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===Infantry=== *'''Barbgaunts:''' Another new gaunt variant providing heavy firepower. Their stock Bio-Cannon gives them 24" Ad6(''Blast'') BS4+(''Heavy'') S5 AP0 D1 to at least handle most mobs. Fortunately, any hits trigger Disruption Bombardment against {{W40Kkeyword|infantry}} units, inflicting -2" Movement and -2 to advance and charge rolls, making it good covering fire for your choppy gaunts and Genestealers. The reason to take these over Biovores is to spread the love around: ''each model'' will hit at least once 84% of the time and a pair shooting the same unit will jump to 97%, jumping to 92% and 99% respectively if you aren't moving them. *'''Biovores:''' 48"(''Indirect Fire'') Ad3(''Blast'') BS4+(''Heavy'') S6 AP-1(''Devastating Wounds'') D2 is just better dakka than Barbgaunts have, except you can't slow down enemy infantry. Instead, you can waste your shooting to spawn a pack of Spore Mines within 48" of them and more than 9" away from any enemy units, with a number of models equal to the number of biovores in the squad. That's ''better'' area denial than Barbgaunts as well, at the cost of having to choose between debuffing movement and inflicting damage directly. *'''Genestealers:''' Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5++. Offensively, they're A4 WS2+ S4 AP-2 D1, re-rolling 1s to wound, with full re-rolls to wound if the target is within range of an objective and ''Scouts 8"'' to help them rush onto an objective - but they're only OC 1 and have precious little ability to chew through a tanky target without a Broodlord sticking with them. *'''Hive Guard:''' Sadly, this is a bunch of guns that can't keep up with other, better guns you have. The Impaler cannon might be able to ignore any cover it sees, but its range is its only real benefit when you could instead grab a Pyrovore to make that same enemy unable to use cover or a Biovore who can instead drop some spore mines so they can't move out of cover. The Shockcannon, while incredibly reliable at wounding tanks with ''Anti-Vehicle 2+'', sadly only has AP-1 so any tank with armor worth a damn (meaning anything above a Russ) will easily shrug it off. The one advantage they have is that they can hit on a 5+ (4+ when around an objective) when they fire overwatch. *'''Lictor:''' Another unit for whom ''Lone Operative'' was made - combined with ''Infiltrators'' and ''Stealth'', they can be anywhere at any time with plenty of protection against any sudden snipers. Fortunately, it's just as good at taking down enemy characters thanks to its weapon having '''Precision''' and you get 1 CP whenever you kill an enemy character. They can also use the Rapid Ingress strat for free, but this requires them to start in strategic reserves since they lack Deep Strike. Their melee is A6 WS2+ S7 AP-2 D2 with ''Precision'', but they're a lot slower than their main competition, Von Ryan's Leapers, since they're M8" rather than M10" and Leapers have infinite-use 0CP Heroic Intervention. Unless point costs end up deeply strange, you'll be better off using Leapers as your Infiltrating Stealthy Fights First gribblies (Deathleaper is still good, since that model tosses the Rapid Ingress ability in favor of a seriously useful Battle-Shock manipulating ability). *'''Neurogaunts:''' One of the two new infantry units, and absolutely pointless. Their Neurocytes make them more of a Synapse amplifier, giving them the {{W40kKeyword|Synapse}} keyword while they're within range of another {{W40kKeyword|Synapse}} creature, but they're slow and weak both offensively and defensively. **Can also act as a Neurotyrant's retinue if you're thinking about giving such a giant floating brain such a disposable meatshield. Being attached makes their Synapse-sharing rule rather pointless. *'''Pyrovores:''' While no longer variable, they do possess a pretty effective weapon at 12" Ad6+1 S6 AP-1 D1 with ''Ignores Cover'', ''Torrent'' and ''Twin-Linked'', so it can take care of plenty of things. Even better, the units it flames can't hide behind cover for the rest of the turn, so you can have them set up for a firing line of Warriors. Unfortunately, absolutely crippled by being M5 without even '''Assault''' on their gun to mitigate the problem, paired with their gun only being 12". Their gun is fantastic at Overwatch, of course, but something is deeply weird if ''that's'' your solution to being charged by GEQ. **Surprisingly, ''Deadly Demise 1'' actually makes them a bit less lethal than they were before when you consider how many of your own monsters get something like ''Deadly Demise d3''. Still a bad idea to keep things around them though. *'''Raveners:''' A deep-striking menace with a barrage of ''Twin-Linked'' S5 AP-1 