynchpin in a lot of lists. •: Psychic breachers, more or less. With ML 2, guaranteed access to Warp Blast/Lance (as well as gaining extra shots for each Zoanthrope in he unit), and a 3++, they're meant to get in close, blast your foe, then reposition some. Zoanthropes are a pretty 'go big or go home' unit though, and like most other Psykers you get diminishing returns on them due to restrictions on Warp Charge. That said, they make a good unit to take advantage of any spare Warp Charge your Flyrants might not actually be able to reliably take advantage of. Strongly consider a Mucoloid Spore to get them on the field; while you could use a Trygon tunnel, those are best used for follow-up objective grabbers. •: If you're going to take a unit of 3 Zoanthropes, you might as well pay the extra 5 meltabombs to field this guy.
As a character, the Neurothrope gives some minor wound allocation via Look Out Sir, but that's not the real reason to take one. Rather, the Neurothrope's signature ability is granting the unit Spirit Leech. Spirit Leech is basically Psychic Shriek, except better: For each unsaved wound you cause, you gain a free Warp Charge that can only be used for Warp Blast.
Ideally you should reach out, flush one small unit from cover (see: Pathfinders or Guardian Jetbikes), finish off with blasting another target, then Running to reposition into a better location. •: This wannabe is a designated infantry-killer, with a rape-tongue of S6 AP2 (Assault 1, Precision Shots on a To Hit of 6, 12' range), A3, and 5 wounds. While unimpressive on paper, each unsaved wound it causes gives it an extra attack in that combat (extra attacks do not generate extra attacks) and it can restore one wound a turn if it successfully lands an unsaved wound on an enemy (only on the turn it charges but if it's in combat you probably charged anyway, just remember it's only for the turn). Combined with Regen, it manages to out- the Carnifex.. The tyranids now have a new drop pod in the form of the Tyrannocyte so deep striking is not a problem. But weighing in at $80 a pop for 3A at WS3, then considering missed wounds, you're not doing much better than other options, and some may not really be able to justify the absurd price tag for an altogether mediocre unit. Tongue just smacks of uninspired.
The GW website promises he'll gobble up units, but that's not really likely. As an alternate strategy you can deep-strike him into enemy lines to act as a suicide monster to mess up infantry formations and threaten characters, and don't forget that he comes stock with crushing claws so don't be afraid to run him at some tank formations. While overall the Haruspex is not the most skilled combat monster his ability to generate additional attacks and regenerate wounds is very useful when you don't have to run him across the board.
• It's good to remember that with the addition of the Haruspex, Nids now have Monstrous Creatures available in every single force organization slot. • They can actually be deadly in close combat if you managed to use Paroxysm on a unit before it charges, thereby potentially hitting on 3's, the Swarmlord can also be helpful to provide preferred enemy, making the Haruspex more reliable. Throw in some toxin sacs in there as well.
• While crushing claws may you think that you can substitute it for a Carnifex NEVER think this Carnifexs are far better vehicle wreckers even without the claws and have much better long-range options. This beast is better designed to rush infantry squads and kill enough of them to make them run of the board, then when all is done regenerate its wounds and keep on going. The crushing claws are so it is not completely boned when a walker or tank gets to close since it will have to be in enemy lines.
Remember what their truly meant for and play to its strengths and you should be fine. •: The Toxicrene's utterly retarded twin who's far past overcosted for what he does.
It only has a 4+/5++ Invul and ML2 to separate it from any other monstrous creature. The Maleceptor has three powers: you start with its base power 'Psychic Overload', gain Dominion for free due to Primaris then roll your remaining powers (i.e one) from the Tyranid table as per normal (this is what the brb states and is confirmed by the August 2016 FAQ) As for Psychic Overload, it's a 24' WC 2 Focused Witchfire that forces units to test Ld on 3d6; those that fail take d3 unsavable wounds/an unsavable glance. It can be used three time per psychic phase on three different units, but you're likely never going to go past one or two, since this thing just sucks up warp charges. Also it's focussed witchfire, so it can be use to auto-snipe a model of your choice if you get 3 success or more, otherwise you need to rely on BS3 to hit half the time. While its range is better than the Neurothrope's and has the ability to actually target vehicles, the cost for it is still far more than it's worth.
Really, it could have been saved by better saves or maybe a less strenuous power, but alas, GW decided more oversized, overcosted shit is what Tyranids needed instead of something better against heavy vehicles. • Alternate Opinion: Yes, they suck, really and truly. But they have one outstanding quality: Everyone knows they suck. Everyone knows they could only do damage if you were stupid enough to spill all your Warp Charges into it.
But, they are still Monstrous Creatures with Synapse. Even better, they are very non-threatening Monstrous Creatures with Synapse, so the enemy might flat-out ignore it for softer targets. They can sit in the middle of your swarm holding the little bugs together, generate Warp Charges for more effective users of them and if push comes to shove, they can still Smash! A Walker or transport.
In fact, in close combat, they are actually better than a Tervigon thanks to a faster-than-Necron Initiative and if they roll, for example, Catalyst as their one rollable power, they can even give decent support. Still, they cost too many points, their saves are too bad and their unique Psychic Power should really only cost 1 Warp Charge. • Brood (Forgeworld): With the new rules of IA4 2E, the malanthrope went from an Apocalypse to HQ choice, now to Elites and are a sort of halfway between Zoanthropes & Venomthropes. With a price reduction to 85 pts, they can be taken in broods of 1-3. S5 T5 with 4W and 3+, poisoned attacks, toxic miasma, shrouded, fleet, move through cover, synapse, shadow in the warp, and regeneration all included.
