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The Evolution of the Tyranids - The Support for Competitive Tyranids in 8th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Infiltrating Broodlord





Indiana

With the advent of a new edition, this manifest will be subject to change on a semi-regular basis. I ask that you all hang in there as we all work to bring you the most up to date information in this thread. If anyone finds any discrepancies within this entry post, feel free to send me a PM to ensure that all changes are made and a tidy thread can be maintained.

Before you all go on into the tread, I would like to take a moment to say that this will be the spiritual successor to the 7th ed thread that was started and maintained by a wonderful man who has done his best to support the community in the best way possible. Let us continue to support each other and together carry the torch for a great army into the future. I would like to thank you all in advance who have/will be working in this thread in the future. - Unyielding Hunger

The Evolution of the Tyranids


OVERVIEW


Psychic Powers:
Tyranids will be sporting a much smaller pool of powers with 1 universal as well as a mere 3 Powers of the Hive Mind. The Horror is a 24” range power that gives an enemy unit a flat -1 to their to-hit rolls and Leadership. With most armies, including marines no longer generally immune to Morale, this will be quite useful to keep casualties low and force combats in our favor. Catalyst is an 18” 5+ pseudo-FNP roll for mortal and regular wounds. Onslaught is another 18” power that allows a unit to advance and shoot Heavy/Assault weapons without penalty and still assault.


Synapse:
You continue to automatically pass all morale tests if you are within 8" of a Synapse unit.


Instinctive Behaviour:
Everyone has memories of rolling on the tables. Often we suppressed those memories and vowed not to let that happen again. Well, no more! Here in 8th, we have one simple rule. If a unit with this rule is outside of 8" of a model with Synapse, they must instead shoot and charge the nearest VISIBLE unit is possible if they intend to do either.



HQ's



Broodlord: (by)
Changes
Spoiler:
Broodlords are one of the new, pardon the pun, lords of the 8th edition. Taken away from the generic genestealer entry, the Broodlord has been raised to the HQ entry and given an increase in stat line to compensate. Your stock Broodlord now costs 162 points base with its monstrous rending claws, but gains a whole suite of defensive bonuses. With a boosted 6 wounds, they are able to take advantage of character rules that allow them to remain untargetable except by snipers or by the mass destruction of intervening units. They now boast a respectable 4+/5++ alongside an ability that allows them to charge even if they have already advanced in the turn. With a movement of 8”, this means that Broodlords are quite quick and more than capable of running down all their preferred prey such as Terminators, Dreadnoughts, and anything else that is big, slow, multi-wound, and not more than twice its size.

How is this possible you may ask? Well, let’s take a quick look at our little xenomorphic murder machine. With a flat 2+ to hit roll and 6 attacks base, you’re looking at just one missed attack on average. You will wound most standard infantry on a 3 or at most 4 and a rare 5. Your claws now deal d3 wounds instead of 1 with -3 AP while to wound rolls of 6 will pretty much guarantee someone is dead with a horrifying -6 AP and 3 Damage. But don’t forget your smaller kin! Broodlords give friendly Genestealer units in 6” +1 to hit which will really help lay on the pressure. As a final boon to the unit, as a Psyker and Synaptic unit, you have access to Smite as a universal as well as one random hive mind power.

Summary
Spoiler:





Old One Eye: (by)
Changes
Spoiler:
Old One Eye has long held a rather checkered past within the Tyranid codex, and it was only within the last edition that he was moved into the HQ slot, but without solid support or justification. He has seen a sizable prize drop to just 140pts this edition, and unlike previous incarnations, he has drastically increased his bite. With a movement of 7 and 10 wounds plus the ability to regen 1 would a turn, he will be much more visible on the table top. Hitting most things on a 3 at full health for 3 damage will quickly shred small units of multi wound models, but Berserk Rampage allows him to make additional attacks for every successful original hit with the same weapon, thresher scythe not included. When he charges into combat, he has a 50% chance to cause D3 mortal wounds on top of the devastating ability to give all friendly Carnifexes within 6” +1 to hit in melee. This alone with a small posse of friends is an incentive to field the king of ‘fexes.

