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New Tyranids Codex and Start Collecting Craftworlds/Nids


pretre

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That's a good way to handle Indistinctive Behaviour. It limits them and encourages Synapse, but isn't mandatory or game breaking to not have. Furthermore, I like that they are fully function in the fight phase. 

Though, with those rules, wouldn't be surprised if Genestealers (and all other non-synapse units) have Indistinctive Behaviour this edition.

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Codex: Tyranids Preview – Hive Fleet Adaptations

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The Tyranids are horrifyingly diverse, and now, you’ll be able to build your army as dedicated to one of seven hive fleets (or their splinters). Each of these army-wide rules affects every unit in your Tyranids collection, from Rippers to Tyrannofexes, and each is powerful, distinct, and flexible.

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Behemoth has one of the simplest traits in the codex, but one that works well with the entire army. There are very few Tyranids units (bar perhaps the poor Zoanthrope) that aren’t deadly in assault, and this trait means close-deploying units like the Trygon will often be able to guarantee an assault on the turn they arrive, especially when combined with the Adrenal Glands biomorph.

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Kraken is the most mobile of the hive fleets, capable of controlling a huge amount of space on the board. You’ll be able to use your Kraken units to quickly close in and control dangerous enemy units, making charging more optimal while ensuring that heavy-hitters like the Haruspex don’t get pinned down themselves by falling back.

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An additional 6+ saving throw is great news for every Tyranids unit, but it’s particularly deadly on already-durable Synapse providers like Tyranid Warriors and Zoanthropes.

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There’s nothing worse than getting a key unit, such as a Hive Tyrant, into close combat and then rolling a handful of ones on its wound rolls. With Hive Fleet Gorgon, you’ll be able to ensure that your larger units don’t accidentally fluff a key round of combat, while allowing even smaller creatures, such as Gargoyles, to stack up wounds on your enemies.

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Tunnel Networks may make your Tyranids army a little slower, but being able to claim a bonus cover-save anywhere on the board is well worthwhile. From Genestealers with extended carapaces claiming a 3+ save, to Exocrines with a 2+, this is the go-to Hive Fleet Adaptation for defensive players.

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Swarming Instincts allows Tyranids players to take advantage of the cheap infantry available to their army. Outnumbering the foe is simple with units like Hormagaunts and Gargoyles, and re-rolls to hit help make up for the fairly average Weapon Skill on most smaller Tyranids units.

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Hive Fleet Kronos turns the Tyranids into a powerful shooting army, bolstering the army’s already capable ranged units. From a unit of Termagants dousing the foe in devourer shots, to an Exocrine unleashing a super-hot hail of plasma, going with Kronos allows you to focus on the potent bio-firepower of the Tyranids.

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As you can see, the new Hive Fleet Adaptations allow for you to customise your Tyranids army to suit nearly any play style you see fit. It doesn’t stop there, either – come back tomorrow, when we’ll be looking at the manifold ways in which you can build Tyranids HQs in the upcoming codex, from a new option, to Bio-artefacts, to a warlord trait that’ll devastate enemy Psykers…

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That cover one sounds really OP until you start to think about how many tyranids have good saves...will make the big bugs harder, but the little bugs probably aren't getting saves anyway, against most weapons, despite having cover at all times.

 

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Codex: Tyranids Preview: Commanding Your Swarm

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Back in the olden days, Tyranids used to only have a single HQ: the Hive Tyrant. While this alpha-predator is still one of the most powerful and popular HQ choices for Tyranids players, with the new codex, you’ll be spoilt for choice on how to command your swarm. With special characters, new options, and a range of Warlord Traits and Bio-artefacts, the HQ slot for the Tyranids is just as flexible and adaptable as you’d expect from this intergalactic menace.

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The special characters of most armies are tied to specific Regiments, Chapters, or Legions. Tyranids characters, however, do not represent storied or singular heroes from history but particularly distinct bio-organisms employed in every hive fleet. As such, if you’re looking to add the Swarmlord, Red Terror, Deathleaper or Old One Eye to your army, you won’t be restricted by which hive fleet you choose!

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If you’re looking for a points-efficient way to fill your HQ slot, the Neurothrope is a great way to do it, now a separate unit rather than an upgrade to the Zoanthropes! Like its incarnation in the Index, the Neurothrope can heal your Zoanthropes by draining the lives of enemies with Smite, but it can now also cast an additional power from the Hive Mind discipline. We’d suggest equipping yours with the brutal Soul Hunger Warlord Trait and the terrifying Psychic Scream power from the updated Hive Mind discipline to punish enemy players who use Psykers, and perhaps hearken back to the good old days of the Doom of Malan’tai, a Zoanthrope character much beloved by older Tyranids commanders.

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As if having a massive monster for an HQ wasn’t cool enough, the Hive Tyrant has got even better! Firstly, all Hive Tyrants have had their Psychic Barrier save improved, now offering them a 4+ invulnerable save and making them considerably more durable against high-AP weapons. Combined with the Hyper Adaptive Biology Bio-artefact and the Adaptive Biology Warlord Trait, your Hive Tyrant is going to be exceptionally hard to put down.

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It gets better! All Hive Tyrants now have an improved Synapse range of 18”, a Toughness stat of 7 (up from 6), and winged Hive Tyrants can drop in from above like other teleporting and flying units.

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We’ve covered a couple of Bio-artefacts above, but these weapons really are worth spotlighting on their own. There are loads of ways to equip your Tyranids characters, but some of the most unusual are the monstrous shooting weapons available to Hive Tyrants, turning these colossal beasts into bio-battle tanks.

