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Bit of fun really, but I thought I'd whack together some ideas for a Tyranid detachment in the style of the latest books. Some of it is borrowed from existing formations, most of it is home-grown. I've tried to sprinkle in fluffy special rules that "fix" some of the rather dodgy units and issued with the current book as well, while at the same time trying to encourage variety in what is taken. The setup is fairly standard: 1+ Core formations, 0-1 Command formation per Core, 0-4 Auxiliary formations per Core. While this is just entertainment, it does make me hope that GW can produce something fluffy and strong when they do finally get around to the next Tyranid book...
Command Formations (0-1 per Core Formation chosen)
Tyrant Node 1 Hive Tyrant (cannot have Wings)
1 Tyrant Guard brood (must take 3 Tyrant Guard)
1 Venomthrope Brood
2 Tyranid Warrior Broods
- Command Network: The Tyrant doubles its Synapse/Shadows range, and while they are within Synapse range of the Tyrant so do the Warriors.
- Wall of Chitin: At the start of each Tyranid turn, Tyrant Guard and Hive Tyrant may choose to move as if in Difficult Terrain; if they do so then their Armour save is improved to 2+ until the start of their next turn.
- Tyrant-Slaves: Units from this formation within Synapse range of the Hive Tyrant have the Counter Attack special rule, have the Hive Tyrant's Weapon Skill and Initiative and may fire Overwatch at with their normal Ballistic Skill.
Synaptic Node 1 Tyranid Prime
3 Tyranid Warrior Broods
- Command Network: The Tyranid Prime doubles its Synapse/Shadows range, and while they are within Synapse range of the Tyranid Prime so do the Warriors.
- Puppet-Archons: Each unit from this formation allows a friendly Tyranid unit (chosen at the start of the Tyranid turn before any moves are made) within Synapse range to move at full speed through terrain in all phases, Run maximum distance and add an extra D6" to all Charge moves.
Neural Node 1 Maleceptor
3 Zoanthrope Broods (must include a Neurothrope in each brood)
- Monstrous Shadow: Synapse/Shadows range for models within this formation is doubled, and when an enemy unit attempts to manifest any Psychic Power within Shadows range of a unit from this formation you add +2 to your Deny The Witch rolls (in addition to any other modifiers)
- Enhanced Warp Fields: When rolling to wound the Maleceptor from this formation, all Strength values are reduced by 1 for each Zoanthrope brood from this formation within 6” of the Maleceptor. Weapons and abilities without a Strength value (such as D weapons) inflict wounds on a 2+/3+/4+ instead of automatically depending on whether there are 1/2/3 Zoanthrope broods respectively from this formation within 6” of the Maleceptor.
- Power of the Hive Mind: All Zoanthrope units from this formation generate an additional Warp Charge each turn when within 6” of the Maleceptor from this formation.
Core Formations (1+)
Genestealer Vanguard Swarm 3 Genestealer Broods (must include at least 10 models each, and at least one Genestealer Brood must include a Broodlord)
- Network of Disruption: As long as at least one Genestealer Brood from this formation remains in Reserves, your opponent suffers a -1 modifier to all Reserves rolls. If multiple Genestealer Vanguard Swarms are taken, this modifier is not cumulative.
- Hidden Horrors: Genestealer Broods from this formation which deploy by Infiltrating have the Stealth and Shrouded special rules until the start of the Tyranid player’s second turn.
Endless Swarm 3 Termagant Broods
3 Hormagaunt Broods
3 Tyranid Warrior Broods
- Without Number: When any unit of Termagants or Hormagaunts from this formation is destroyed, roll a D6. On a 4+ an identical unit is placed into Ongoing Reserves.
- This World Crawls! : When a new unit from this formation is placed into Ongoing Reserves as a result of the Without Number rule, if the D6 result to create that unit was a 6 then the new unit gains the Outflank and Acute Senses special rules.
Siege Swarm 3 Carnifex Broods
- Unstoppable Assault: Models from this formation have the Rampage special rule. In addition, models from this formation inflict D3+1 Hammer of Wrath attacks on the turn they charge, instead of the usual D3.
