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===Monsters=== *'''Carnifexes:''' Your classic death-engines, ready to take on plenty thanks to the AP nerfs. Unlike many things in this game, you can kit each fex out however you wish ''without'' changing datasheets. Blistering Assault effectively lets them charge d6+2" after getting shot, so you're not worrying about any Overwatch. You have, essentially, 1 mandatory melee weapon in the form of your token set of teeth, 2 optional guns you can take or not, and 2 sets of weapon arms you can swap out or not. Until we get point costs, there's no reason not to take the optional guns. <tabs> <tab name="Extra Talons"> The weapon arms that come as Extra Talons by default are the ones that have the most flexibility in what they can be swapped out for, and note that if you ''don't'' swap them out, you have no way to avoid being some other monster but worse (most likely a Screamer-Killer, but if you go gunless, definitely also a Haruspex). Your options that only these arms can swap out for (see the other tab for the remainder): *Extra Talons: If you keep the other arms as melee and want even more melee this is the only real choice, but again, you'd be better off with a non-Carnifex for the same role. *Heavy Venom Cannon: This is the ''same'' output as the extra talons, but 36" out and with '''Blast'''. Keeping the talons over this is always a mistake. *Stranglethorn Cannon: ''More'' A*D (9 on average, as opposed to 9) than a Heavy Venom Cannon in exchange for worse S and AP, this is a MEQ-slayer and often your best choice for these arms. </tab> <tab name="Talons"> *Melee choices are both 18 A*D. The only ''good'' reason to take keep these arms as melee is to support the guns you took on the other arms, but it's honestly not the worst reason, because your gun choices aren't stellar. **Scything Talons (the default): A6 S9 AP-2 D3, use these to mulch TEQ. **Crushing Claws: A4 S12 AP-3 Dd6+1, use these to rip tanks open. *Gun choices: you can choose 2 guns that other arms could also choose, but they're only listed here because they're both worse than the guns the other arms can be. **Deathspitters with Slimer Maggots: Worse than a Stranglethorn cannon for by and large the same targets, you need a target to be Sv2+ for this to beat your Devourers option against almost anything worth shooting. Never take this on either arm. **Devourers with Brainleech Worms: This is a lot of dakka - the most A*D (12) of any gun you can take - but at S6 AP0 D1, it's only good at clearing chaff your entire army is good at clearing. Clearly the better gun choice here and hence the "right" take for a gunfex, it's just that you have plenty of other ways to murder GEQ, you know? </tab> </tabs> *'''Exocrine:''' A cannon on legs: M8" T10 Sv3+ W14, and the gun is 36" Ad6+3 (''Blast'') BS3+ (''Heavy'') S8 AP-3 D3. Anyone it hits is marked so other units can re-roll 1s to hit them on the same Shooting phase, so it's got uses as a set-up. Broadly speaking, this is a Maleceptor but worse. *'''Haruspex:''' Nearly pure melee monster that has a tongue for a gun with ''Precision'' so it can snipe out a hidden hero. You took it for its melee though - and it is a helluva lot of attacks with its giant mouth of [[/d/|hentai]] while its two claws can paste something else. The last word in melee output, its only downside is that it's too large to fit inside a Tyrannocythe so it has to walk up the field while getting shot. *'''Maleceptor:''' M8" T11 Sv3+/4++ W14 and a fairly delightful Synapse monstrosity with uses regardless of range. Its psychic gun is 18" Ad6+3(''Blast'') BS3+ S10 AP-2 D3 and its melee has two profiles: A3 WS3+ S9 AP-2 Dd6+1 swipes or A6 WS3+ S7 AP-1 D2 strikes. It also has a 6" psychic aura of -1 to hit rolls for enemy units, and also -1 to wound rolls if the enemy unit is Below Half-Strength. Make use of those screens to tie up enemies while having this debuff those enemies. *'''Mawloc:''' You take this for the mortal wounds it hands out when it Deep Strikes: every enemy unit within 12" takes d3 MWs on a 2-4, while on a 5+ it takes 3 MWs and must test for Battle-Shock. That's an average of 2 MWs and 1/3 of a Battle-Shock test, although it's very swingy, ''per unit''. It also has some decently credible melee attacks, but at M10" T10 Sv3+ W14, after it fails its charge it will typically get quite demolished by a prepared force. *'''Psychophage:''' A monster with a mouth that can potentially put the Haruspex to shame and your army's medic, somehow: it has 5+++ FNP and a 6" bubble that lets friendly nids within 6" a lesser 6+++ FNP. Base stats are M8" T9 Sv3+/5+++ W10. Its melee is Ad6+1 WS3+ S6('''Anti-Psyker 2+''') AP-1('''Devastating Wounds''') D2 with '''Feeding Frenzy''': +1 to hit units below Starting Strength and +1 to wound units Below Half-Strength. Its gun is 12" Ad6 BS('''Torrent''') S6 AP-1('''Ignores Cover''') D1. *'''Screamer-Killer:''' Now has its own unique model instead of just being a Carnifex and is M8" T9 Sv2+ W10 OC 3, making it far tankier than it once was. Its talons got a stupid-ridiculous buff with A10 WS3+ S10 AP-2 D3, enough to offset the loss in AP. In exchange, though, the Bio-plasmic scream got a debuff, being 18"('''Assault''') Ad6+3(''Blast'') BS4+ S8 AP-2 D1. That blast is also the vehicle with which it can deliver the Death Scream ability, forcing the unit you hit with that blast to take a battle-shock test at a -1 penalty. *'''Sporocyst:''' Because it is M- T10 Sv3+ W10, this functionally ''requires'' a Tyrannocyte wrapping so you can plunk it down somewhere credible. Remarkably, it gets to shoot any time an enemy unit starts or ends a Normal Move, Advance Move, or Fall Back move within 24" of it, at full BS, four times per phase, and