Jy2's Tyranid Lord of War Tactica
This is a mini tactica on Tyranid Lord of War (
LoW) units, or Tyranid Gargantuan Creatures (
GC's). I will start off with a grading system and then a tactica on how best to use Tyranid
LoW units.
Barbed Hierodule: B-
For its points, the Barbed Hierodule isn't very survivable. It is just as easy to kill as a wraithknight, but costs more than 2x the wraithknight's price. The best feature of the BH is its shooting. 12 S10 shots makes it a reliable ranged anti-tank unit. However, the lack of skyfire means it isn't as reliable in killing flyers and AP3 means that it isn't reliable in exploding tanks (at least not with shooting). Overall, the BH isn't really a competitive Tyranid
LoW unit. I would recommend using him in a more casual game with Lords of War allowed or because you like the model.
Scythed Hierodule: C
As with it's barbed cousin, the Scythed Hierodule isn't very survivable either. And just like its cousin, it is only as resilient as a wraithknight but at over 2x its cost. The lack of shooting hurts it. However, it is very fast and it is great against infantry due to its huge AP3 template weapon. Too bad it isn't torrent. Again, only recommended in casual games. The
SH is not a competitive Tyranid
LoW unit.
Harridan: A-
Ah....now we are getting to the good stuff. The Harridan is one of the very few Flying Gargantuan Creatures (FGC's) in the game today. Due to the changes to the
FMC rules, it's gotten both better and worse. At 8W and T8, the Harridan is really durable, especially now with the new rules for Grounding. What got worse is now flyers cannot assault right away. They must spend (or should I say, waste) 1 turn going into Hover mode before they can assault the following turn. However, the Harridan is packing 12 S10 shots. That makes it a great gunboat who is highly mobile. Because the Harridan is a flyer, that makes it also one the the Tyranid's greatest weapons against other flyers as well.
The Harridan has a somewhat useful special rule. It can act as a transport for other gargoyles. This will give your gargoyles some protection as well as almost unlimited mobility. This can also save your Harridan as well when he's ready to assault. For example, he's about to assault some enemy broadsides. Normally, he would need to go into Hover mode and endure 1 turn of shooting from the broadsides. But with gargoyles as his transportees, on the turn he goes into Hover mode, the gargoyles can actually disembark and assault first! Now the broadsides will be tied up by the gargoyles and will not have a chance to shoot at the Harridan. Better yet, spread out those gargoyles and now you can multi-assault several units.
If you are running a competitive Tyranid army, then the Harridan is a good choice to build a list around. I can especially see myself running the Harridan in conjunction with the Skyblight formation. At 2K, it would go something like this:
Tyranid List #1 - Harridan
Flyrant - Wings, 2x
TL-Brainleech Devourers, Electroshock Grubs
3x Ripper Swarms - Deepstrike
3x Ripper Swarms - Deepstrike
3x Ripper Swarms - Deepstrike
Harridan
Skyblight Formation
Flyrant - Wings, 2x
TL-Brainleech Devourers, Electroshock Grubs
Harpy
Harpy
Hive Crone
17x Gargoyles (embarks onto Harridan)
10x Gargoyles
10x Gargoyles
Hierophant Bio-titan: A
Finally, we have the Big Daddy himself, the king of kings, the ultimate Tyranid badass....the dreaded Hierophant Bio-titan (HBT)! I just love this guy. He is my favorite Tyranid
LoW, especially now with the new Destroyer weapons being toned down in 7th. This guy is ultra-resilient, especially for a unit which isn't a flyer. At T9 with 10W, 2+ save and Regeneration, he isn't going to be easily taken down in a normal game unless you break out the big 'D' units (i.e. Warhound Titan, Revenant Titan and Reaver Titan). He's fast, he spits out 12 S10 shots a turn, he's scary in combat and he's BIG. But he isn't just an offensive, killing machine. Now with the HBT Biomorph Upgrades (found in the newest Imperial Armour Apocalypse), he's become a force-multiplication unit as well!
What makes the HBT so good is that he is a HUGE area-of-denial unit. You use him to control the movement phase and more importantly your opponent's movements. Wherever he goes, you can bet most units are going to be running away unless your opponent leaves them there to be sacrificed. Just make sure you put your objectives close to one another and then dare your opponent to get near them with the HBT around.
