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Tyranids 8th ed Tactica - The Great Devourer is Nigh  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Norn Queen






Here are unit descriptions and opinions by Dakka users. PM me if you have a write up you want me to add and I will add it.

For another take check out the 1d4chan tactica page.

https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Tyranids(8E)

Special Rules

Synapse:
You automatically pass all morale tests if you are within Synapse range (typically 8" but 12" for certain models)

Instinctive Behaviour:
If a unit is not in Synapse range, they can only shoot the nearest enemy unit and can only charge the nearest enemy unit.

Shadow In The Warp:
Enemy psykers who attempt to manifest a power while within 8" of a Tyranid unit with this ability subtract 1 from the result of their psychic test.

Psychic Powers:
Tyranids have access to a number of psychic powers. They can use Smite to dish out mortal wounds, Catalyst to give FNP to a unit, cast The Horror to provide -1 to hit on an enemy unit (in both CC and shooting) or Onslaught to allow a unit to advance and charge in the same turn. They can also use GSC units, which give them an additional psychic tree with benefits such as Mind Control, allowing you to shoot an enemy model as if it were your own. Mass Hypnosis is the same thing as The Horror from Kids but it also forces the target unit to fight last and stops them from firing overwatch. Lastly, Might From Beyond (the alliteration is real) gives +1 str and +1 attack to a unit. Crazy!

HQ


Broodlord: (by Unyielding Hunger)
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.


Old One Eye: (by Unyielding Hunger)
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.


Hive Tyrant: (by Unyielding Hunger)
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.


Tervigon: (by Unyielding Hunger)
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.


Tyranid Prime: (by Unyielding Hunger)
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 6 wounds and his fantastic synergy with warriors and shrikes, giving them a flat +1 bonus to hit, bringing them up to his level. Being unable to be targeted as a character is a big plus for him.


The Swarmlord: (by Unyielding Hunger)
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.


Malanthrope: (by luke1705)
Spoiler:
(Forge World Unit) A true force multiplier is always in demand. Last edition, he made our bugs more durable by adding to our cover save, which was nice but not as great if you wanted to have mobile units. He kind of just let us avoid alpha strikes and be durable in cover. Now, he provides a -1 to hit buff on any unit that targets a unit that has a model within 3" of him. This is a huge damage reduction. Orks hit on 6's, which means they do 50% less damage! Even marines that hit on 3's will now hit on 4's, which is still a 25% damage reduction. Since his bonus no longer requires cover to work well, your Nids can carry on doing whatever they want to do while still receiving his bonus. Best of all, since he is a character with less than 10 wounds, he can no longer be targeted unless your opponent has a LOT of sniper fire, since he still has 9 wounds to chew through. Just about as close as you get to an auto-include.


TROOPS


Genestealers: (by luke1705)
Spoiler:
I suppose it was inevitable that I wrote this section. I haven't been able to say enough good things about Genestealers since the Overkill set dropped, and it's only gotten better since then with the actual Tyranid version of these guys. Stick them in a Tyrannocyte, bring along a Trygon or just run it down mid. These guys are cheap and hit like a bag of rocks. Their rending claws mean they are good at killing pretty much everything, and they have actual buckets of attacks. Like Ork numbers of attacks, hitting on 3's (or 2+ if a Broodlord is nearby, and why would he not be?). They even have versatility, allowing themselves to re-roll to hit rolls of 1 if their target has no save or an invulnerable save with no penalty. They blenderize pretty much everything and can advance and charge, so they're looking at anywhere from 9" to 14" for their move. Not too shabby. Take as many as you like and you won't regret it. An amazing all-purpose unit, as long as they're not staring up at a plane. They may very well be one of, if not the premier assault unit in 8th edition.


