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===Heavy Support=== *[[Image:Biovore8E.jpeg|125px|right|]]'''[[Biovore]]''': Your living mortars that now need to be supported by a synapse to shoot outside line of sight (and that unlike hive guards, don't even ignore modifiers when doing so. They don't need to roll to wound, they just skip to rolling Mortal Wounds, 1 per hit. Unlike last edition, you intentionally place a Spore Mine that now can be walked through (Though that does however trigger the mine to go off inflicting at least 1 mortal wound on a 2+); this unfortunately forces you into either shooting or deploying, which kinda ruins part of the appeal of this unit. However this is not to say it's a bad unit. Against tough models like lore of war Biovores can drop a respectable amount of mortal wounds against them. However generally it's better to spawn mines then it is to directly shell targets since the mine has less chance to wiff/miss (only failing to blow up on 1 rather then the biovore's 1,2 or 3) and about 20% of the time inflict d3 mortal wounds rather then just 1, just daring your opponent to either ignore it and take the wounds or spend a shooting phase to try and get rid of it. *'''[[Carnifex]]''': The old mainstay with its ups and downs. Currently, it is extremely cheap to field model (as in: you-can-field-a-Carnifex-for-fewer-points-than-a-unit-of-Warriors) with a lot of versatility. Stat-wise it's pretty much a Dreadnought that is far more customizable than the rotting tuna cans. The options given back to the 'Fex can suit them into any role you want. There are multiple ways to take one, but ''always'' take the Spore Cysts, so your Carnifex will survive long enough to do some work. As a result, ''never'' take Spine Banks. More details follow below, but you should also be avoiding the bio-plasma Here are a few common ways to build a 'Fex: **The new codex has been fairly charitable for the humble fex, granting a 3+WS W9 and 2+ save, putting it properly on tier with a battletank. Making things more enticing is that Armoured Exoskeleton is providing damage reduction, which is going to be very necessary on such a big target. Blistering Assault also supplements its melee by giving it an attack whenever it charges or heroically intervenes. The codex also did one more very important thing for Carnifex's: it split them into 3. Technically there are three Carnifex datasheets, the Carnifex, Thornback, and the Screamer Killler, which means your not limited by the rule of three since there different units. <tabs> <tab name="Dakkafex"> [[Image:Carnifex.jpg|125px|right|]] *'''Dakkafex''': There's no loadout here that's ''good'' at murdering heavies, but deathspitters and stranglethorns are a waste of time. Do this: **First gun: 2 Devourers with Brainleech Worms. **Second gun: 2 Devourers with Brainleech Worms for doubling down on murdering GEQ (and MEQ, but while this is better for MEQ, it's still not very efficient) or a Heavy Venom Cannon for murdering anything heavier than MEQ. **Enhanced Senses are better than Bio-Plasma against everything. **Spore Cysts, since the range on Spine Banks is so bad. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies </tab> <tab name="Meleefex"> [[Image:Carnifex.jpg|125px|right|]] *'''Meleefex''': This is pointless unless you take steps to make it more useful than a Stone-Crusher, which is just better in melee. That means you need the best melee you can get, with an emphasis on ensuring you get into melee in the first place, which is where you can outshine a stone-crusher. This is the optimal loadout: **Monstrous Scything Talons x2, for +2 S:User attacks at -3 3D; generally, if given the option for more attacks, you should do so. However, the Crushing Claws aren't invalidated entirely, though, because at S+4 AP-3 and 3+D3 Damage, any attack that makes it through ''will hurt''. **Adrenal Glands; the Adrenal Glands are part of how you outshine a Stone-Crusher, to get you to melee quicker, and get the +1 S to tie with the Crusher. Toxin Sacs are optional, but autowounding on UM hits of 6 is always nice **''Do take'' Chitin Thorns - Chitin Thorns give you an additional point of AP, even if you didn't charge. Considering