Skyblight Swarm 3 Gargoyle Broods
3 Harpies
0-1 Shrike Brood
1 Hive Tyrant (must take Wings, may not take Tyrant Guard)
- Without Number: When any unit of Gargoyles from this formation is destroyed, roll a D6. On a 4+ an identical unit is placed into Ongoing Reserves (and may deploy by Deep Strike).
- Storm of Winged Horrors : Gargoyle broods from this formation may Charge enemy Flyers, Superheavy Flyers , Swooping Monstrous Creatures and Swooping Flying Gargantuan Creatures. Instead of attacking normally, roll a D6 for each Gargoyle which makes it into base to base contact with the target. On a 1, remove the Gargoyle as a casualty, on a 2-5 nothing happens, on a 6 the target suffers an automatic Glancing Hit or wound (resolved at AP -). Targets charged in this way are not considered locked in combat, and are free to move next turn.
- Sonic Screams: If a Harpy from this formation Vector Strikes an enemy unit, that unit reduces its Initiative by -5 until the start of its next turn.
Auxiliary Formations (0-4 per Core Formation chosen)
Tyranoformation Node 3 Sporocysts
3 Hive Guard Broods
- Infestation: All units from this formation have the Infiltrate and Objective Secured special rules. Non-Tyranid units that move within 12” of a Sporocyst from this formation count as if moving through Difficult Terrain.
- Defender Beasts: All Hive Guard broods from this formation must deploy within 6” of a Sporocyst from this formation. In addition, Hive Guard from this formation automatically pass Instinctive Behaviour tests and have the Fearless and Stubborn special rules when within 6” of a Sporocyst from this formation.
Mycetic Spore Cluster 3 Spore Mine Clusters
3 selections chosen from the following list:
- Carnifex Brood (one model only) and 1 Tyrannocyte
- Genestealer Brood (maximum 20 models only) and 1 Tyrannocyte
- Termagant Brood (maximum 20 models only) and 1 Tyrannocyte
- Hormagaunt Brood (maximum 20 models only) and 1 Tyrannocyte
- Tyranid Warrior Brood and 1 Tyrannocyte
- Pheromone Spores: The Spore Mine Clusters from this formation must deploy using the Infiltrate special rule. In addition, they gain the Stealth and Shrouded special rules unit the start of the Tyranid player’s second turn.
- Pheromone Trails: All units from this formation (other than the Spore Mine Clusters) must begin the game in Reserve within their respective Tyrannocyte transport spores. Units from this formation may roll to arrive from Reserve at the start of the Tyranid player’s first turn. If a Tyrannocyte from this formation Deep Strikes within 6” of a Spore Mine Cluster from this formation, it Deep Strikes without rolling to scatter.
Subterranean Assault Node 1 Trygon Prime
0-2 Trygons
3 Ravener Broods
- Co-ordinated Assault: The Trygon Prime from this formation arrives from Reserve automatically at the start of the Tyranid player’s first turn. Other units from this formation may roll to arrive from Reserve at the start of the Tyranid player’s first turn.
- Berserk Serpents: Any Brood which Deep Strikes within 6” of the Trygon Prime from this formation does so without rolling to scatter. Additionally, any Ravener Brood which Deep Strikes within 6” of the Trygon Prime from this formation may choose to take an Initiative Test upon arrival. If it passes, then it may declare a charge on the turn it arrives from Reserve.
Assimilation Node 1 Haruspex
1 Pyrovore Brood
1 Mawloc
5 Ripper Swarm and/or Sky-Slasher Broods (may be taken in any combination)
- Feeding Frenzy: All units from this formation have the Fearless, Feel No Pain, Furious Charge and Rampage special rules, and automatically pass any Instinctive Behaviour tests they are required to make. If any unit from this formation is able to declare a Charge in the Assault Phase then it must do so, and can only charge the closest enemy unit. In addition, units from this formation may not make a Sweeping Advance or Consolidate move.