The important question will be which weapon to choose from between the crushing claws and scything talons. When the option ranges from strength 14 to 7, just resort to your basic scything talons which will wound most infantry on a two or three with your rerolling 1s to hit. Save the crushing claws for most vehicles or larger targets where the far higher strength will help with to wound rolls, though be warned that you will have a worse to hit ratio.

Summary
Spoiler:




Hive Tyrant: (by)
Changes
Spoiler:
Hive Tyrants were previously considered one of the only, if not the only gems of the last Tyranid codex. That has now changed. Overall the Hive Tyrant has gotten a lot more expensive just for the base loadout, with a price of 186 or 213 with wings. The better news is that giving it any guns makes it much cheaper, with a base dakka variant costing 171 or 198 with wings. For only a nominal price increase, you can swap out the devourers with Deathspitters with pack a tougher punch if you know that you are going to picking on bigger targets than just standard infantry. Outside of the Harpy and Crone, the winged variant boasts the highest movement speed in the codex. One thing that should be noted is that Hive Tyrants do have a preferred damage table towards melee in the beginning, though once it reaches medium damage, it balances out and there is no difference between melee and shooting capabilities.

Looking at the rest of its stats, and abilities, we can take advantage of a boosted 10 wound pool. Unlike in previous editions however, the ability to fly is no longer a guarantee to survive with relative impunity, so take care to ensure that you fly when necessary but otherwise keep your hive tyrant in cover for a boosted save. Hive Tyrants also benefit an army with a boosted 12” Synapse and Shadow in the Warp field. Also noted is the fact that when a hive tyrant dies, on a roll of 6, each unit within 3” takes D3 mortal wounds.

Summary
Spoiler:




Tervigon: (by)
Changes
Spoiler:
Tervigons have been rising steadily in price since 5th edition, and the new edition is no change. The good news is that now the price is justified. The base unit with stinger salvo is 259 points with an additional option for upgrading its melee options up to crushing claws. An additional 40 point cost is recommended to hold in reserve, but we will get to that in just a bit. Equipped with either melee option, the Tervigon deals d6 wounds, with the scything talons edging out against normal targets with a 50% chance to hit and rerolling 1s. This will make more than a few units give pause before engaging, especially since the Tervigon now enjoys T8 and 14 wounds!

Tervigons are never known to travel alone though, and now their skittering progeny are something that can really slow down opposition. Nearby Termagant units inside of 6” can now rerolls 1s in the shooting phase. Another bit for those that remember backlash is that you now roll only a single D6 for Termagant units inside of 6” range who suffer mortal wounds. No more chain reactions! Termagants are also spawned at the end of the movement phase up to 6” away, so you can sling a small group up the field, however these do cost reserve points. You also get a flat 10 per spawning. One thing to keep in mind is that you can hold onto those 40 points I mentioned earlier and wait for late game so that you can use them on objectives or slow down units that could contest yours. The final boon is that rather than spawning a new unit, you can actually use it to replenish up to 10 fleshborer equipped termagants that were lost to a unit. Say hello to near unkillable hordes of termagants. Your opponents will not get rid of them easily.

Summary
Spoiler:




Tyranid Prime: (by)
Changes
Spoiler:
Tyranid Primes got cheaper again, with a base cost of only 104 points. They’re fairly forward this edition, with a few upgrades like the Deathspitter for a little more stopping power if you know that you’re going up against tougher opponents like Primaris marines and the like and you want to even the playing field. The biggest improvement for this guy is a boosted 6 wounds and his fantastic synergy with warriors and shrikes, giving them a flat +1 bonus to hit, bringing them up to his level.

Summary
Spoiler:




The Swarmlord: (by)
Changes
Spoiler:
The Swarmlord has always had a reputation as one of the greatest duelists in game, able to edge out vs a majority of opponents, and as the living embodiment of the swarm, he holds no punches this edition. At 300 points he still is quite hefty and with 12 wounds, he will not have a lot of protection outside of Tyrant guard to ensure his survivability. The good news is that once he makes it into combat, something is going to die extremely painfully. With 7 attacks hitting on 2s, he has a good chance to murder most characters and deal significant damage to most things even bigger than that. He still sports his 4++ saves in close combat, but now gets to enjoy a 5++ against all other attacks. Like other Hive Tyrants, he enjoys a 12” Synapse and Shadows in the Warp range and the standard 6+ D3 mortal wounds on death ability, but this is nothing compared to what is next. The Swarmlord has no guns to speak of so instead he takes the time to pick a friendly Tyranid unit in 6” of him and allows them to move and advance if they wish instead of shooting. Pick him, pick anyone, and suddenly watch your opponent have a lot of problems, especially when you cast onslaught on said target and watch it proceed to charge right on into combat.