how 9e placed a lot of wargear options as stratagems only, this is just a flat upgrade, and a good way to get through AoC. **Tusks - ''radically'' better than a Maw; just remember, you're paying points to get access to a stratagem, so if you're expecting it to [[DISTRACTION CARNIFEX|die]], keep it cheap. Just focus on making the charge. **Bone Mace tail: Tails are basically an additional attack(s); if you want to keep it as a cheap distraction, don't. If you want to beat the Stone-Crusher, do. **Spore Cysts for light cover (+1 save against ranged), the counterpart to your Adrenal Glands, helping you live long enough to charge. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Predator instincts lets your Meleefex heroically intervene 6" as if it were a character, which is always helpful on the off chance your opponent is faster than you are, proccing your +1 A. </tab> <tab name="Hybridfex"> [[Image:Carnifex.jpg|125px|right|]] *'''Hybrid''': While it may be tempting to take pure dakka or melee carnifexes, the more optimal loadouts revolve around a mix of the two as they can be far more points efficient in smaller numbers (2-3 ish) by being able to shoot as they stomp towards the nearest tin can, whereas with pure melee, you are risking the carnifex being blown away before it makes back a single point. These are the main builds worth considering. **First Arm Weapon: Heavy Venom Cannon for cracking open heavies from far away. **Second Arm Weapon: Monstrous Scything Talons + Toxin Sacs is better than Claws against ''everything'', with or without Toxin Sacs. **Head: Enhanced Senses; you'll generally get more benefit from buffing the Venom Cannon than from buffing your melee with tusks. **Body: Spore Cysts are basically mandatory. **Tail: Your melee will be strictly better with a Bone Mace - the question is whether or not you'll make it into melee. Leave the tail off to keep the Fex cheaper, add it on for better melee once you get there. **Take Chitin Thorns to get that extra point of AP in melee. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies. </tab> <tab name="Screamer Killer"> [[Image:Screamer Killer.jpeg|125px|right|]] The classic Carnifex, now with its own datasheet. Two pairs of Scything Talons and a Bio-Plasmic Scream that's 18" Assault d6 S8 AP-4 D1 Blast that gives it something to mess up infantry as it moves into charging distance, which is boosted by its morale debuff of to enemy Leadership whenever it kills in melee (-1 for each model killed to a maximum of 4). They can take spore cysts (now give them light cover against ranged attacks) toxin sacs (6s to hit auto-wound) and adrenal glands (+1 strength and movement). Screamer Killers now have a frankly insane number of attacks (10...or 11 if you've charged) that will swing at a basic strength 6 (which can be taken all the way to strength 8 with the right wargear and hive fleet) with -3 AP and damage 3. They also get the CORE keyword so can benefit from all kinds of buffs from synapse units and your warlord. A fully upgraded unit of 3 will set you back a fair bit but will kill almost anything stone dead if they make it to melee. *Do consider that Screamer Killers are more expensive than regular Carnifexen for the Bio-Plasmic Scream and the special Ld rule, and cannot take a tail nor tusks. Make sure to use that Bio-Plasmic scream on something if you take it since that's its main draw. </tab> <tab name="Thornback"> [[Image:Thornback.jpeg|125px|right|]] A more specialized anti-infantry version of the Dakkafex, the Thornback makes up for its comparative weakness in melee combat with several tricks that will deter assaults on it. Thorned Chitin improves the AP of its melee attacks, letting its talons rip past most things. More importantly, its shooting ignores light cover and any nat 6s to hit improve the AP of its guns. It starts with monstrous scything talons, which it can and should swap for a Stranglethorn Cannon (unless you have a specific plan to use Thorned Battering Ram a lot, such as against Tau) to make use of Blast and two Devourers with Brainleech Worms, which should be swapped for two Deathspitters with Slimer Maggots, as well as buying Enhanced Senses. The lack of Spore Cysts