Lictor Assassin Node 1 Lictor Brood
- How Long Have They Been Following Us?: Lictors from this formation have the Preferred Enemy special rule. When arriving from Reserve using the Chameleonic Skin special rule, the Lictor brood may choose to take an Initiative Test upon arrival. If it passes, then it may declare a charge on the turn it arrives from Reserve.
- Mind Eaters: If an enemy model with the Character or Independent Character special rule is killed by a Lictor from this formation then the Tyranid player automatically gains 1 Victory Point.
Biosphere Corruption Node 3 Venomthrope Broods
2 Toxicrenes
- Lethal Toxins: Any attacks from Venomthropes in this formation with the Poisoned special rule have the Instant Death special rule on a to-wound roll of a 6. Any attacks from Toxicrenes in this formation with the Poisoned special rule have the Instant Death special rule on a to-wound roll of a 5 or a 6.
- Choking Spores: Models from this formation may use their Toxic Miasma bio-morph during each turn, instead of only once. In addition, if an enemy unit declares a charge against any model from this formation then it counts as charging through Dangerous Terrain.
Hunter-Killer Sky Node 3 Hive Crones
- Pack Hunters: If a Hive Crone from this formation Vector Strikes an enemy Flyer, Superheavy Flyer, Flying Monstrous Creature or Flying Gargantuan Creature then mark that enemy with a Weakness Identified counter. Any further Vector Strikes against that target by a model in this formation automatically inflict 3 hits, instead of the usual D3.
- Pack Instinct: As long as at least 2 Hive Crones from this formation are alive, all Hive Crones from this formation automatically pass Instinctive Behaviour tests and have the Fearless special rule.
Bio-artillery Node 1 Exocrine
1 Biovore Brood
1 Tyranid Warrior Brood
- Organic Bombardment: All ranged weapons used by models from this formation have the Pinning special rule. In addition, the Exocrine may choose to fire its Bio-plasmic Cannon with the Barrage special rule, and if it does so then the range of the weapon is increased to 48” but it must role 3D6 when determining scatter distance.
- Siege Warriors: Every Tyranid Warrior from this formation must take either a Barbed Strangler or Venom Cannon.
Annihilation Node 3 Tyrannofexes
0-1 Hierophant
- Ire of the Hivemind: After deployment but before either player’s first turn, select one Gargantuan Creature, Flying Gargantuan Creature, Superheavy Vehicle or Superheavy Flyer in your opponent’s army. All weapons fired by models from this formation gain the Twin-linked, Tank Hunter, Monster Hunter and Ignores Cover special rules when firing at that target.
- Unstoppable Bulwark: All models from this formation automatically have the Regenerate Bio-morph, and may roll to Regenerate up to two wounds at the start of each Tyranid turn instead of the usual one (roll twice).
This message was edited 1 time. Last update was at 2015/09/01 09:11:42
Some snazzy ideas here! I'm surprised no one has commented yet! Let's take a look here...
Tyrant Node:
I like the first two rules. Tyrant slaves feels a little "kitchen-sinkyk" to me, and I worry about giving out so many useful boosts. Granted, the overwatch boost is only useful if you gave them guns, and the WS boost isn't as scary considering how little WS scales. Still, lots of things will be hitting you on 5s in close combat, which is rather potent. Then again, warrirors aren't great so... The buffs feel really good, but you *are* using several unpopular units to get them, so maybe it's okay? Also, the venomthrope doesn't seem to fit the "theme" of the the rest of the node. I mean, it's a solid inclusion, but maybe make it optional?
Synaptic Node: I like it. Gives the prime a solid support purpose. That said, adding d6" to charges seems pretty nasty in combination with the other movement buffs.
Neural Node: Neat, though I'm not sure it gets taken often due to the heavy tax. Still, a good choice if you want lots of potent psychic bugs. I think you'll want to reread how d-weapons and such work though. They still have a strength and AP. Those values just tend to be very high. The only weapon I can think of that doesn't have a strength value is sniper weaponry. Even poison stuff has a strength.
Genestealer Vanguard: Snazzy!