It also has a unique rule that whenever it kills a unit, all nids in synapse range of the Malanthrope Brood get preferred enemy for the opponent's whole codex (not just the unit type as before). They can also issue challenges even though they are not characters (and therefore do not need to accept challenges issued to them) though in a challenge they can reduce the attacks of their opponents by half and to initiative 1. A solid choice, though it now competes in the Elites slot for space. Use it in a hormagaunt/gargoyle heavy army to kill something quickly and start turning the swarm of generally killing creatures into a unholy wave of destruction. • They also do the Venomthrope thing and grant shrouded to nearby units within 6', so these guys can essentially replace Venomthropes in your army in their entirety. They are 40 points more expensive, but you get get double the amount of wounds, regeneration, +1 S/T/A. 3+ armour save as well as all the Synapse goodies.
Being able to fill multi-roles in a single slot allows you to do more things with units elsewhere. • The best thing about them, however, is the simple fact, that Missile Launchers and Lascannons cannot Instant Kill them, which is more than you can say for Zoanthropes, Venomthropes, Warriors and Raveners. Troops [ ] Troops are where you are going to get your swarm on, everything except warriors, mucolids, and rippers can be fielded in absolutely MASSIVE numbers (and even then they just sacrifice quantity for quality). The upgrades for your troops can really have an impact on how they fight but while the upgrade cost is small the bulk order of them can run you a lot of points, almost doubling the point costs of some choices.
Everything works best when you keep them within a synapse from something like a Tyrant or Warriors, with Rippers it is not that bad as the Hunger result is one hit per model so you can take two rounds of self-NOMMAGE before losing any models & combat effectiveness (unlike Gaunts). Tyranid troops are basically the reason other races have weapons with crap AP values, you will lose them in droves, and yet STILL have enough to bury your enemy in bodies. Oh, and as for the update, this is where a large number of buffs came in: Gaunts are one point cheaper, and they run d6 + 3 in the shooting phase. Make the most of it. •: Genestealers are very solid units. They have a 5+ save, which is easily punctured by any Space Marine worth a damn, but their combat ability makes up for that. They can easily shred plenty of enemy units (up to and including Baneblades if you can get to their rear armor you always will seeing as they can only do any damage in combat where models always hit the rear armour of non-walker vehicles) in close combat thanks to rending, high initiative, great weapon skill, and an acceptable number of attacks ( Thanks to two pairs of claws, they get another attack:D No they do not, you need to buy the Scything Talons to count as two weapons).
However, despite all this, they aren't really the core player of the army. They come with infiltration built in, so their best use is often to keep the enemy bottled up. A squad or two of flanking Genestealers will cause most players to give pause to spreading out to the edges of the board. Additionally, you can also upgrade one genestealer to a broodlord, which is essentially a 3 wound, ws7, s/t5 nightmare with The Horror psyker power. Give the Broodlord adrenal glands and it can pop landraiders. All things considered you can't say many bad things about Genestealers.
Thankfully, they can be fielded in pretty large numbers, not quite as massive as that of Gaunts, but enough to pretty much swamp anything in front of them. Almost nothing in the game short of AV 14 armor survives more than one turn when faced with a full genestealer brood with a broodlord. • Definitely give the broodlord +1A for 4 points. Because you need 6 S5 I7 WS7 Rending attacks on the charge.
• Another update! Rending claws are S user AP5 rending. It's only a slight change but helps when putting genestealers against weaker enemies (guardsmen, eldar, etc.) • Genestealers will kill anything they touch (except for daemons or anything with an invuln which mocks their rending). They are, after all, probably the greatest assault unit in the game (unless they're assaulting into cover as they don't get flesh hooks anymore and will get a hiding before they strike from anything capable thanks to their naff 5+ save). Any opponent that knows this will stay FAR away from them.
This makes genestealers a major psychological tool in addition to what some would say is the greatest unit in the codex. • tl;dr - Take Genestealers+Broodlord vs armies that don't have a lot of units immune to Pinning. Infiltrate them as close as possible to the enemy's gunlines and The Horror them repeatedly. You won't be able to assault them the turn you Infiltrate, but you can assault the next turn. If they're immune to Pinning, well, you should have other uses for that Warp Charge. • Children of Cryptus (Deathstorm): 8 Stealers with ScyTals and a Broodlord (Sadly the Spawn of Cryptus has no IC and no ScyTals).
For 11 points more, the Spawn becomes a Warlord (Which grants him Preferred Enemy) and gives the entire squad Stealth. Overall a nice package, as it allows them better use for cover.
• If you really want to spam genestealers, run an allied detachment of Genestealer Cults. GC Genestealers cost the exact same but have +1 attack, stealth and a 5+ invuln. Take a patriarch (uber-broodlord) as the allied HQ and gain autopassing look out sir combat monster with S6 ap3 attacks a uprgradeable to ML2 to get even more fun (like spam summoning). Even better run the First Curse formation to get the above and a powerful buff table on top of that, where you could even get assault grenades! •: Hormagaunts, due to being cheap and having cheap access to poison, are among the most devastating and effective attackers in the the entire game. Per point spent, they deal more damage, survive more wounds, and can even run across the board faster than anything else that can compete with them.
Their only major drawback is a stark lack of frag grenades. However, keep them from fighting with inopportune targets and get them Feel No Pain from any psyker with Catalyst, and these little bugs will really tear it up on the battlefield. They can also equip adrenal glands to glance tanks and transports to death on the charge. Plus, you can field them in absolutely massive broods, rivalling full sized guard platoons in sheer size. You now only +2 attacks on the charge on a roll of 6 outside of synapse, otherwise enjoy your [number of models] S3 hits 50% of the time!