Summary
Spoiler:




TROOPS



Genestealers: (by)
Changes
Spoiler:

Summary
Spoiler:




Hormagants: (by)
Changes
Spoiler:

Summary
Spoiler:




Ripper Swarms: (by)
Changes
Spoiler:

Summary
Spoiler:




Termagants: (by)
Changes
Spoiler:

Summary
Spoiler:




Tyranid Warrior: (by)
Changes
Spoiler:

Summary
Spoiler:




ELITES



Deathleaper: (by)
Changes
Spoiler:

Summary
Spoiler:




Haruspex: (by)
Changes
Spoiler:

Summary
Spoiler:




Hive Guard: (by)
Changes
Spoiler:

Summary
Spoiler:




Lictor: (by)
Changes
Spoiler:

Summary
Spoiler:




Malanthrope: (by)
Changes
Spoiler:

Summary
Spoiler:




Maleceptor: (by)
Changes
Spoiler:

Summary
Spoiler:




Pyrovore: (by)
Changes
Spoiler:

Summary
Spoiler:




The Red Terror: (by)
Changes
Spoiler:

Summary
Spoiler:




Tyrant Guard: (by)
Changes
Spoiler:

Summary
Spoiler:




Venomthrope: (by)
Changes
Spoiler:

Summary
Spoiler:




Zoanthrope & Neurothrope: (by)
Changes
Spoiler:

Summary
Spoiler:




FAST ATTACKS



Dimachaeron: (by)
Changes
Spoiler:

Summary
Spoiler:




Gargoyles: (by)
Changes
Spoiler:

Summary
Spoiler:




Harpy: (by)
Changes
Spoiler:

Summary
Spoiler:




Hive Crone: (by)
Changes
Spoiler:

Summary
Spoiler:




Mieotic Spore Mines: (by)
Changes
Spoiler:

Summary
Spoiler:




Mucolid Spore Pods: (by)
Changes
Spoiler:

Summary
Spoiler:




Ravener: (by)
Changes
Spoiler:

Summary
Spoiler:




Tyranid Shrikes: (by)
Changes
Spoiler:

Summary
Spoiler:




Sky-slasher Swarm: (by)
Changes
Spoiler:

Summary
Spoiler:




Spore Mine Clusters: (by)
Changes
Spoiler:

Summary
Spoiler:




HEAVY SUPPORTS



Biovore: (by)
Changes
Spoiler:

Summary
Spoiler:




Carnifex: (by)
Changes
Spoiler:

Summary
Spoiler:




Exocrine: (by)
Changes
Spoiler:

Summary
Spoiler:




Mawloc: (by)
Changes
Spoiler:

Summary
Spoiler:




Stone Crusher Carnifex (by)
Changes
Spoiler:

Summary
Spoiler:




Trygon/Trygon Prime: (by)
Changes
Spoiler:

Summary
Spoiler:




Tyrannofex (by)
Changes
Spoiler:

Summary
Spoiler:




TRANSPORTS



Tyrannocyte: (by)
Changes
Spoiler:

Summary
Spoiler:




FORTIFICATIONS



Sporocyst: (by)
Changes
Spoiler:

Summary
Spoiler:



BIOMORPHS & WARGEAR



Biomorphs: (by Unyielding Hunger)
Changes
Spoiler:

Adrenal Glands- When the unit advances or charges, add 1 to the distance.
Toxin Sacs -A to wound roll of 6 in the Fight Phase causes 1 additional damage.