Endless Swarm: I like
Siege Swarm: I can dig it. Feels weird that taking a larger brood potentially makes you lose rampage, but if you're facing less than 4 models, you're probably winning that fight anyway.
Skyblight: Cool! The storm of winged horrors one seems like it might be abusable or trade points oddly, but it seems fine in general. Can FMCs overwatch against the charge?
Tyranoformation Node: A neat little mid-field harassment option that lets you bring your AT to bear more quickly.
Mycetic Spore Cluster: A good way to cause turn 1 overload. I didn't realize spore mines were so pheromone-centric though. I thought that was more of the lictor's purview. Actually, between the reserves manipulation and the anti-scatter rules, I worry that this might sort of invalidate licors as a support option outside of niche builds.
Subterranean Assault Node: I'm afraid I'm less of a fan of this one. For one thing, the mawloc gets no love, and that's a shame. For another, I'm not a fan of the berserk serpents rule. I realize it isn't especially reliable, but when it works, it's unfun for the same reasons skyhammer is unfun. The raveners show up, assault a thing with minimum retalliation (unless you're facing overwatch shenanigans from Tau or dark angels), and then tear up a unit that really doesn't get to do anything meaningful back to you. So either you get an (admittedly toned down) skyhammer effect, or you fail the initiative test and sit there waiting to lose an expensive unit.
I'd really like to see some sort of fixed/improved trygon tunnel type rule to go with this formation.
Assimilation Node: The list of free rules made me nervous (especially fearless as it makes synapse pointless), but then I realized that these are all unpopular units. I'm not sure h ow much benefit the pyrovore really gets, but this is hardly a broken option.
Lictor Assassination Node: I like the assault from reserve thing better on this option as the number of things they can win combat against is smaller. It seems odd to me that lictors can't challenge or make precision strikes, but that might be too good if you just spam lictor assassing auxillaries and launch mass precision strikes/challenges against characters to rack up points.
Biosphere Corruption: Nifty. It might be too many eggs in a redundant basket to get used a ton, but I like it. If you were already running lots of poisonous tentacle monsters, you'll get a little reward for doing so.
Hunter-Killer: I like it. Very potent, but also tricky to "aim" without flying off the board, and somewhat expensive. Certainly no more powerful than a crimson death formation. I like it, though I feel harpies could use some love.
Bio-Artillery node: Neat. Regarding siege warriors, does this requirement mean that warriors can now take more heavy weapons than normal? Or do you mean that the brood has to include at least one heavy weapon? Also, I'm not sure whether or not this would get taken over Living Artillery.
Annihilation Node: So basically an anti-superheavy formation? I like it, though I'm not generally a fan of options that specifically go after the fancy toy your opponent was excited to get to field. That said, the points cost of this is hefty enough that it had better be able to down such nasty enemies if it wants to succeed!
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Some really nice, well thought out ideas there!
I'd just be careful with so many having the option to charge first turn. Its not a common mechanic and could unbalance things a bit.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
:/ I posted this exact topic a few threads ago. Go ahead and take a look at it. Or I might just post it in here. My group has been brainstorming ways to bring nids back up to speed using their current stats and rules. We're gonna try and play test a few games with them soon. I'll try put a few of yours too!
Automatically Appended Next Post: Not trying to steal your thunder here, bro. I like a lot of your ideas, and it's awesome to wrk with another nid player on our shortcomings. Other armies just don't understand!
Here's what I had in mind, really similar on all fronts:
Entries marked with a * are not formations.
Tendril of the Devourer Detatchment
Composition:
- Choose 1-3:
Invasion swarm
Support Swarm
Vanguard Assault Swarm
- For each swarm:
0-1 Synaptic Conduit
0-12 Auxiliary Organisms
Tendril of the Devourer Detachment special rules:
-Fear
-Move Through Cover
-Hunger unending: all models from this Detachment that have at least 1 melee biomorph may run and assault in the same turn.
-Will of the Hive Mind: If this is your primary detachment, units in this Detachment with the Synapse Creature special rule gain Eternal warrior while in synapse range of your Warlord.