Having trouble with Daemons? The balethorn cannon is devastating against the servants of the Dark Gods, cutting right through their invulnerable saves!

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Looking to stack up wounds while keeping mobile? The slimer maggot infestation is for you:

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Struggling to kill enemy monsters and other high Wounds, high Toughness foes? The miasma cannon is horribly effective:

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In short, the new codex allows you unprecedented choice in who leads your army, whether you’re looking for an efficient option to open up another detachment, a legendary bio-beast from the history of the Tyranids or a deadly Hive Tyrant of your own design.

Make sure to come back tomorrow, when we’ll be looking at some of our favourite Stratagems from the new codex – including one that lets you slurp Command Points directly from the brains of your hapless foes!

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Attention, Guardsman!

While all of the xenos you will battle in your time in the Astra Militarum are vile, none are so repulsive as the Tyranids. This repugnant species is more intergalactic parasite than worthy enemy for the Imperium, and rest assured that they will be ground beneath the iron heel of the Imperium shortly – just as soon as we attend to a few other matters.

Tyranid tactics are deeply rudimentary, and generally boil down to four stages. Thankfully, the Regimental Standard is on hand with a guide to dealing with these vile beasts, regardless of how far you have allowed an invasion to progress.

Stage 1: “Invasion”

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While this stage provides the least direct threat to your physical safety, it is the most important. Your absolute vigilance is required in spotting incoming Tyranid assault pods, vanguard organisms and potential civilian collaborators.

If possible, treat any imperial citizenry with even more scrutiny than usual. In most cases, they will be overjoyed to assist a brave member of the Astra Militarum in their duties, and you should treat anything other than reverence from your lessers as a sure sign of sedition or mutation.

Additionally, if you hear any noises coming from any ducts, investigate immediately, even before voxing for reinforcements – Genestealers and Lictors are notoriously skittish, and you will want to try to kill them before they can escape.

Stage 2: “Predation”

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With the invasion stage now over, the Tyranids will appear in greater number. Fear not! These creatures are even less intelligent than their vanguard brethren and are easily dealt with. Always remember the following:

“SHOOT THE BIG ONES”

– Attributed to Field Commander Angela Heldengard, 934th Draconis Chem-Knights
Quoted in the Tactica Imperialis, Volume 974, “Post Tyrannic War, Revised Edition”

You may find at this stage that several Tyranid organisms have adapted to tactics you have used earlier. You should likewise adjust; a bayonet charge will easily slay a Carnifex expecting a lasgun fusillade, while Tyranid gun-beasts entrenched against close assault action can easily be outshot.*

Stage 3: “Consumption”

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Guardsman, we must confess our disappointment at you allowing the Tyranid infestation to proceed to this point despite our helpful instructions. Nevertheless, time still remains to combat the Tyranid invasion, and indeed, actually fighting the Tyranids at this point should be easier than ever. The sheer numerical mass of the beasts means that aiming is no longer necessary – simply fire your lasgun in any direction and you have a decent chance at hitting, and often slaying, a Tyranid.

Stage 4: “Assimilation”

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Guardsman, were it not for your imminent doom we would have you flogged, and we would encourage you to perform self-flagellation should you find a moment before you are digested. At this point, your presence on the world is likely to do little more than provide biomass for future Tyranid invasions, and as such, all that is tactically required of you is to broadcast your location to any Imperial vessels in orbit so they may enact cyclonic martyrdom protocols with maximum accuracy.

There you have it, Guardsman! Fighting the Tyranids is simple – just nip the problem in the bud early, and you’ll have ensured everlasting peace** for any given planet in no time.

Thought for the Day: ‘An alien mind cannot accept the Emperor’s Blessing.’

*Please note that “Sir, it appears to be adapted for close combat” is not a valid excuse for refusing to participate in a charge. Even if the creature has some rudimentary specializations in melee, the martial advice offered by a nearby officer should more than compensate.
**With some caveats.

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3 minutes ago, pretre said:

Attention, Guardsman!

While all of the xenos you will battle in your time in the Astra Militarum are vile, none are so repulsive as the Tyranids. .

Not Chaos Daemons, not even Plague Marines, but Tyranids get the award for most "vile and repulsive" race in 40k....really?

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14 minutes ago, WestRider said:

Most vile and repulsive Xenos. Not most vile and repulsive race or foe.

Not sure why Daemons aren't xenos from the perspective of the Astra Militarum. I do understand the distinction, but I also understand guardsmen to be rather uneducated in their understanding of their enemies. They understand where to shoot, but distinguishing between slaanesh daemons and tyranids from a point of origin stance isn't something they are expected to be able to do. 

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3 hours ago, paxmiles said:

Not sure why Daemons aren't xenos from the perspective of the Astra Militarum. I do understand the distinction, but I also understand guardsmen to be rather uneducated in their understanding of their enemies. They understand where to shoot, but distinguishing between slaanesh daemons and tyranids from a point of origin stance isn't something they are expected to be able to do. 

Any Guardsmen who survive both contact with Daemons and the Inquisitorial cleanup afterward are convinced that they were just really messed up cultists or mutants or something, maybe?

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6 minutes ago, WestRider said:

But at least it pays for itself in those instances, so there's no drawback to it.

I agree. It's potent. I was just noting that it's a method of gaining CP during the game, which I'm unclear, but I don't think is normally an option. I sure can't do it with CSM stratagems. 

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