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[[File:TyranidHiveGuard2.jpg|400px|thumb|right|Having no eyes doesn't mean your BS will equal 1.]]
[[File:TyranidHiveGuard2.jpg|300px|thumb|right|Having no eyes doesn't mean your BS will equal 1.]]
'''Hive Guard''' are presumably related to Tyrant Guard, as they look somewhat similar and have similar names. The Hive Guard are shooty, and quite powerfully so; they are equipped with what essentially are biological railguns that function as an S8 AP4 Storm Bolter that ignores cover and line of sight. As such, they're quite good at popping enemy transports, and can be used against most vehicles, if you can get them into the rear armor arc. With T6, 4+ saves, and 2 wounds they're also reasonably durable, having a toughness value too high to be instagibbed by high strength weapons, an okay armor save (though one that's ignored depressingly frequently, especially in a meta that loves it's mid-strength shooting), and a good toughness value.
The '''Hive Guard''' are presumably related to the Tyrant Guard, as they look somewhat similar and have similar names. The Hive Guard are shooty, and quite powerfully so; they are equipped with what essentially are [[Impaler Cannon|biological railguns]] that shoot [[Dakka|volleys of S8 AP4 homing spikes that ignore cover and line of sight]]. As such, they're quite good at popping enemy transports, and can be used against most vehicles, if you can get them into the rear armor arc. With T6, 4+ saves, and 2 wounds they're also reasonably durable, having a toughness value too high to be instagibbed by high strength weapons, an okay armor save (though one that's ignored depressingly frequently, especially in a meta that loves it's mid-strength shooting), and a good toughness value.


They are the fucking bane of [[Rhino Transport|Rhinos]] [[Fish of Fury|of Fury]].
They are the fucking bane of [[Rhino Transport|Rhinos]] [[Fish of Fury|of Fury]].
[[File:HiveGuard.jpg|300px|thumb|left|A unit of HIve Guard with Shock Cannons.]]
==On the Tabletop==
===Seventh Edition===
Hive Guard in seventh edition are quite the useful creatures. While their BS was dropped to 3, the [[Impaler Cannon]] (which they start with) now ignores line of sight AND cover. This means that vehicles that rely on jinking need to be extra careful and the amount of dakka a brood of these suckers can put out from a completely safe location, such as behind a BLOS wall, creates a zone that your opponent's lighter vehicles need to be wary of. Another "advantage" they have is the overall nerfing of [[Zoanthrope|Zoanthropes]], making the brains much less of an auto-include and freeing up not only elites slots but requiring more reliable anti-tank. They do come with downsides, however. Their gun only shoots as far as a bolter, they have an average leadership, and their shock-cannon "upgrade" is complete trash. They are far more durable than they seem and can even win the odd assault if they aren't fighting dedicated assault units, but every turn they aren't glancing things is a turn they are being useless. If static defense is untenable for the mission, they need to keep advancing under the cover of a synapse creature. Luckily their complete lack of caring about LoS means that with creative movement your enemy should pretty much never be able to shoot them.


With the sheer number of hive guard models Tyranid players bought in 5e to remain competetive in a world filled with mech lists, everyone saw the Nerf coming. It didn't matter to GW that the shifts in the meta and the rebirth of psychic choir lists had already shoved the Hive Guard to the wayside in 6e, GW saw something everyone already had tons of and decided to carnifex them (while ironically giving carnifexes some of the best boosts they've had since 4e) even as they came out with a new hive guard model more in line with the Tyrant Guard redesign.
===Upgrades===
*[[Shock Cannon]]: The only weapon upgrade hive guard have, the shockcannon pumps out a small blast with the haywire special rule. It's strong enough to do okay against infantry but it's hampered by its extremely depressingly short range of 18". The real icing on the cake? [[herp|It loses the awesome ignores cover ignores LoS rules the Impaler has]]. [[derp|And it costs 5 more points.]] MAYBE if you throw them in a [[Tyrannocyte]] and you know your opponent loves spamming land raiders. Avoid.
*Adrenal Glands/Toxin Sacks: Why? Your hive guard shouldn't be in assault. Perhaps adrenals if you REALLY want that fleet to get closer faster. If you ARE crazy enough to take adrenals on them, don't forget to [[ork|paint them red.]]