-Aeons of life: If selected from this detachment, your Warlord may re-roll the result of the warlord table, but may only do so if the first roll was on the Tyranid Warlord Table.
-Shadow Incarnate: the range of Shadow in the Warp is equal to the Synapse range of the synapse creature.
Invasion Swarm:
0-1 Tyranid Prime
1 Brood of Warriors or Shrikes
Must choose at least one of:
1-3 broods of termagants
1-3 broods of hormagaunts
1-3 broods of gargoyles
Broods get +1 to their roll on the instinctive behavior table, broods gain objective Secured, intervening cover saves generated by units in this formation gain +1 to their cover saves.
Vanguard assault Swarm
0-1 deathleaper
1-3 lictor broods
1-3 genestealers broods
Objective secured, may assault from Infiltrate/outflank at -2" penalty, lictors/broodlords/deathleaper have precision strikes, all units have 5++ Invulnerable in the assault phase.
Support Swarm
0-1 malanthrope broods
1-3 venomthrope broods
1-3 zoanthrope broods
0-1 toxicrine
0-1 Maleceptor
Spore field gains 3", venomthropes/toxicrene gain rending, synapse gains 3", re-roll 1's in psychic phase
Synaptic Conduit
1 Swarm Leader organism (Hive tyrant [may be swarmlord], Tyranid prime, Trygon prime, Old One Eye, Deathleaper
0-1 tyrant guard (if tyrant)
0-1 tervigon
0-3 zoanthrope broods
0-3 warrior broods
Gains 6" of synapse (if synapse), adamantium will.
Auxiliary Organisms
Skyswarm broods
1-3 broods of gargoyles
0-3 skyslashers
0-3 shrikes broods
0-1 Hive tyrant (must take wings)
0-1 Harpy
0-1 Hive crone
Gargoyles gain obsec, return on 4+ like in skyblight, shrikes gain obsec, models may assault zooming fliers even if swooping, but only while swooping.
Wrecker node
0-1 old one eye
3 broods of carnifex (may be stonecrushers)
0-1 haruspex
1-3 broods of warriors
rage, units may not take bio cannons
Bio-blast node
3 broods of carnifex
0-1 exocrine
1-3 broods of warriors
If possible, broods must take a bio-cannon
re-roll 1's to wound/pen while shooting if in synapse of a warrior brood from this formation, split fire
Tunneling swarm
1-3 broods of ravenors
1 mawloc
1 Trygon
0-3 broods of rippers (must choose deepstrike)
0-1 trygon prime
one roll for whole formation from reserves, may assault out of deepstrike at -2" penalty
Endless swarm
1-3 broods of termagants
1-3 broods of hormagaunts
1-3 broods of warriors
obsec, gaunts come back on 4+
Progenetor node*
1 tervigon
1-3 broods of gaunts (one must number 30)
obsec, ignore first doubles roll, instead spawn and lose a wound no saves, spawned gaunts gain obsec
Sky fall assault*
Choose 1:
1-3 tyrannocytes
1-3 sporocysts
Spore mines and Mucolid Spore clusters may assault after being spawned, you may begin rolling for reserves for tyrannocytes on turn 1.
Spore field
3 broods of mucoloids
3 broods of Spore mines
0-3 meiotic Spore sacs
Infiltrate, come back on 4+
Living artillery node
1 exocrine
1 brood of biovores
1-3 broods of warriors
If within synapse range of a unit of warriors from this formation you may rerolls the scatter dice, pinning
Biomass Collection Broods
1 haruspex
1-3 ripper swarms
1-3 pyrovores
Outflank, cause a ld penalty within 12" of a unit equal to the turn number -2.
Biological Supremacy*
Choose 1:
Harridan
Barbed Hierodule
Scythed Hierodule
Hierophant
Tyrannofex
Dimachaeron
Monster Hunter, tank hunter, It will not die
This message was edited 2 times. Last update was at 2015/09/04 20:16:06
Overall: I like it, though there should be one or two extra rules added to everyone in a similar way as the other Decurion style formations. Maybe something that makes Shadows/Synapse better (i.e. units with IB in Synapse get the benefit from rolling a 6 on the IB table or Enemy psykers in Shadows range take a -1 penalty to harnessing warp charges)
Tyrant Node: Interesting, I like it. Maybe make it so that the Tyrant can be Swarmy
Synaptic node: For puppet archon, why not simply allow run and then charge, with no penalty to initiative if have move through cover?