Wargear: (by)
Changes
Spoiler:


LORDS OF WAR



Barbed Hierodule: (by)
Changes
Spoiler:

Summary
Spoiler:




Harridan: (by)
Changes
Spoiler:

Summary
Spoiler:




Hierophant: (by)
Changes
Spoiler:

Summary
Spoiler:




Scythed Hierodule: (by)
Changes
Spoiler:

Summary
Spoiler:




---------------------------------------------------------------------------------------------------------------------------------------------------
For all those wishing to lay claim to certain parts of this tactica, please go ahead and post out which section you would like to take charge of for a review. When the review is finished, please PM me the review and I will go ahead and put it in. With 8th edition in its infancy, I will not place any information into the Summary sections of this tactica since the meta will not have had sufficient time to adjust for several months at the earliest. Instead, please focus on the Changes sections so that we can have these filled out quickly.

This message was edited 10 times. Last update was at 2017/06/07 18:20:53


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Tunneling Trygon





NJ

I'm down for the lictor. Can certainly do more but don't want to hog other unit selections if people want to write them
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

So what's the plan for this thread currently- we going to end up congregating here, or using the other thread?

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in it
Dakka Veteran




You know what? Patriarch from the Cult costs less (150 pt compared to 162 pt) and has +1 Strenght
   
Made in gb
Mindless Spore Mine





KurtAngle2 wrote:
You know what? Patriarch from the Cult costs less (150 pt compared to 162 pt) and has +1 Strenght


Whilst true, you are spending around 6 more points per regular genestealer model; Purestrains being 18 and nid ones being 10+2.
A Primarch's 'synapse' would also only work for GSCult models and is 2" shorter.
Some of the Broodmind Disciplines could be real handy though.
Guess it depends if you're wanting to mix and match armies.

i play nids 
   
Made in it
Dakka Veteran




opu wrote:
KurtAngle2 wrote:
You know what? Patriarch from the Cult costs less (150 pt compared to 162 pt) and has +1 Strenght


Whilst true, you are spending around 6 more points per regular genestealer model; Purestrains being 18 and nid ones being 10+2.
A Primarch's 'synapse' would also only work for GSCult models and is 2" shorter.
Some of the Broodmind Disciplines could be real handy though.
Guess it depends if you're wanting to mix and match armies.


Yep, but the lower strenght is unjustified
   
Made in us
Infiltrating Broodlord





Indiana

 Sinful Hero wrote:
So what's the plan for this thread currently- we going to end up congregating here, or using the other thread?
Honestly, not sure. I tend to see the other thread as more of a Ooh and Aah thread for the most part. Personally, I will go ahead and make sure that I at least can get up reviews of all the units so at least I can say that was accomplished. If i can push through a thorough analysis of the army list, we can probably get things off the ground. Finishing up the HQ section now.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

KurtAngle2 wrote:

Yep, but the lower strenght is unjustified

Patriarchs are canonically stronger that Broodlords IIRC.

This message was edited 1 time. Last update was at 2017/06/07 16:31:52


 
   
Made in gb
Brainy Zoanthrope





Just as a quick note on the Hive Tyrant review, you cannot take two bio-cannons. There's a small asterisk next to them that indicates so.
   
Made in us
Infiltrating Broodlord





Indiana

Benlisted wrote:
Just as a quick note on the Hive Tyrant review, you cannot take two bio-cannons. There's a small asterisk next to them that indicates so.


Thanks for catching that, I went back and fixed it, as well as threw up the rest of the HQ reviews.

This message was edited 1 time. Last update was at 2017/06/07 18:21:20


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Norn Queen






Honestly I expect every thread with any images/mention of points costs to get locked soon after the 17th. Right now the game isn't out so I guess they are letting all the leaks slide. But in 10 days won't all those threads be breaking forum rules?

(I personally intend to edit the first post of the other thread and remove the images night of the 16th)


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in se
Guarding Guardian




Northern Sweden

Wonderful work, Unyielding and other contributors. Will be interesting seeing it take shape.

Any chance for a changelog, would be nice knowing if you've kept up with the trickle of analysis that'll be coming over the next few days and weeks?

----------
A small correction, Tervigon should be 250pts, not 259pts.