Now I know that there are some concern with getting the HBT into combat with the likes of Imperial Knights or other Super-heavy with close-combat Destroyer weapons. I am telling you that he will kill most of them without much of a problem. With lash whips, the HBT will normally be striking at I6 unless he charges through terrain. That means that he will usually be striking before other super-heavy walkers. Now with 8 S10 attacks (9 on the charge), he'll most likely do some damage. Finally, one of his upgrades that the HBT can take is called Incendiary Ichor and let me tell you, it is a truly nasty upgrade. Any time the HBT suffers an unsaved wound in combat, you center a large 5" blast over the model that caused it. All units underneath the blast takes 1W each, with no armor saves allowed!!! Vehicles instead take D3 glancing hits!!! It is almost suicidal for super-heavy walkers to fight the HBT in combat. For every wound they cause, they take D3 glancing hits in return!!!
The following is a sample, competitive 2K list using the HBT:
Tyranid List #2 - Hierophant Biot-titan
Flyrant - Wings, 2x
TL-Brainleech Devourers, Electroshock Grubs
Flyrant - Wings, 2x
TL-Brainleech Devourers, Electroshock Grubs
1x Venomthrope
1x Zoanthrope
3x Ripper Swarms - Deepstrike
3x Ripper Swarms - Deepstrike
3x Ripper Swarms - Deepstrike
3x Ripper Swarms - Deepstrike
3x Ripper Swarms
Hive Crone
Hierophant Bio-titan - Swarm Incubation Chamber
Hierophant Bio-titan Upgrades:
Incendiary Ichor: A+
This upgrade makes an already fearsome HBT in combat even more scary. Any model that causes an unsaved wound to the HBT in combat, you center the 5" large blast around it. Then all models underneath the blast (except for the HBT) takes a wound with no armor saves allowed. Vehicles automatically take D3 glancing hits. Wow. Just wow. DO NOT engage a HBT with this upgrade in combat. The only unit with any chance of killing it in combat would be one of the Daemonlords.
Swarm Incubation Chamber A+
This upgrade lets the HBT transport 20 models. Why is the ability to transport so good? Because the HBT is a huge model and will increase the range of any special rules by units embarked on it. Transport a venomthrope and now you have Shrouding that is measured from the huge base that the HBT takes up! Run your flyrants and flyers nearby and now they are jinking with 2+ cover!!!

Put a zoanthrope with Dominion in there and then the HBT will have a HUGE Synapse footprint (something like an effective 24" range). Casting Psychic Scream from within the HBT gives you more like a 12" radius....and you can do it while the HBT is locked in combat for even more carnage! Or you could just protect your troops inside the HBT to later disembark and go grab/contest an objective. With the transport capability, the HBT now becomes a huge force-multiplier unit as well as near unstoppable offensive force.
Spine-cloud Spray B
This upgrade gives the HBT 6 twin-linked, skyfiring S7 shots. Quite handy to have if you don't have enough skyfire in your army. However, the nerf to the Skyfire
USR means that it can only snap-shoot at units on the ground. Otherwise, I'd have graded this upgrade as a B+.
Bio-plasma Torrent B
This S5 AP3 weapon, which uses the Hellstorm template, is great at clearing away ground forces. However, it isn't so good against mechanized armies. Unfortunately for Tyranids, with the improvements to transports in this edition, you are going to see more and more transports.
Spore Mine Swarm Spitter A-
This weapon is super-nasty against infantry. It fires 8 large blast barrage templates. Yes, that's EIGHT 5" barrages!!! It'll clear out infantry in no time. Also, with the buff now to barrage weapons in 7th, there is no where you can hide from this weapon. One of the problem units that we have against is the Astra Militarum blob squad with a zillion priests and bajillion Primaris Psykers. Well, this weapon is the best and fastest way to get rid of them. Infantry will learn to fear the Spore Mine Swarm Spitter.
HOW TO RUN GARGANTUANS
A Tyranid army with a
LoW unit is very much like a deathstar army. The
LoW unit is basically the deathstar. And as with all deathstar armies, you are somewhat limited in terms of resources. The larger the deathstar (i.e. the more points in the army that the deathstar takes up), the more limited the army becomes. However, the mistake that most people normally will make is to lavish more and more wargear/upgrades/etc. on their deathstars. You really need to balance out your deathstar
LoW unit with enough supporting units. For while it is the
LoW which will be the focal point of your offense, it is actually the supporting units who will win you the game.
As an example, one combo I hear a lot about are 20 genestealers embarked inside a Hierophant Bio-titan with the Swarm Incubation Chamber upgrade. While the genestealers are a good offensive unit as well as a scoring unit, they are also a sacrificial unit that will disembark, kill 1 or 2 units, and then most likely get shot down. You are spending 1330-pts for this combo. It is a risky investment indeed as you will most likely lose those genestealers after they disembark.