hurts, but it's still decent costwise for typically landing 4 S7 AP-1 D1 and 2.33 S7 AP-1 D2 shots that bypass cover saves on {{W40Kkeyword|infantry}}, making it better than a Dakkafex at wiping out TEQs/two-wound models in cover and taking potshots at light vehicles. </tab> <tab name="Stone-Crusher Carnifex (FW)"> [[Image:Stone Crusher Carnifex.jpeg|125px|right|]] The tried and true vehicle and Monster Murder-fex. These babies cost a fair shake more than a stock 'fex or Thornback. Like a Thornback, their mortal wounds from charging increase to 1d6 against their chosen target, which for them is {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s. They're also the only breed of 'fex that can't take toxin sacs or adrenal glands, but they come stock with strength 7 instead of 6. It starts with two bio-flails, and you can swap them for wrecker claws. The flails are the cheaper option and turn the stone crusher into something of a whirling dervish of gristle and bone. Eight strength 8 attacks, hitting on 3+ on the charge, at AP -1 and 2 damage are good, but will bounce off antyhing with a decent armour save. The wrecker claws, on the other hand, are legitimately better than crushing claws in every possible respect. The mammoth can openers have the same weapon profile as the claws, but with full re-rolls instead of a -1 to hit, and the damage increases to 5 against {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s. *For Hive Fleets, Jormungandr are a great choice considering now that they get Land Raider armor against shooting. Kraken are good if you want to use a lot of Melee-fex as a second-wave charging unit. The others benefit them not as much as these two. *As of the May 2022 FAQ for imperial armour, Stonecrushers still don't benefit from the improved 2+ save, 3+ weapon skill and -1 damage reduction that 9th edition codex carnifexes do. This makes them truly the weakest choice among fexes. </tab> </tabs> [[Image:Exocrine.jpg|125px|right|]] *'''[[Exocrine]]''': Tyranids main 'Marine Killer'. Its gun is 36" Heavy 6+D3 S8 AP-4 D3 Blast, and if it doesn't move beyond half its speed, it can ignore cover. Show those Terminators what scary dakka means when you hose them down with plasma from 36" away, throwing past even their fancy new Dataslate rule. Best used parked in cover at the rear, beside a Malanthrope, meaning he's safely in synapse range with a synaptic 9 wound character who is unlikely to get sniped while shooting directed at him are -1 to hit, and he has a 2+ save for his 15 T8 wounds. Like the Tyrannofex, Kronos will make sure its shots count. **Despite this all, try to avoid long-range shootouts with other [[Tau|Plasma]] [[Dark Angels|Spam]] [[Adeptus_Mechanicus|armies]]. Seriously, don't do it, unless you want Heavy 1d3 or worse for the return fire. Like other long-range artillery, they need meat shields for their survival. A good tactic is to keep an Excorine in reserve to prevent it being nuked turn one, and if you do so, try the tactic below: **'''SURPRISE EXOCRINE:''' Exocrines have been given a single stratagem that rolls up Symbiostorm and the Blood of Baal Stratagem in one: for 1 CP, you get to ignore cover (so the bonus you get if you didn't move), and UM hits of 6 cause an additional hit. Combine this with Pathogenic Slime (2 CP since you lack Toxin Sacs), which causes UM Hits of 6 to '''auto-wound''' as well. If you're within 24" of a target and within 6" of Synapse, trigger the Tyranid Prime's Synaptic Imperative for 2 additional hits on UM6s. ***Just remember, as per the rare rules, the auto-wound only affects the "natural" 6, not the additional hits it causes. You're also burning CP on the off-chance you roll 6s, [[Dakka Dakka|but imagine the look on your opponent's face when you end up with more shots than you started with]]. <span style='color:green;font-size:105%'>OI, DEM BUGS <s>STOLE</s></span> <span style='color:purple;font-size:110%'> EVOLVED</span><span style='color:green;font-size:105%'> OUR DAKKA</span>. **These guys can also benefit massively from Adaptive Physiology. Run with either 'Dermic Symbiosis' for 4++ invulnerable save, or Enraged Reserves for better brackets. Another choice is 'Voracious Ammunition' which