(yes, they hit themselves). However, seeing as they are fast, good in melee, and cheap ObSec, they are very good at grabbing objectives, and holding them because of their outrageous numbers and melee punch compared to enemy equivalents (remember that grounded nids don't take Instinctive Behavior!).
Hormagaunts are usually seen as an alternative to the deep striking rippers as mandatory troops. Depending on your list composition of heavy hitters you may want those guys in. Alternatively, you can go out all out on Hgaunts and TGants and play an horde style list. Here is a list of things you want to consider when talking about Hgaunts: • Hormagaunts may look like a cheap troop, but they actually are not.
Remember that nids have Tgants, rippers and Mucolids for a cheaper troop choice. Take these guys only if you have a real reason, if not then there are better mandatory troops. • Hormagaunts are fast. Not as fast as beasts or jump infantry, but for their cost they are indeed fast between fleet and leap.
They will get into assault range by turn 2 many times. • Do not expect vanilla hormagaunts to provide damage, that is not their role. They will make a mess out of certain units, but that will not happen commonly. That said, why would you take Hgaunts, what is their intended role? Well at this point it is necessary to distinguish between vanilla hormagaunts and upgraded hormagaunts.
Vanillla hormagaunts are the most commonly used and are great for screening, tarpitting, objective grabbing and assault linking. • Screening: Since the rule clarification that you don't need to be 25% covered by a model to get the cover save but a toe in a ripper will suffice, these guys became an interesting alternative to the more commonly used screeners. While they cost 25% more than Tgants, they will never risk to slow down your dakkafex/exocrine/whatever. At the same time they cost 16% less than gargoyles (and are obj sec). Remember to bring a shroud source with you when doing this, or the hormagaunts will be an even better target than a dakkafex for the bolters on a point per average wound basis. • Tarpitting: When tarpitting with nids it is either gargoiles or hormagaunts.
Luckily both of them are really good at this. Gargoiles are better due to the jump infantry type and the blinding venom even if they cost more. If you want pure tarpitting go for them. Take hormagaunts if you also need them for their other roles. • Objective grabbing: Here the best are the deepstriking rippers. Cheaper, easier to hide and deepstriking. Hormagaunts are close second though, with the highest speed between our obj sec troops and an high model count for conga lining.
• Assault linking: This is where Hgaunts are the best. Assault a model with a slaughter unit (Dimacherion, Carnifex, Toxicrene etc.) and at the same time multi assault that model and another unit with a unit of hormagaunts. You will get 2 benefits: first, your hormagaunts will eat up the overwatch, and secondly when that initially assaulted model gets slaughtered, you force a harsh leadership check on the second unit while in melee with a high initiative unit. Remember that glancing and penetrating hits count for resolution and tanks are indeed the best initial targets for this maneuver. Hgaunts have fleet and high initiative for a low cost, which makes them better at this than Tgants and Gargoyles. As you can see, they are not the best at anything, but they are a good second choice for all of those roles, with point 4 an uncommon exception (which can win games, keep an eye out for it).
So if you need just mandatory troops or strongly need one role in particular, skip Hgaunts. If you need an all round troop choice that can be spent in any of those roles then consider Hgaunts. Upgraded Hormagaunts are almost never seen and there is a reason.
For a 1W T3 6+ model they can get to ridiculous costs. That said: • If you need anti rear AV 10 and can't honestly get anything better then AG Hgaunts can be an option. They are fairly good at it, but will bleed points like mad when targeted. • If you expect to face high T targets like WKnights or Nurgle babies then consider Venom Hgaunts. If you can get them on their favorite target then they can get to tear jerking efficiency, if not they will again be point bleeders at the smallest sign of enemy fire. • Do not consider AG + Venom Gaunts. Grades: C (Vanilla Hormagaunts), D (Single upgrade Hgaunts), E (Double Upgrade Hormagaunts) •: Tyranids have numerous traditional weaknesses, one being blast templates.
Rippers, being swarms, take double damage from blast templates. Having a toughness of three, they are morbidly weak to Instant Death as well. Their weapon skill is low, their saves are 6+ and they die less than 5E if they fall out of synapse and roll 1-3 on Instinctive Behavior (which they will). To say they at least aren't an actively inhibiting part of any army would be a stretch. At least they can now claim (and secure in combined arms FOCS) objectives, so they can at least be given purpose on the battlefield by hiding away in cover based objectives.
You just have to hope your enemy didn't bring flamers. • However, Rippers can now purchase deep strike for pennies. Of course, this hardly redeems them, but if you really want to have some, it does make them usuable as a halfway decent distraction unit than can simply go to ground every turn for immunity to Instinctive Behavior and +1 to cover. 6ed Swarms are not slowed by difficult terrain but must test for dangerous terrain as normal so keep that in mind.
• These lil' gribblies are the of the Troops slot. Bump them up by one base, give them Burrowing and Spinefists, then watch your opponent scowl in disbelief as four Ripper bases deep strike into his backline and pepper a heavy weapons unit with 16 twin-linked shots. They should kill 1 MEq or 3 GEq with this LOL-salvo and even if they don't, their target now faces a very real threat of another 16 shots in the following turn followed by being tied up in assault for the rest of the game unless dealt with. What's more important; lil' gribs in the wire or bigger gribs elsewhere? As they have the Swarms USR, Rippers are surprisingly resilient in assault in 7th providing that they can get there. Now that wounds from each initiative step are allocated by the player owning the target models, once all Rippers are in base contact with the enemy unit the owner can 5th-style spread the wounds around each base without initially losing any models.