it can comfortably use up its shooting phase to set up a Mucolid Spore. Its gun is 24" A5 S5 AP-1 D2 - That's not great (and it's OC0), but if you use a Tyrannocyte to drop it square in the middle of the table, your opponent is going to get very tired very quickly of getting constantly shot up; provided both this model and its Tyrannocyte carrier are cheap enough, that kind of harassment could be justified. *'''Toxicrene:''' A monster with a laughably short-ranged gun that hasn't got '''Assault''' or '''Pistol''', the Toxicrene prevents engaged enemy units from Falling Back on a 3+ (forcing them to Remain Stationary instead) and furthermore at the end of ''your'' Movement phase every enemy unit within 6" of the Toxicrene suffers an average of 1.58 mortal wounds. This datasheet is a mess of rules that can't decide how the model wants to behave, and the end result is something that's bad at everything: no-one who wants to charge you is going to be seriously dissuaded by a screening Toxicrene, and its practical output offensively is trash. Take a Maleceptor instead for the purpose GW presumably failed at here. *'''Trygon:''' Don't take this - it can deep strike very close to the enemy (at least 3", so pretty close to consolidation range) but it's unable to charge after the enemy and hence only use its shitty gun, or it can show up farther away and risk botching the charge. The only real niche is stealing an objective despite usual deep strike tactics (pending price tag will tell). You can also make good use of the new Rapid Ingress stratagem but be prepared that every single enemy gun will turn at the big bug. *'''Tyrannofex:''' Absurdly durable at M9 T12 Sv2+ W16 with damage reduction on incoming attacks (to a min 1 as expected), and carries some serious dakka. The only gun choice you're ever going to make is its Rupture Cannon because you don't want to be hard-countered by very durable opponents, so here's its profile: 48" S18 AP-4 D2d6 with '''Heavy'''. It also has an stinger salvos as a sidearm for swatting at chaff. **If you're possessed to take something else, the Acid Spray is pretty much made to drown MEQs like they're nothing. The Fleshborer Hive is an absolute bucket of dice to throw at the enemy, but you already have enough ways to drown them with your gaunts. ====Dedicated Transports==== *'''Tyrannocyte:''' A giant flying drop pod that can carry up to 20 {{W40Kkeyword|infantry}} models (each model with W2+ takes up 3 slots) or 1 {{W40Kkeyword|monster}} with up to W12 (meaning if you want to be stupid, you can fit a Tyrannocyte inside a Tyrannocyte). Naturally, it can only show up via deep-striking - thankfully, while its points cost counts against any limits imposed on your Reserves, it doesn't count against any limits you might have from a Mission special rule on number of units in Reserves, and it can always deep strike on turns 1-3 even if a Mission rule says otherwise. When it does show up, its occupants must disembark outside of 9" horizontally from the enemy. Fortunately, while it can't carry anything else, it at least has a couple weapons to at least defend itself against infantry. **For convenience, here are the monsters that ''won't'' fit inside your Tyrannocyte: ***Exocrine ***Haruspex ***Hierophant ***Maleceptor ***Mawloc (but you wouldn't even if you could, as it deep strikes on its own and does it better than a Tyrannocyte) ***Tervigon ***Trygon (but you wouldn't even if you could, as it deep strikes on its own and does it better than a Tyrannocyte) ***Tyrannofex ***Any Hive Tyrant or Neurotyrant with a retinue. ****''Any other monster'' will fit, even a Harpy or Hive Crone. ====Aircraft==== *'''Harpy:''' Effectively a bomber, letting you either deploy d3 Spore Mines on the field or fly over a unit to roll 6d6, each 3+ dealing a MW. Both of these work after the end of its movement, so it can do all that and then blast the enemies with either its anti-MEQ twin stranglethorns or anti-TEQ twin heavy venom cannons. With ''Twin-Linked'' on both cannons, they're ready to blow up anything. **It has ''Hover'', so you can let it just be a flying monster that can blast anything it sees. *'''Hive Crone:''' The dogfighter of the two. The drool cannon and stinger salvoes let it cut through weaker foes, the real shining point are its Tentaclids, S7 AP- D2 missiles with ''Anti-Fly 2+'' and ''Devastating Wounds'' so it can blast apart enemy aircraft, especially with +1 to hit those same {{W40kKeyword|Fly}} units. While it also has some decent melee attacks, the main star here is the single Thorax Spur strike, a weapon that can wound other aircraft with laughable ease thanks to ''Anti-Fly 2+''. **This also has ''Hover'', but it's not quite as valuable since you're buying it only to take on enemy aircraft. Unless the other flyer is hovering, you shouldn't need to. ====Titanic==== *'''Hierophant:''' The giant spindly beast returns as part of the Titanicus Codex. While a bit weedy in terms of titans with only Toughness 14 and 30 wounds, it has a 2+/5++ save to keep it alive. It's also very mobile, able to walk over any terrain below 4" in height and anything that isn't also {{W40kKeyword|Titanic}} which does wonders for its transportation business. **Its Bio-Plasma Torrent gives you a massive S7 AP-2 flamer that can pretty handily melt through MEQs like they're nothing. The Dire Bio-Cannons give it a higher-yield bombardment weapon that has more use in taking care of TEQs and smaller monsters at S10 AP-3 D3. In melee, the focus is all on those Monstrous Scything Talons as they're '''''Strength fucking 20''''' AP-2 Dd6+1. It also has Lashwhip Pods for some supporting attacks with ''Extra Attacks'', but they're nothing too stellar.
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