will see any unit that's lost models to your shots take additional D3 mortal wounds if the unit somehow survived. Bye-bye Terminator squad! *'''[[Hive Guard]]''': If not for the cost, Hive Guards remain a fantastic ranged unit. Any squad of them should be accompanying a Synapse creature so they can ignore any BS penalties, which is their lifeline. Best taken as a full unit of 6 with Impaler Cannons as part of a separate Kronos Patrol alongside a Neurothrope HQ. The bonus 4" to their weapons' range works best for their impaler cannon, you can then also use the 'Symbiostorm' Kronos Power to take their shots at S7 so you can pick out some lighter vehicles if you want. They can also be good backline objective campers thanks to their ability to count as 3 models each for the purpose of controlling that objective; unfortunately, without core or objective secured, a single guardsman can easily steal it back. <tabs> <tab name="Impaler Cannon">[[Image:TyranidHiveGuard2.jpg|125px|right|]] The Impaler Cannon is great at killing MEQ and hiding in bunkers while doing so, ''because it doesn't need line of sight''...well not from these guys, but from a neighboring Synapse creature. Do note that a squad of just three of these is 180 points for 9 shots at S6 -2 D2; unless something else is blocking you, just pick an exocrine or an acid spray Tyrannofex instead.</tab><!-- --><tab name="Shockcannon">[[Image:HiveGuard.jpg|125px|right|]] Alternately, the Shockcannon is an Assault weapon so you can move and fire without penalty at a long-range. Mortal wounds vs vehicles on a 4+ in addition to the stock 3 damage makes this a pretty effective anti-tank weapon, though they will suffer issues from cover (unless what you're shooting at is in line of sight of a friendly synapse). Mathematically, a full squad of 6 armed with Shockcannons will average 5.33 extra mortal wounds against any vehicle, which is already enough to out damage a full unit of Impaler Hive Guard. The only real problem is their short-range, but you can fix that by deepstriking them with the Jormungandr strat/Tyrannocyte.</tab><!-- --></tabs> *[[Image:Toxicrene.jpg|125px|right|]]'''[[Toxicrene]]''': The Toxicrene has been significantly changed in the new 9th edition codex and now fits more in a niche of support monster. It's not going to be the most common monster used due to saturation but it certainly brings interesting tools. What makes it interesting are its special rules and utilities. First, it grants a small bubble of -1 to hit around it which. It also has a 4+ chance of inflicting a few mortal wounds and forcing enemies to fight last if they are in close combat with it. Finally it has the ability to prevent retreats. It also can make great use of the spore cloud stratagem to increase the size of his -1 bubble and the unique toxic entanglement to kite a unit into close combat against it. Speaking of which, the Toxicrene abilities in close combat are designed to mop up infantry, even high toughness infantry and rival monsters since it auto-wounds on a 2+ with its twelve attacks on which it can add 2d6 extra identical attacks via shooting though the shooting proper is limited to 8" of range. In other words, a lot of slap attacks great to kill 1 wound units with armor saves in the 3+/4+ department or lower. Since there is half a million of other options to do that and the Toxicrene has the same problems than the Haruspex and isn't quite as tough that can be an issue. If you want to field one, you really have to count on its ability to boost some other units and maybe to protect yourself in a sacrificial way from an enemy deathstar, but that's precisely why the corrosive viscera stratagem exists. **A fun combo, although a bit situational, is to get a Toxicrene with the Whipcoil Reflexes adaptation into a mob of models. Since the adaptation is activated when a unit is ''selected'' to disengage, you first roll a D6 and inflict D3 mortal wounds on a 2+, and ''then'', when the unit is disengaging, you activate the Toxicrene's Massive grasping tendrils ability and block that unit from disengaging on a 3+ (2+ if {{W40kKeyword|Infantry}}). Rinse and repeat to just shred a unit by just them trying to escape (of course, be