The advantage of this, unless doubled-out and Instant Deathed, is that a unit of Rippers can hang in combat better than Gaunts as they initially take damage without having models removed, thus retaining 100% of their damage output for longer. Just be wary of sending any heavily wounded surviving bases into danger (or even out of synapse) as they're very unlikely to use this trick twice and will best be used as pew-pew objective-holders once savaged. •: Termagants are pretty much nothing (base) compared to hormagaunts and genestealers. Their guns are short to mid range, their ballistic skill is average, they fight as well as Guardsmen in close combat and their saves are worse.
In fact, they cost one less point than Guardsman. However, for every brood of 30 Termagants you have, one Tervigon can be purchased as a troop choice (there are few units of comparable cost that can remove a Tervigon from an objective in cover and most of those do not have Objective Secured), and Termagants receive counter-attack from being next to a Tervigon. Therefore, despite their mediocre-at-best statline, they are arguably the most competitive Troops choice on the tabletops of seventh edition when paired with the Tervigon.
Like Hormagaunts, they can be fielded in numbers so large the gameboard will look like an unending sea of bugs. Give them devourers though, pay a pretty penny for a hive tyrant with Hive Commander, and have them Outflank on a side of the board and they can certainly dish out a lot of dakka! If you want Preferred Enemy, either bring the Swarmlord or some Malanthropes to grant them that special rule. THIS combo is slaughter incarnate to infantry. • Something to keep in mind is that Termagants can now Mix and Match weapons. Due to the wonky wording, any model can replace their weapon with a different one, rather than a unit. Want some good but don't want to pay through the nose for having 30 Devourers?
Just take at least half and let the other half keep their Flesh Borers! This means you can also experiment with Spinefists and Spike Rifles now that they're free.
•: Warriors are also a solid unit, but they have one problem: Instant Death. They have a 4+ save, three wounds, and a toughness of four, so against small arms fire they're as tough as Terminators. However, hit their squad with a Battle Cannon and they all evaporate, and autocannons will rip them into very small pieces. They have access to weapons that ignore armor saves, have decent guns, have good weapon skill, and overall have some pretty reasonable options.
It's just not a good idea to make an entire army composed of Warriors since small numbers and being no-brainer targets will hurt them. Cover can be their friend and with Primes leading them, at least Str8 won't be such a problem. The question is, though, do you wanna risk your Prime? • And we should probably mention that Boneswords are AP3 now. Don't bother pairing them together, take one with a Lash Whip and give them Rending Claws so they won't be limited to MEQs. • If you do use Warriors, take a unit of three, equip one with a Cannon of your choice, include a pair of Rending Claws on two other Warriors, and have them sit on an objective at your deployment zone. They make a decent unit that can shoot Blast weapons while still be able to hold on their own if someone tries to assault them.
The Tyranid Warrior is the heart of the swarm and is used in many of the formations. Super versatility allows it to take on a wide variety of jobs with little problem. Has access to assault grenades 3.
Synapse support for the army. The Tyranid Warrior has lived a long and checkered past, having often been switched to worthwhile to worthless as meta constantly shifts around it. The Tyranid Warrior acts in much the same way as a cheaper, more easily disposable terminator. The crux of the problem comes from the toughness value of the warrior. At T4, a warrior is the equal of most marines, but costs just under 3 times the cost. Against S8 and greater, a warrior has very little in the way of defense. However, by keeping to small units it is much easier to mitigate losses to large strength weapons while also maximizing firepower.
The standard option clocks in at 90 points and serves little purpose just moving up, unless working within other formations which allow Tyranid Warriors to augment and boost those around them. The recommended option is a small group of 3 with a bio cannon at 100 points. Depending on your strategy, a group of 3 entrenched in cover with a barbed strangler will have good chances of survival and can keep enemy flamers and heavy weapons pinned down as the rest of the swarm rapidly moves into their respective gun ranges. The other option that works well for hunting vehicles or multi-wound xenos or human characters is the Venom cannon. It is fully capable of working on AV12, though anything stronger will give you problems.
Mobility can be a bit of a problem for warriors, though there are ways to get around that. Each squad can have quite the presence on the board which is reinforced by their large size. Always make sure to keep them in cover or melee to avoid casualties. The maximum size is 9, but rarely should a person field more than 4-5 in a single squad, in order to ensure that the footprint remains small and they do not attract too much attention, as anyone who stares at them too long is going to start feeling itchy with their big guns.
Once you get in close, you want to avoid standing around for multiple turns in the open shooting. Use your devourers and jump right into the mix, and even stock Tyranid Warriors should be able to hold their own for several turns.
If you are going after a more melee concentrated brood, then consider keeping them rather small, and in transport. The only real transport options for the Tyranid Warrior are Trygon tunnels or a pod. Taking the pod will be your best bet in almost every circumstance. Give one warrior a LW/BS combination and consider him a sergeant.
My Idol Download App Store. From there, you can go in several directions. You can give the remaining 2-5 rending claws and go full melee, or keep devourers on them to allow them to soften up before the assault, which in most circumstances will be your best bet. You do not need to give every warrior in a CC oriented brood every shiny option when it comes down to it. If you have the points for a Prime, see if you can't keep them all together. In a pod, you can keep 5 warriors and a Prime.
That is a bit point heavy however, so try and shave it where you can elsewhere. Your Prime should be doing most of the work, but take advantage of stat line boosts where applicable. Upgrade 2 more with rending claws and scything talons and keep the rest stock, and you have a much more durable attack platform. Use some wound shenanigans to keep them all rotating out to take damage, and you can also use the Tyranid Prime to tank S8-9 shots. Ideally, you want the brunt of all your melee damage to be taken on your stock warriors to free up the rending claw warriors to survive longer to roll those 6s.