The impaler cannon standby?  More expensive now.  That BS4 that made the Hive Guard so much more reliable?  Dropped down to BS3.  The basic gun?  Now a really funky haywire gun that people are still unsure about, mainly because the Hive Guard has to get really close to use it.  The impaler cannon now just flat out ignores cover outright, but didn't get the ability to have skyfire that everyone expected/desperately wanted, and so the Tyranids remain one of only two armies in the game with zero ground based anti-air from their army list (even including forgeworld). 
=== Eighth Edition ===


These days, the Hive Guard is much less common, and much of it's competition has suffered as well. The Doom and Ymgarl genestealers are outright gone, the Deathleaper went from an iffy Elites unit to an iffy HQ unit, Lictors and Pyrovores remain bad, Zoanthropes got hit with a warp lance nerf, brotherhood of psykers, and both they and Pyrovores got smacked with the loss of spore pods. The Haruspex is considered "meh" but the Venomthrope has become the new crutch unit as you desperately need shrouded to close with the gunlines that make up the game today and you can't get FNP reliably enough to make psychic choiring your way to victory viable.
Hive Guard are considered one of [[Genestealer|the best]], if not [[Awesome|THE best]], unit of the eighth edition Tyranids. With 2 shots at BS 3+, Strength 8, AP-2, and d3 damage, their shooting is highly effective against elite infantry, transports, and tanks, the last of which is something only the [[Tyrannofex]]'s Rupture Cannon can boast among the nid arsenal. Aside from being versatile in what they like to murder, including things that can be tricky for tyranids to murder otherwise, they are highly cost efficient. On top of that, their impaler cannons still ignore line of sight and have 36" range, so with smart deployment your opponent will [[RAGE|garner the attention of]] [[Khorne]] as he tries and fails to dispose of your little tank-busting friends. The shock cannon is now cheaper than the impaler cannon, with a lower strength, less AP, and less range. It also does not ignore line of sight. However, it is an assault weapon rather than heavy, and against vehicles any wound roll of 4+ deals an extra mortal wound, which becomes d3 mortal wounds on a 6+. Overall less versatile than the impaler cannon, but it does melt vehicles like butter.


They seem like they could be great against the Wave-serpents making everyone miserable this edition by spitting out ALL THE S6-& from across the board while being nearly invincible before swooping in at the last moment and dumping objective campers (while also being too cheap and very easily spammed as dedicated transports). After all, you have a weapon that can dump out a lot of haywire hits and thus not really care about the serpent shield's defensive mode, or you can ignore it's jink save with a weapon that can reliably damage it.
Now, the real kicker? [[Dakka|Single-Minded Annihilation]]. For 2 command points, a unit of Hive Guard can get a whole additional round of shooting each turn. [[Anal Circumference|And the max unit size is 6]]. Praise the [[Hive Mind]]!


But you'll never get that close due to the Wave serpent's ridiculous range, firepower, and mobility and your lack of range and mobility (also there's the entire rest of the Eldar army and their Tau/Dark Eldar buddies to deal with), and you have to choose between either ignoring their cover save but having to deal with the serpent shield or using a weapon that doesn't care about it's pens being downgraded to glances but has a cover save to deal with.  Both of which suck.  Not to mention Eldar players know the potential threat that Hive Guard pose and are going to make damn sure they never live to fire on a serpent. 
[[Category: Warhammer 40,000]]


God
[[Category: Xenos]]


Damn
[[Category: Tyranid]]


It.
{{Tyranids-Creatures}}
 
{{Template:Tyranids-Creatures}}

Latest revision as of 10:02, 21 June 2023

Having no eyes doesn't mean your BS will equal 1.

The Hive Guard are presumably related to the Tyrant Guard, as they look somewhat similar and have similar names. The Hive Guard are shooty, and quite powerfully so; they are equipped with what essentially are biological railguns that shoot volleys of S8 AP4 homing spikes that ignore cover and line of sight. As such, they're quite good at popping enemy transports, and can be used against most vehicles, if you can get them into the rear armor arc. With T6, 4+ saves, and 2 wounds they're also reasonably durable, having a toughness value too high to be instagibbed by high strength weapons, an okay armor save (though one that's ignored depressingly frequently, especially in a meta that loves it's mid-strength shooting), and a good toughness value.

They are the fucking bane of Rhinos of Fury.

A unit of HIve Guard with Shock Cannons.