sure to do this with a unit that can't really hurt you back and that needs to be somewhere else so that the enemy wants to get away) *[[Image:Tyranno.jpg|125px|right|]]'''[[Tyrannofex]]''': Versatile fire support that might actually be seen with other loadouts than Acid Spray this edition, now that it can move and fire heavy weapons with no penalty. It also carries a compulsory Stinger Salvo, which combines nicely with the Spray or Hive for clearing out infantry. With the relatively short range of most of its weapons options, the Powerful Limbs melee weapon looks decent enough on paper for finishing off light vehicles or units with few models left, but you're better off with infantry support for that unless you're certain it's going to die next turn anyways; it has an Explodes! analogue that reaches out to 3", so mind its placing if on its last legs. Unfortunately, it got hit hard by the price hikes, but it can still justify the points put into it, and you can equip it to deal with a variety of enemies: <tabs> <tab name="Acid Spray"> The Acid Spray provides you with a heavy flamer-like template, very much equipped to melt even MEQs with S6 AP-3 D2. The drawback is that its range is the shortest of the lot, forcing it into close quarters with anything that would fell it. </tab> <tab name="Fleshborer Hive"> The stock Fleshborer Hive is better against big hordes that don't rely on saves (like Guardsmen or Genestealer Cults) and can be buffed with the Scorch Bugs strat to wound MEQs and GEQs on 2s, but it's not useful in remotely as many contexts as the Acid Spray. </tab> <tab name="Rupture Cannon"> The Rupture Cannon costs a lot (it actually went down a lot of points in 9th), driving the dude's cost up, but it will fuck up very heavy targets with an extreme S14 AP-4 D4+d6. Taking it with Kronos' adaptation all but guarantees that tanks will die. </tab> </tabs> *[[Image:Barbed Hierodule.jpeg|125px|right|]]'''[[Hierodule|Barbed Hierodule]]<sup>Forge World</sup>''': After spending most of 8th edition trying and failing to compete against Imperial knights as a Lord of War, the Heirodules have been shuffled over to the Heavy Support and given a bit of a makeover. Both versions got slightly weaker, dropping from 22 to 18 wounds while retaining their T8, the Barbed Hierodule however got +1 to their save. In addition, their Damage chart has been reworked. They start at a respectful 12" move (8" for Barbed Hierodule), 3+ WS and BS, and drop from there. The improved BS is especially welcome on the Barbed Heirodule's Bio Cannons, which were normalized to deal a flat 2 damage. In addition to being a strong ranged threat, it can hold its own in CC as its talons, strength 10, ap -3, have been changed to deal a flat d3+3 damage and its number of attacks no longer degrade. The real pain, however, comes in the loss of the titanic abilities, including the ability to walk out of combat and still shoot or charge. However, they can now benefit from a {{W40kKeyword|MALECEPTOR}}'s -1 to hit aura, Jormungandr, and don't give Titanic kills for the purpose of secondaries, so it's a mixed bag. Overall, if you use it as immobile artillery you have a model that is 105 points more expensive than an Exocrine that fills a similar role. The additional points give you extra wounds & mobility, an additional point of strength at the cost of 1 ap, and nothing else. If you play it as a mobile Exocrine that is unkillable and so can bully people in the center of the board, you will find its true value. Because of its need is to be mobile, and its desire is to be durable, Jormungandr is very fun for the -1 to be hit at more than 18". *[[Image:Scythed Hierodule.jpeg|125px|right|]]'''[[Hierodule|Scythed Hierodule]]<sup>Forge World</sup>''': The melee cousin of the Barbed Hierodule. Trades the bio cannons for an extra set of talons, a bio-acid spray, and a 3+ save. Stripped down to 18 wounds, but benefits much more from the changes to its Damage Chart. The bio-acid spray got a massive ranged buff and damage nerf, becoming 18" Heavy 3d6 S6 AP-2 D1. However, it lost its previous mobility rules, making it less reliable on the charge and slower overall.
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