Grades: B (Gunboat Warriors), B (Pod Warriors), D (CC Walk Warriors), D (Vanilla) • • Phodian Hive Warriors (Deathstorm): Three Warriors with Toxin and Adrenals, with Venom Cannon, Boneswords, and LashSword each. 11 more points grants them not only the ability to charge through ruins at Initiative (Which is boss), but it also makes anything non-Nid in ruins within 12' take Dangerous Terrain, making them good with Area Denial. In forest or desert boards, they're probably no different than basic Warriors. • Pods: Released alongside the Tyrannocyte and Sporocyst, these are basically T3 3W anti-MEQ spore mines with Shrouded, all at the cost of about a ripper base each. They move like mines and blow up in S8 AP3 (which goes up in S if you pile more in, since 1-3 of them can be put in a troop slot). The other big boon is that they can charge Zooming Flyers/Swooping MCs and, if they hit, score on Side Armor. All said, these are seriously cheap flyer-denial units to bring if you want to give up a few Rippers.
Just keep them from attacking anything but the flyers or big units, as they're still spore mines. • There are three main ways that Mucolids could be used from an army building perspective. • One, as a flier denial unit. Simply by spending 90 points you get 2 squads of 3 that, when contained in the main body of your swarm, are extraordinarily hard to kill, what with 3 wounds and a 3+ cover, T3 be damned. This leads to their continued presence and makes them work as a discouraging unit - they basically project a no-fly-zone where the enemy simply wont put his drop pods or aircraft for risk of the contents of the pod or the flier itself spontaneously combusting. • The second way is as a bare minimum troops fulfillment.
With these things, in 30 points, mandatory troops are done and dusted, leading to more free points to spend on big things. This lowers the minimum cost of mandatory troops in the Tyranid book from 78 points (two squads of minimum sized rippers) to 30. And unlike two squads of 10 fleshborer termagants, a lone mucolid actually still represents a threat no matter where it ends up.
• The third method is to use them as deep strikers. 90 points worth of these things deepstriking in front of/beside/behind cover next to the enemy army is something that they cannot ignore without horrible things happening to them next turn. This can disrupt gunlines, draw out enemy key units, draw fire and generally make a right nuisance for 90 points. They could also be used as the anti tank support to a Tyrannocyte drop pod list's anti infantry. Three Tyrannocytes, one with a T-fex and two with 20 devilgaunts, the T-fex pod with venom cannons and the other two with barbed stranglers is a huge hitting force.
Throw in 2 squads of 3 or 3 squads of 2 Mucolids and this Drop Pod assault becomes lethal on all levels. Add a precision deepstriking Lictor for precision deepstriking pods and mines behind cover. Fast Attack [ ] Remember how vehicles used to be a problem for Tyranids, mostly due to their inability to actually get close enough to vehicles to use their high-strength weapons?
Fast Attack Tyranids shine in an anti-vehicle role, and the few who don't are pretty good infantry killers (as if you didn't already have enough ways to deal with infantry, but the option is there). Able to get close enough with relatively long range weaponry and unload huge amounts of high strength organic dakka that will really fuck up mechanized assaults. Enemy fliers giving you trouble, too? There's a tyranid for that now that will make even the super OP Necron flyer will shit its metal pants at the thought of facing.
Though fragile (what Fast Attack unit isn't?), they do follow the Tyranid combat doctrine of 'if we can't field a lot of them, we'll give them options'. •: Gaunts with wings, effectively. They are, in quite nearly every way, just Termagants with wings. They have the same stats and the same weapons.
However, aside from the 12' movement there are two differences: they can exchange all of their attacks and instead make a single poisoned attack with the Blind special rule. Another thing is that Gargoyles are Jump Infantry and essentially receive a free bonus hit at I10 on the charge if they use their 'jump pack' for the charge instead of for their movement. This does allow you to re-roll your charge range, though. Throw in poison and Gargoyles become some savage monstrous creature hunters (great for fucking over other Tyranid armies and Chaos Daemons).
Taking HoW into consideration, Gargoyles are incredibly cost efficient models. If you give them both upgrades, you're paying 10 points for: 12 + 2d6 charge, 1 S3 I4 hit, 2 S4 I4 Poisoned attacks, and a S4 AP5 assault weapon shot. Point for point, superior to even Storm Boyz. Sadly, they aren't too fantastic against much besides infantry; if they can't kill or cripple what they charged in the first round there's not much hope for the unit coming out alive. So while it doesn't hurt to have them around, they also don't always help. Like all Jump Infantry, they do have Deep Strike, the trick is getting them into Synapse before they start lapsing into Instinctive Behavior: Hunt and uselessly shooting Fleshborers instead of assaulting like they should.
•: Harpies are one of the most heavily affected models in the Tyranid list and in their case it was a positive change over. Flying monstrous creatures are not just cool, but until more AA weapons find themselves into the game, they are also very hard to kill (warning: Quadguns will annihilate FMCs in general, and any army can take an Aegis line - on top of that, all of the new 7th edition armies with the possible exception of Sisters of Battle have their own Flyers which will make short work of a Harpy. See Vendetta/Hellturkey/Stormtalon/Stormwolf). Harpies don't come especially cheap, running a tab not unlike a Tervigon, and are not quite as tough when you actually get a hit on them. However for that price you end up with a pretty heavy gunship, the stock primary gun is a Twin-linked S6 pinning large blast OR for a small cost, a Twin-linked S9 small blast. Tack on another choice between Cluster or Stinger salvo (I recommend cluster as the harpy doesn't have great BS) and you can threaten big chunks of troops at once. After that the Harpy can drop a cluster of Spore mines on an enemy it passes over once per turn and finally vector strikes that can be used against light vehicles (including fliers) or just whoever you happen to be running over.