My general rule-of-thumb is that no deathstar should be more than 50% of your army, plus-or-minus 10%. Otherwise, the army starts to become unbalanced. So to run a Hierophant Bio-titan and still retain somewhat of a balanced list, I don't recommend using him unless you are running at least 2000-pts. For a Harridan, you should at the very minimum run at 1750. The Hierodules (both Barbed and Scythed) shouldn't be in any list less than 1500-pts.
As with any Tyranid list, even when running a Tyranid
LoW unit, you need to take into account several factors. That will determine what type of support units you will need. If you can handle the majority of these factors, then your list will be balanced.
Synapse
Scoring
Dealing with Mech
Dealing with Heavy Infantry
Dealing with Flyers
Dealing with Deathstar Armies
Dealing with Psychic-heavy Armies
For this, I will take as examples my 2 lists from above, List #1 with the Harridan and List #2 with the Hierophant Bio-titan.
Synapse
List #1 is somewhat light on Synapse with just 2 flyrants. List #2 is much better with 2 flyrants and a very mobile and welly protected zoanthrope embarked on the HBT. However, both lists are built to not really rely on Synapse. Both lists run Fearless ripper swarms as troops and mainly
LD 10 monstrous creatures.
Scoring
List #1 has excellent scoring thanks to the Skyblight formation. Large block of gargoyles are very well protected in the Harridan and ripper swarms will mainly start off in reserves. List #2 is somewhat weaker in scoring, but makes up for it by embarking ripper swarms onto the HBT for protection.
Most importantly, all the scoring here are highly mobile. Ripper swarms can deepstrike onto objectives and gargoyles are jump infantry.
Dealing with Mech
Both lists rely on the flyrants to take out light vehicles and the
LoW's to take out the heavier vehicles. The crones will also help out here. Unfortunately, the buffs to vehicles and the nerfs to monstrous creatures in this edition will make mech a problem for Tyranids. Tyranid
LoW armies will still have problems against mech as normal Tyranid armies will. However, the Tyranid
GC's will make them slightly better against heavy mech then normal Tyranid armies.
Dealing with Heavy Infantry
Heavy infantry will remain a problem for Tyranid
LoW army builds, unless you give the HBT the Bio-plasma Torrent or the Spore Mine Swarm Spitter upgrades. Of my 2 lists, List #1 with the Harridan and Skyblight will be more capable of dealing with infantry-heavy lists due to having much more units (and more respawning units) than List #2 with the HBT.
Dealing with Flyers
List #1 can easily handle enemy flyers due to the high number of flying
MC's that it has. List #2 is not as strong, but with 2 flyrants and the hive crone, it is still above-average in dealing with most enemy flyer builds. And if necessary, you can always give the HBT the Spine-cloud Spray upgrade to be able to better handle enemy flyers.
Dealing with Deathstar Armies
LoW versus deathstar is essentially deathstar versus deathstar. Now some of the deathstars may give even Tyranid
LoW problems, but overall, the army who will win out will most likely be the one with the better support units. With that said, List #1 is better against enemy deathstar armies due to the fact that most of its offense is flying and most of its troops are recyclable. List #2 is slightly more vulnerable to some of the more extreme deathstars, but otherwise, it can handle most of the deathstars out there. If you really want to be nasty to those deathstars, then you can upgrade the HBT in List #2 with Incendiary Ichor upgrade.
Dealing with Psychic-heavy Armies
It's quite unfortunate that Shadows in the Warp took a hit in this new edition. List #1 is not really equipped to deal with a psychic-heavy opponent, but with 2 Level 2 psykers, at least you've got a slightly better chance try to deny important enemy powers than most of the other armies. List #2, with 3 Level 2 psykers, is marginally better, but still not great against a psychic-heavy army. At least you've got the flyrants to try to take out important enemy psyker units, like Tzeentch Heralds in a Daemon army.
Overall, running a Tyranid
LoW army doesn't necessarily make it better or more competitive than a regular Battle-forged Tyranid army. As a matter of fact, it could actually be made worse if you don't build the
LoW army properly. The way to build it properly is to make it balanced. And the way to make it balanced is in how you select the rest of the army (in other words, the support units). The better the support units that you complement your
LoW with, the better your army becomes. Do not think of the support units as just a footnote in your army. They are as essential to the army as the Tyranid
LoW unit itself.
Happy hunting. Nom nom nom....