Neural Node: Why would anyone bother to attack the Maleceptor anyway? It’s not a character so it cant be your warlord (Neurothropes are characters), and it’s a useless unit anyway. Unless you give it significant buffs, it’s just a tax to take some Zoanthropes.
Genestealer Vanguard: Genestealers would definitely be worth it, though Ignores Cover would suck, as normal
Endless Swarm: Why 3 warrior broods? The other version is simply 1 warrior brood.
Siege Swarm: Might want to limit the fex’s from getting guns, to fit the theme of this formation, otherwise this is a great way to take dakkafex’s and make them better in close combat too
Skyblight Swarm: Why 3 harpies? So many harpies. I like the sonic screams rule, though, helps with the ground based assault units
Tyranoformation Node: Heh, great way to make sporocysts super annoying to the other team. Giving both Fearless and Stubborn isn’t very useful. Might want to give them Preferred Enemy or +1 BS or something to make the guns more reliable.
Mycetic Spore Cluster: As Wyldhunt said, this kinda gets rid of the use of lictors. Maybe instead of spore mines use lictors, giving them shrouded.
Subterranean Assault: I like this one, but I’d make the charge Disordered, helps reduce the power somewhat but still enables them to get stuck in
Assimilation node: Nice way to make lowly models worth more.
Lictor assassin node: I’d add in the ability to take Deathleaper with this. Might want to make Mind Eaters just IC’s, as getting VP’s from any lowly sergeant could overwhelm an opponent.
Biosphere Corruption Node: Nice, I like this one
Hunter-Killer Sky node: nice
Bio-artillery node: I’d rather take Living Artillery, due to the reroll of scatter dice, though this one would be nice to take a 9 man warrior brood with 9 BS or VC’s, hehe
Annihilation Node: Why a hierophant only? Make it one of the hierophant or either hierodule.
You added only 1 of the forgeworld models, why not add in the others? Allow venomthropes to be replaced with malenthropes, something for Dima, etc.
Response to Mr. Ghoti in second spoiler
Spoiler:
Overall: I like your additional rules, though maybe add in a stipulation that you can’t run and charge on the first turn, like the Harlie formation. I’d also be careful about handing out EW to all synapse creatures, though the limitation is pretty severe (especially since you only get a re-roll on the crappy tyranid table)
Invasion Swarm: I’d make it require more broods of gant/gaunts/gargs total (3 total, your pick)
Vanguard: I like the assault ability, but I’d make it a disordered charge as well, to reduce overall power
Support Swarm: Wow this one is powerful, still doesn’t make the maleceptor worthwhile, but a large increase in the power of venom/malanthropes. I think the rending doesn’t fit with the other pieces
Synaptic Conduit: Pretty nice, easy way to get more synapse in a list
Skyswarm brood: Need to increase the minimums, maybe add ability for gargoyle’s to assault fliers (see the other large formation above)
Wrecker node: add in reroll 1’s to wound/pen in assault phase if in synapse range of warrior brood from this formation
Bio-Blast: good, though split-fire isn’t incredibly useful
Tunneling swarm: Again, make the charge a disordered charge, might want to add something to make the trygon tunnel better/more useful
Endless swarm: I wonder if there is too much obsec overall
Progenitor swarm: I like this one, though again I wonder about too much obsec
Skyfall: nice, though you don’t need to specify that they can assault after spawning, as they always can.
Sporefield: good
Biomass collection brood: not bad, not really enough to make haruspex useful outside gimmicky lists, need to specify whether the penalty stacks or not (stacking would probably be too powerful)
Swarm Guardians: What if there are no Hive Tyrants in the list? Does this allow Tyrant Guard to be selected? Should specify
Biological supremacy: nice
Just some of my thoughts on these. Thanks for your ideas!