All this leads to a very harassy flier with enough pie for everyone. Keep them in the back during deployment though, as they start in Gliding mode and thus can be instagibbed by Str10 Large Blasts, which are mostly short-ranged. Make it a point to stay out of range or LOS of a Quadgun until they can at least Jink. Their extreme mobility and range will get them where they need to be no problem once they're in the air.
Once most sources of AA have been dealt with, fly it over a blob of infantry and drop a spore mine + vector strike for maximum lulz. • It's also worth remembering that as MCs aren't vehicles they have a 360 degree fire-arc so plopping a Strangethorn pie onto the same unit you just passed over and pooped mines onto is, unlike a flier, entirely doable. •: With 4 S5 Haywire missiles that rerolls to hit against fliers, combined with an INSANE S8 Vector strike, expect to see between 1-3 of these guys in every tournament. They're fragile, but with 5 wounds and no fliers or Skyfire guns with S10 to instant kill them, they're here to dominate the sky! Or fail their grounded test and get eaten alive.
Don't forget, they can start the game ON THE TABLE! Once the enemy air support is gone, time to vector strike tanks and blast infantry. Is your opponent arguing that he has a cover save against your vector strikes? Well, there's no range on vector strike (Its a melee hit, come on), there's no cover saves! (You can keep the flamer, or trade it in for Cluster Spines or stinger salvo).
But that 4+ armor save is certainly going to be a problem against.well, nearly everything. Fly them on near some Venomthropes for some shrouded goodness. 3+ cover out in the open?
• The Harpy and the Crone are made with the same kit. The kit is $80 ($115 'Strayahbucks). One of the few units (the Harpy) that wasn't nerfed in the Tyranid's codex is also one of the most expensive Nid kits to buy;. • Again, remember that the Tentaclids and Snotty Goodness aren't bound to a 45 degree forward firing arc.
•: Raveners are very similar to Warriors, but they're faster, have higher initiative, have more attacks, and are more fragile. Ultimately they're ok. They aren't as good at fighting as a swarm of Hormagaunts, aren't as tough as Warriors, and get expensive when equipped with ranged weapons, but their Fleet move, 12' movement, and complete immunity to non-mysterious terrain give them a niche to fill.
Ideally, they're harassers, designed to make unexpected long range assaults into exposed heavy weapons teams or infantry who think they're safely controlling an objective. The main thing to worry about with them is Instant Death and getting caught in the open. Their 5+ saves mean they won't get armor against the most typical foes, and if you can't clean up that Space Marine with a hidden Power Fist in one round then you'll have some very dead Raveners on your hands - see link for Tyranid warrior health issues. • Alternate Opinion: Raveners are basically Shrikes without Synapse and fewer options, for the same cost. They only have two things going for them: 1) They can buy guns in addition to their two pairs of Scything Talons/Rending Claws, though that costs and 2) They are Beasts, so their low Armour Save should not matter, since, if your Beasts ever don't have a Cover Save, YOU fucked up.
For all problems concerning Power Fists and Leadership, you should very much check out the next point: • The Red Terror: For 85-points you may add the Red Terror to one of your Ravener broods (one use per army), which has better stats, access to prehensile pincers, and the Swallow Whole ability (hitting a unit with 4 attacks automatically removes a model, and ignores armor and cover saves). If you're going to use them, you may as well splurge on it. Something that is often overlooked is that the Red Terror also provides a Leadership of 8 instead of the Raveners' usual 6, which gives them greater autonomy from your Synapse Creatures. The most important aspect about The Red Terror though is that it is a Character and can thus allocate wounds to your Raveners. This is therefore going to make a Ravener brood much more resilient. He ignores instant death from missile launchers (T5), has a 4+ save that can reduce the typical damage from AP5 weaponry, and can (statistically with 6 attacks on the charge) swallow whole a hidden powerfist. • Shrikes: Winged warriors which cost just as much as the normal warriors but have a weaker armor save, made up for with a much greater mobility.
Equip them with any combination of your favorite melee weapons and get these guys into an assault ASAP, get kills, and then onto the next squad before you can shake a ripper at them. They still suffer from anything that can instant death them and although they can now take the Prime, there isn't much point as the Prime can't fly.
If you can manage hopping them from cover to cover running, they won't disappoint you. Overall, a strong contender for a Fast Attack slot on your army. Now the same cost as regular warriors and/or raveners.
• Sky-Slashers: Rippers with cute little wings. Not much better then the grounded version, but now with the added weakness of taking dangerous terrain checks if they use their jump move while in terrain! They can, however, use their jump move to assault, which gives them a free I10 hit, in addition to their other attacks for a metric fuck ton of paper cuts on the charge. If they take Adrenal glands, they can glance AV10 rear armor vehicles to death on the charge, with a 12+2d6' threat range. Otherwise, see Rippers, described above. •: With the new codex, these guys move 3' in the movement phase, can run and assault normally (But halves their roll), and will explode in close combat at initiative step 10, with a large blast S4, AP 4, however, you only get to place one large blast. For each additional Spore mine beyond the exploding one, add +1S to the blast (to a maximum of S9, since you're only allowed 6 mines in a cluster.) and remove them all afterwards.
This means that they can be a good distraction for relatively little cost, able to really scare tanks and light infantry with high strength blasts. They also don't count as kill points, so if you have the spare points, these are a great point sink. Even if you don't field them alone, buy some as you're going to need them for the Sporocyst's defenses and Biovore's missed shots. • Mines (Forge World):, they move 3+D6' in the movement phase, and half their run distances, but unlike the smaller mines they may not charge at all. When they go boom, they resolve it like a large blast shooting attack with a 6' range but with no BS to speak of you could end up horribly overshooting your target and end up with nothing.