swipes that they can bury the enemy with. The funny part is that they can jump back into reserves at the end of the enemy's turn if they're not engaged with anything, so you can very easily use them as a cleanup force on multiple fronts. Can also take S4 Thoracic Bio-Weapons (What? Spinefists not unique enough for you?) if you really need them to shoot. *'''Tyranid Warriors:''' Your elite troopers in the swarm, given a dependable T5 W3 Sv4+ and {{W40kKeyword|Synapse}} to support your gaunts when your leaders can't. Sadly, the fun of the various melee weapons have gone away alongside things like power weapons and combi-weapons. More troubling is the fact that you can no longer kit out your nids however you wish anymore - all melee warriors and gunner warriors are segregated into their own units. Fortunately, the flying Prime (which is separate from your sergeants, which are the base Primes) can add ''Sustained Hits 1'' on either pack. <tabs> <tab name="Melee"> A6 WS3+ S5(''Twin-Linked'') AP-2 D1, and you get to pick whether you re-roll hit rolls of 1 or save rolls of 1, so you're at least somewhat able to work. Regardless, ranged Warriors will, in practice, murder things better - even in melee - because they can supplement their melee with shooting. </tab> <tab name="Ranged"> Can shoot and charge after falling back, which will mean a lot since that's why you bought them over melee warriors. Their melee is worse nearly across the board in isolation: A5 S5 AP-1 with no option for re-rolling hit rolls of 1. Of course, you can just fall back, shoot, and then charge back in, making up for the loss of melee output with ranged output. Each one comes with a Devourer, which is a pretty basic bolter-tier gun with 18" A5 S4 AP0 D1, or any model can swap to an inferior sidearm, which you won't do. *One per three Warriors can equip a Barbed Strangler and another 1 in 3 can equip a Venom Cannon to replace their Devourers, which you will always do, because both are better against nearly every possible target than a Devourer. The Barbed Strangler is 36" Ad6+1(''Blast'') BS4+ S6 AP-1 D1 and the Venom Cannon is 36" Ad3(''Blast'') BS4+ S9 AP-2 D2. </tab> </tabs> *'''Tyrant Guard:''' The absolute best bodyguards you will ever want, each with T8 W4 and a 3+ save as well as giving their charge a 5+++ FNP, protecting them from any snipers. Each one comes with scything talons and claws, giving you something decent on tier with power weapons, though you can swap out any of them for either the more reliable bone cleaver+whip+claws (Fewer attacks but at D2 with ''Twin-Linked'') or far more dangerous crushing claws+claws if you need something like a power fist. *'''Venomthropes:''' Akin to Zoanthropes but worse, you take these dudes because of their 6" aura providing ''Stealth'' to non-{{W40Kkeyword|monsters}} and Cover to everything - it's better than Zoanthropes defensively on non-monsters and not great on monsters, although they stack. *'''Von Ryan's Leapers:''' Your new mix between Gaunt and Lictor, and they're absolutely looking to threaten the tentacled stalker with T5 W3 and a 4+/6++ save. Their entire business is rushing into units and fortunately they have a very impressive 10" movement and the ability to use Heroic Intervention for free once per turn. **Just to emphasize, if you have 3 units of Leapers and, say, 1 Deathleaper, Deathleaper can pay 2 CP to use Heroic Intervention, and then ''all three Leaper units'' can Heroically Intervene, because each one makes it free for itself and ignores prior uses (if you do the Leapers first, nothing else can HI later, though). It's very, very close to simply having HI as a passive rule on the unit, with the exception that they block other users of the strat later. ***That means if you position 3 units of Leapers properly, you can force your opponent to pick 1 to charge and then counter-charge with both of the others. *'''Zoanthropes:''' The Neurothrope has lost his individual profile and is now integrated in the Zoanthropes datasheet; in exchange the classic brainbugs gain access to the Spirit Leech ability to heal a wounded model if it has one (healing is 1d3 on a W3 model, primarily serving to nerf your healing so if a model is at 1 wound remaining it only heals to full 2/3 of the time). Zoanthropes are practically an auto-include, as they emit a 6++ aura you'll be desperate for and carry a powerful gun, a rarity in your army. **Their psychic weapon chooses from 2 profiles to use - the witchfire is a pretty effective '''blast''' with 24" Ad3 BS3+ S7 AP-2 Dd3, but the focused witchfire is a way more powerful 24" A1 BS3+ S12 AP-3 Dd6+1 with '''Lethal Hits''' made to punch through tanks and monsters like they were nothing.
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