This message was edited 1 time. Last update was at 2017/06/07 19:00:38


''There’s only one true path in life – the path that leads to war''
-Mauryon of Biel-tan 
   
Made in us
Humming Great Unclean One of Nurgle






Until a errata/faq changes it, monstrous rending claws are available for a hive tyrant and don't cost any points. IMO they beat out talons because they are free; a 160 point hive tyrant (devourer, claws, adrenal, and toxin) packs a huge punch and can easily be protected on the front lines via tyrant guard.

I'd also throw out that anything which can have rending claws & toxin sacs is good. Hive tyrant, genestealers, tyrant guard, and I think one other I'm forgetting right now.

Coming from AoS I will say that hormagaunts are supremely powerful because of the 6" pile-in/consolidate. The level of shenanigans they will be able to pull with this is crazy. Also, by staggering 25mm bases in contact with each other one can get four 'ranks' of hormagaunts to swing in melee, allowing a large number of attacks even with a small frontage.

This message was edited 1 time. Last update was at 2017/06/07 19:24:46


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Lurking Gaunt





I redid some numbers to account for multiple scything talons giving multiple attacks for comparing some units vs each other. When doing these myself I'd calculated point per damage but omitted that to avoid any forum rules issues.

Raveners - Close Combat
Spoiler:
9 Raveners
2x scytals
54 attacks
first hits(3+): 36 hits
reroll hits(3+): 42 hits
wound(4+): 21 wounds
Save(3+): 7 damage

rending
36 attacks
hits: 24
wound(4+): 8 + 4 rending
save(4+): 4 + 4 rending

W/Red Terror (+1 to hit rolls)
2x scytals
54 attacks
first hits(2+): 46 hits
reroll hits(2+): 52.5 hits
wound(4+): 26.25 wounds
Save(3+): 8.75 damage

rending
36 attacks
hits(2+): 30
wound(4+): 10 + 5 rending
save(4+): 5 + 5 rending

Ravener - Shooting
Spoiler:
9x Devourer
27 shots
Hits(4+): 13.5 Hits
Wound(4+): 6.75 Wounds
Save(3+): 2.25 Damage

9x Deathspitter
27 shots
Hits(4+): 13.5 hits
Wounds(3+): 9 wounds
Save(4+): 4.5 damage

Genestealers
Spoiler:
20 Genestealers
80 attacks
hits(3+): 53.333 hits
wounds(4+): 17.777 wounds + 8.888 rends
save(4+): 8.888 damage + 8.888 rends

w/Broodlord
80 attacks
first hits(3+): 53.333 hits
reroll hits(3+): 62.222 hits
wounds(4+): 20.741 wounds + 10.370 rends
save(4+): 10.370 damage + 10.370 rends

Hormagaunts
Spoiler:
30 Hormagaunts
60 attacks
first hits(4+): 30 hits
reroll hits(4+): 35 hits
first wounds(5+): 11.666 wounds
reroll wounds(5+): 13.61111
save(3+): 4.537 wounds

Warriors - Solo
Spoiler:
Close Combat
Weird thing here was that in point efficiency, despite more wounds, the rending claws were less point efficient than the 2x scytals.
9 warriors
2x scytals
45 attacks
First hits(3+): 30 hits
reroll hits(3+): 35 hits
wounds(4+): 17.5 wounds
save(3+): 5.833 damage

rending
27 attacks
Hits(3+): 18 hits
Wounds(4+): 6 wounds + 3 rends
Save(4+): 3 damage + 3 rends

Boneswords(-2 ap)
36 attacks
hits(3+): 24 hits
wounds(4+): 12 wounds
save(5+): 8 damage

Shooting(4+)
9x Devourer(Assault 3,4S,-AP)
27 shots
Hits(4+): 13.5 Hits
Wound(4+): 6.75 Wounds
Save(3+): 2.25 Damage

3x Venom Cannon(Assault d3, 8S,-1AP) + 6x Devourer
D:18 Shots
D Hits(4+): 9 hits
D Wounds(4+): 4.5 wounds
D Save(3+): 1.5 damage
V:3d3 shots(6 ave) vs T8, 3+ vehicle
V Hits(4+): 3 hits
V Wounds(4+): 1.5 wounds
V Save(4+): .75 damage