On the Tabletop[edit]

Seventh Edition[edit]

Hive Guard in seventh edition are quite the useful creatures. While their BS was dropped to 3, the Impaler Cannon (which they start with) now ignores line of sight AND cover. This means that vehicles that rely on jinking need to be extra careful and the amount of dakka a brood of these suckers can put out from a completely safe location, such as behind a BLOS wall, creates a zone that your opponent's lighter vehicles need to be wary of. Another "advantage" they have is the overall nerfing of Zoanthropes, making the brains much less of an auto-include and freeing up not only elites slots but requiring more reliable anti-tank. They do come with downsides, however. Their gun only shoots as far as a bolter, they have an average leadership, and their shock-cannon "upgrade" is complete trash. They are far more durable than they seem and can even win the odd assault if they aren't fighting dedicated assault units, but every turn they aren't glancing things is a turn they are being useless. If static defense is untenable for the mission, they need to keep advancing under the cover of a synapse creature. Luckily their complete lack of caring about LoS means that with creative movement your enemy should pretty much never be able to shoot them.

Upgrades[edit]

  • Shock Cannon: The only weapon upgrade hive guard have, the shockcannon pumps out a small blast with the haywire special rule. It's strong enough to do okay against infantry but it's hampered by its extremely depressingly short range of 18". The real icing on the cake? It loses the awesome ignores cover ignores LoS rules the Impaler has. And it costs 5 more points. MAYBE if you throw them in a Tyrannocyte and you know your opponent loves spamming land raiders. Avoid.
  • Adrenal Glands/Toxin Sacks: Why? Your hive guard shouldn't be in assault. Perhaps adrenals if you REALLY want that fleet to get closer faster. If you ARE crazy enough to take adrenals on them, don't forget to paint them red.

Eighth Edition[edit]

Hive Guard are considered one of the best, if not THE best, unit of the eighth edition Tyranids. With 2 shots at BS 3+, Strength 8, AP-2, and d3 damage, their shooting is highly effective against elite infantry, transports, and tanks, the last of which is something only the Tyrannofex's Rupture Cannon can boast among the nid arsenal. Aside from being versatile in what they like to murder, including things that can be tricky for tyranids to murder otherwise, they are highly cost efficient. On top of that, their impaler cannons still ignore line of sight and have 36" range, so with smart deployment your opponent will garner the attention of Khorne as he tries and fails to dispose of your little tank-busting friends. The shock cannon is now cheaper than the impaler cannon, with a lower strength, less AP, and less range. It also does not ignore line of sight. However, it is an assault weapon rather than heavy, and against vehicles any wound roll of 4+ deals an extra mortal wound, which becomes d3 mortal wounds on a 6+. Overall less versatile than the impaler cannon, but it does melt vehicles like butter.

Now, the real kicker? Single-Minded Annihilation. For 2 command points, a unit of Hive Guard can get a whole additional round of shooting each turn. And the max unit size is 6. Praise the Hive Mind!

Tyrannic Bio-Organisms
Leader Organisms: Broodlord - Hive Tyrant - Neurotyrant - Norn Queen - Tyranid Warrior
Small Creatures: Barbgaunt - Gargoyle - Genestealer - Hormagaunt
Neurogaunt - Ripper - Spinegaunt - Termagant
Medium Size
Creatures:
Biovore - Hive Guard - Lictor - Neurothrope - Parasite of Mortrex - Pyrovore
Ravener - Tyrant Guard - Venomthrope - Von Ryan's Leaper - Zoanthrope
Monstrous Creatures: Carnifex (Screamer-Killer - Stone Crusher - Thornback) - Dimachaeron
Exocrine - Haruspex - Malanthrope - Maleceptor - Mawloc
Psychophage - Tervigon - Toxicrene - Trygon - Tyrannofex
Gargantuan Creatures: Cerebore - Dactylis - Hierodule - Malefactor - Nautiloid - Viragon
Flying Creatures: Harpy - Harridan - Hive Crone - Mucolid Spore
Bio-Titans: Dominatrix - Hierophant - Hydraphant - Viciator
Floral Structures: Capillary Tower - Reclamation Pool
Spaceborne Creatures: Ether-Swimming Brood - Mycetic Spore - Tyrannocyte
Other Organisms: Bio-Weapons - Cortex Leech - Meiotic Spore - Neurocyte
Neuroloid - Spore Mine - Sporocyst - Zoats
Unique Creatures: Deathleaper - Laius Horror - Old One-Eye - The Red Terror - Swarmlord
Auxiliaries: Genestealer Cult