Also, the number of mines does not increase the strength of the blast which is S5 as standard, though you can have one marker per spore mine. Finally, as a consolation, if one of your markers misses (or you lose a meiotic spore to enemy gunfire), you can replace the model with a brood of baby spore mines. For 15 points a model, its not a bad alternative to a regular spore mine brood, since you get more chances if you miss. Since they cost exactly the same as the average three spore mines they produce when destroyed you might as well take these in place of regular spore mines in your list if you have the money to buy both. • With the new release of Mucolid Spores, the Meiotic spores will struggle to find their place, the models can be used as either since there is very physical little differences between them other than a few tentacles. • Comparing the two: They have the same points cost per model and both get the Shrouded USR. However Mucolid Spores don't compete in the Fast Attack slot and have the advantage of being able to assault zooming flyers (something that Meiotic spores were to be able to do according to their fluff) and Mucolids have a higher bomb strength that can be increased per bomb.
What the Meiotic spores have going for them is that they cause an ignores-cover explosion for each bomb in the cluster and get to leave behind normal spore mines if they fail to hit anything. Take Meiotic spores if you're facing big hordes of GEQ infantry (or Orks or other nids) as they do much better at that job. • Dimachaeron (Forge World): A brand-new unit in fast attack that looks like a horrid mix between a Carnifex, a Tyrant, and a Lictor, it acts like a pseudo Jump MC (Leaping in movement gives it a 6' range, leaping in assault gives it HoW with S+1 and Strikedown). It has a pair of S+1 AP2 Talons that, when it rolls 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can kill anything smaller than Extremely Bulky.
Then, for each wound the model has (on its profile, not only the ones remaining. So if you remove the last wound from a Marine Captain, you get 3 tokens, not one), it gains a token that gives it a 4+ FNP for the turn before burning it off.
And just to add on to the horde-rape, it has an AP2 pair of claws with 4+ ID. However, it has some unbalanced stats with WS8 BS3, but S/T/W/I 6 and 5 Attacks (6 due to 2 pairs of weapons) and a 3+, but it's reliant on Synapse with IB Feed (At least it has some alleviation if it killed some goons before to feed it FNP), Rampage, and Adrenal Glands. • Some points to clarify from someone who has used the model; the new Leaper type has limited application for a standard move given that the Dimachaeron's base is 3.5' deep, meaning that the model can only physically clear terrain 2.5' deep. It's great for impassible walls, rivers or leaping up onto terrain but fairly crap at clearing area terrain like forests unless clearing an edge. The leap is great for ignoring the initiative penalty from charging through intervening terrain but if the target is *in* terrain you'll still hit last because, despite having a BS value FW didn't bother giving this big fellow a Spine Bank option, FFS. Incorrect dependent on the following; If you use the 'leap' ability to get into combat you gain +1 S and Strikedown to your hammer of wrath attack. This attack lands at initiative step 10, and whether or not it wounds the opposing model fights then as if in difficult terrain, at initiative 1 due to Strikedown.
Further to this the rest of the unit pile in as if in difficult terrain as per initiative step pile in rules. Although the unit is not slowed by the difficult terrain it is still effected by the reduction of it's initiative. No dangerous terrain tests on jumping or landing though thanks to it being an MC. A successful Spine-maw attack resulting in FNP(4+) mentioned above gives the Dimachaeron a plasm (yes, plasm, not plasma) token for every wound on the target model's statline, not for every wound remaining which fits perfectly with the unit's job as a HQ & Elite unit hunter. The FNP kicks in immediately and each plasm counter lasts for a game turn, not player turn. Nomming some poor bastard with 3W on turn 3 will give the Dimachaeron a 50% chance to ignore most hits way up to the end of turn 6, effectively the rest of the game, so no, it doesn't need to kill 'a lot of people', just a few unlucky good ones. With 5 attacks base +1A for two pairs of CCWs, D3 attacks from the Rampage USR & +1S & +1A for charging this m0f0 brings 8-10 S8 I6 attacks on the charge for the NOMs making it great for hitting infantry caught out in the open and even most characters will be hitting after this guy.
Land Raiders are getting can-openererered on 6s and AV10 rear transports should be mortally afraid. For non-vehicle NOM-proof models larger than Very Bulky infantry the Sickle Claws will ID them on the roll of a 4+ to wound, perfect for other MCs, even at S7. If you can catch one, a Wraithknight should be dropped in a single round of combat, same for a Riptide, cheerio! With proper support a Dimachaeron is an absolute beast, just make sure it has it's breakfast and stays away from Instant Death weapons. • To summarize, the Dimachaeron is a beast in close combat, but it cannot do anything outside of close combat and despite being Fast Attack, it is not particularly fast, except for the Adrenal Glands, which any other Tyranid MC can buy as well. • Cool Combat trick* Try smashing on the first round of combat to reduce your attacks to 1, ensuring you are locked in during your opponent's shooting phase! Just As Planned.
Don't try this with heavy hitters but it works against basic marines or weaker! Heavy Support [ ] This organization chart is easily the best in the codex.
Pretty much everything is either decent (Mawlocs and Trygons) or solid overall (Exocrine and Biovores), so feel free to drop a lot of spare points here as this slot is the most competitive out of the others. That being said, you have a bunch of choices that wants to be in your army, so this really depends on what you brought from the other charts. Running broods of Termagants with a Tervigon? Carnifexes help bridge the gap of close combat. Using a bunch of Hormagaunts and Gargoyles?