9x Deathspitter(Assault 3, 5S,-1AP)
27 shots
Hits(4+): 13.5 hits
Wounds(3+): 9 wounds
Save(4+): 4.5 damage

3xVenom Cannon + 6x Deathspitter
D:18 Shots
D Hits(4+): 9 hits
D Wounds(3+): 6 wounds
D Save(4+): 3 damage
V:3d3 shots(6 ave) vs T8, 3+ vehicle
V Hits(4+): 3 hits
V Wounds(4+): 1.5 wounds
V Save(4+): .75 damage

Warriors - W/ Tyranid Prime
Spoiler:
Because of the bonus to hit the rending claws did pass the 2x scytals for point efficiency here.
Close Combat
2x scytals
45 attacks
First Hits(2+): 37.5 hits
Second Hits(2+): 43.75 hits
Wounds(4+): 18.75 wounds
Save(3+): 6.25 damage

rending
27 attacks
hits(2+): 22.5 hits
Wounds(4+): 7.5 wounds + 3.75 rends
Save(4+): 3.75 damage + 3.75 rends

Boneswords
36 attacks
hits(2+): 30 hits
wounds(4+): 15 wounds
save(5+): 10 wounds

Shooting(3+)
9x Devourer(Assault 3,4S,-AP)
27 shots
Hits(3+): 18 hits
Wounds(4+): 9 wounds
Save(3+): 3 damage

3x Venom Cannon(Assault d3, 8S,-1AP) + 6x Devourer
D:18 Shots
D Hits(3+): 12 hits
D Wounds(4+): 6 wounds
D Save(3+): 2 wounds
V:3d3 shots(6 ave) vs T8, 3+ vehicle
V Hits(3+): 4 hits
V Wounds(4+): 2 wounds
V Save(4+): 1 wound

9x Deathspitter(Assault 3, 5S,-1AP)
27 shots
Hits(3+): 18 hits
Wounds(3+): 12 wounds
Save(4+): 6 damage

3xVenom Cannon + 6x Deathspitter
D:18 Shots
D Hits(3+): 12 hits
D Wounds(3+): 8 wounds
D Save(4+): 4 wounds
V:3d3 shots(6 ave) vs T8, 3+ vehicle
V Hits(3+): 4 hits
V Wounds(4+): 2 wounds
V Save(4+): 1 wound

Except for the Venom Cannons all the numbers are against MEQ units. In all these instances with the support characters I didn't include them attacking.
   
Made in us
Humming Great Unclean One of Nurgle






It seems important to include a toxin sacs option, especially for rending claws since the extra rend will combo with extra damage.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Tunneling Trygon





NJ

I think it's good to have a thread that has an updated first post with the unit profiles like this one.

Might be good to just get down a bunch of "first impressions" that we can update as needed
   
Made in us
Norn Queen






Malanthropes are confirmed to be HQ now. Not elites. Still progressing on this thread?

This message was edited 1 time. Last update was at 2017/06/18 06:15:27



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ca
Sneaky Lictor



oromocto

I can't wait until I can get some test games in. I'm really looking forward to the rest of the summaries.
   
Made in us
Lurking Gaunt





What does everybody think about ripper swarms? now that there's no templates that do double damage to them I'm finally clipping all mine from the sprues to assemble.

My first thought is it's 99 points for 3 troop options so you can cheaply turn your army into a 2 battalion army as long as you've got 4 HQ units. I don't expect them to be killing machines but I do think they could be used to engage sacrificial bubble wrap units to pull them into a combat and create openings for any of the more deadly units. A 9 strong unit on the 40mm bases should be able to wrap up and just tar pit most vehicles for a game as well as camp objectives. I see them as having a more tactical value than combat but are they worth it?
   
Made in fr
Dakka Veteran






Hi,
I did some kind of review for some Tyranids units in another thread. I can share them here, if it is desired and you can put them in your first posting if you want.
   
Made in us
Elite Tyranid Warrior






Thanks for putting this all together, hope this gives it a bump to keep it going



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Made in no
Liche Priest Hierophant





Bergen

Is this the 3rd tyranid thread? Or I am unsure of the postings, so it is one of the three.

Could we group all know information like unit review and mathammer in one thread? I would love that.

   
 
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