A Trygon Prime gives them the Synapse support, while Biovores and a Tyrannofex lay down the anti-infantry shots. Tyranid's Heavy Support is an all around versatile chart, so no matter what list you play, you should always consider investing here. •: A unit to be respected by any footslogger with an armor save of 4+ or worse, Biovores are 'mobile' artillery beasts that deliver spore mines directly to the enemy.
The mines, when they hit, each create a S4, AP 4, large blast, and when they don't hit D3 Spore Mines will actually land on the field and remain present until they are shot or wandered into. It's not exactly what one would think of as 'heavy' support, but it is probably among the best ranged anti-infantry support in the codex. Plus with the slight buff (Mostly unnecessary, except the extra wound) and point decrease, Biovores just went from being a good choice, to a solid choice. The buff to Spore Mines sweetens the deal, and they don't count as kill points if they don't hit and get shot at the next turn. The only problem is, one has to ask if more anti-infantry is really what one seeks when such is the strength of almost every other unit in the codex. In Apocalypse games, where long ranged ability becomes crucial due to the much larger average board size, they become far more viable as a way to deal with infantry blobs from a distance, they can be fielded in much larger numbers to swamp the battlefield in pieplates and spore mines. •: Carnifexes start off at 120 points but can get very expensive once you start buying upgrades for them.
They have three attacks base at Str9 and start with 2 pairs of CC weapons (two pairs of talons), but their WS is pretty average. They can hold their own against basic squads by themselves, but one hidden power fist will ruin their day in a heartbeat (or lack thereof). Even against a five man Space Marine Tac Squad, a lone Carnifex lacks the attacks and accuracy to clean up its enemies before it gets walloped, and a Krak missile or two to soften the beast up will guarantee its death. However, there is one important thing to consider: nothing dismantles tanks in close combat as well as a Carnifex. There are other options the new vehicle cracking power of many of the other Tyranid units but the Carnifex still holds the prize. Also hilariously the second unit in the codex with access to frag grenade equivalents. Toxin Sacs on the Carnifex gives you a rerolls to Wound for pennies.
With 2 Twin-Linked Devourers, they become surprisingly powerful at destroying flyers (rerolling to hit), MEQs and TEQs (forcing saves), GEQ ICs (instant death), and even light to medium vehicles (volume of fire) at range. For only 150 points, with the option to be taken in larger broods, this setup rarely disappoints. Speaking of large broods, Carnifex large broods are a major point sink but are massively powerful, especially when they take the 4+ regeneration.
All in all, Carnifexes have certainly seen some buffs in 6th edition, with the new Monstrous Creature cover rules, the changes to vehicles, and Hammer of Wrath and its points drop. Still sucks statwise when compared to a Daemon Prince.
But they cost 120 points, so they're getting a fair trade off. Carnifex specific Hammer of Wrath gets d3 hits instead of just one; at strength 9, this is HUGE.
Base Screamer-Killers (dual scything talons) will be able to lay out loads of pain. Crushing Claws are now really good for them for only 15 points and the 4+ regeneration is AMAZING.
To sum up, a really good vehicle dismantler while being decently hard to kill, the options of being in large broods and other options for fire support. • Now that Smash was changed in 7th edition, the Carnifex is now the king of smashing vehicles when equipped with Crushing Claws. Two of them in a brood with just the claws will cost you 270 pts. Be sure to give them Regeneration or some gaunts, because once players find out they're still dangerous, they will • Dakkafexes: These guys deserve an extra mention almost as a unit in their own right.
Carnifexes get access to the Twin Linked Devourers With Brain Leech Worms (TLDWBLW) gun. Two of them together gives 12 shots, at 18' range, S6, Twin linked. All on a Carnifex platform and for 150 pts.
That is terrifying. Shooting at marines, a Dakkafex will manage 9 hits and 8 wounds (statistically). That's 2.6666 dead marines. A tactical squad with meltagun and lascannon kills 2.54 marines a turn. And that is assuming the lascannon didn't move and that there is no cover at all. The Dakkafex manages this while being cheaper (150 vs 165pts) and considerably more durable. You need an average of 60 bolter hits to kill a marine squad outright.
You need an average of 72 bolter hits to kill a Carnifex outright. Heavy weapons might be better but with so much available cover in 7th (Venomthropes, gaunt walls, shrubs) they aren't too reliable. Also, a Carnifex wrecks shit in close combat like no tactical squad ever did.
Finally, and perhaps most importantly, a Dakkafex doesn't lose any of this firepower until it dies completely. The aforementioned tactical squad loses effectiveness as it loses marines.
Taken in squads, this makes the Dakkafex absolutely terrifying, arguably the second best choice in the Tyranid Codex behind the Flyrant. They can mulch any unit possible, either through weight of shots (All types of infantry and light to medium vehicles) or through powerful close combat (MEQ's, TEQ's and all vehicles). Through weight of TL S6 shots they can even scare fliers. These guys are the shit. • Stone Crusher Carnifex (Forge World): your basic fex with -1A, +1S, no talons, a Carapace that reduces all shots by -1S which is quite impressive.
For weapon options it starts with AP1 claws that have Wrecker and re-rolls on all pen, but these can be changed for an ID flail that will will attack as many times as there are models in base contact meaning that they can kill every single model in base contact with themselves. One of the best things about the unit though is that they take Hammer of Wrath attacks at S10 AP2 with Armourbane against buildings and vehicles, or Monster Hunter against other Monstrous Creatures, but also that you consider that Carnifexes make D3 Hammer of Wrath attacks as standard, the Stone Crushers can be real powerful battering rams.
It's basically the ideal. It's absurdly cheap in point cost (but not in real money - this is Forge World after all). Basically an ideal tool for a Tyrannocyte to come in, and then wreck everything if they don't focus on the floating drop pod with five autonomous guns.