Hormagants: (by luke1705)
Spoiler:
If Genestealers are so good (and they are), why would I ever want to take Hormagants, you ask? Well, they are roughly half the goodness of a Genestealer for roughly half the points. So if you pay for two of these, you're more or less getting a two wound Genestealer for the same cost. That being said, these guys obviously don't have the 5++ of a Genestealer, but they are a really good unit that makes the enemy chew through wounds. You have to have a lot of shots or these guys will run you over. They're faster than they used to be, so they get there more often nowadays. Plus, they have a unique ability that really makes them worthwhile. They can pile and consolidate 6" each time. It's hard to explain how big of a deal this is, but suffice to say do not sleep on these guys just because they're not Genestealers. They are still excellent.


Ripper Swarms: (by luke1705)
Spoiler:
Last edition, these were our troops choice of....well....choice for those of us who didn't want to run a lot of troop units. Now, you don't even have to run troops at all if you don't want to (though there are tons of benefits in doing so). So, should we still be using them? Absolutely! Why were these the troops unit of choice last edition? Well they were cheap. Still are. But they also provided a lot of utility. When they came in, they could deep strike on an objective if they didn't scatter (and hopefully they didn't come in too soon). In many of my lists for 6th/7th, I even purchased a bastion for some BLOS terrain and to give me a comms relay for re-rolls of reserves. It's that important. Now, in 8th edition, we don't roll for reserves. We don't roll for deep strike scatter. It just happens with perfect precision. So if Rippers were good before, they're GREAT now. Every single list that is trying to be any sort of competitive should 100% include at least 1 unit.


Termagants: (by)
Spoiler:


Tyranid Warrior: (by Astmeister)
Changes
Spoiler:

Summary
Spoiler:

I think the Warriors are very though to rate. They can be very important and usefull, but can also be totally unnecessary.
First of all I think they are not really usefull in the recently en-vogue all-assault armies. Secondly I think that Warriors are a allrounder unit in an army of specialists. This is a bit weird and makes them hard to integrate.
Since they are allrounders, I would also not try to specialize them. You could play them as pure assault or pure shooty units, but other units can do this better. So make them allrounders and give them a shooting weapon and Rending Claws or even Lash Whip + Boneswords (just 2 pts!). With these they can also fill the niche of having decent melee capabilities against MEQs and also can shoot with small anti-tank weapons and heavy Bolter equivalents (Deathspitter and Venom Canon).

So I would play them in the following way:
3 Warriors
1x Venom Canon, 2x Deathspitters, 3x Lash Whip + Bonesword, Adrenal Glands
94 pts

You can make them bigger, but this reduces your Synapse coverage, while increasing the melee capabilities. I am not sure if it is worth it.

I would probably use them in armies which are not all-assault, foot-slogging TAC armies and armies with a solid fire base of Exocrines, Biovores or Hive Guard. In all occassions the Malanthrope is still a big competitor for a unit of Warriors, but the Warriors have the advantage of enhancing your shooting. I would take both.


ELITES


Deathleaper: (by luke1705)
Spoiler:
Now sporting a beefy -2 to hit, making Orks cry tears of horror in the shooting phase and retaining the ability to pop up wherever you want from deep strike but gaining the ability to charge from deep strike with precision? Yes please! In addition, since he can "hunt" a character, he can get even closer than normal. I don't feel like he's a super competitive choice for character killing because the opponent will probably still be able to bubble wrap their character, but he can still pop up anywhere and harass smaller units. Very assassin-like, but just don't send him in like he's a carnifex or anything


Haruspex: (by)
Spoiler:


Hive Guard: (by luke1705)
Spoiler:
Look at that Nids got guns! These boys can shoot at a pretty good range, and even from outside of LOS with one of their weapon options. They hit very efficiently and can do damage even to heavy tanks. It's all really good. They are a premier choice for ranged shooting from Nids. Only the Exocrine is a better gun platform IMO, and that's not taking anything away from these guys. The Exocrine is just silly good.


Lictor: (by luke1705)
Spoiler:
It's like a cheaper slightly less sneaky Deathleaper. I think I like these slightly better for their cost:benefit ratio. They're not quite as hard to kill, but they're a very cheap harassing unit that can still stop units from shooting if they don't have the fly keyword, and can definitely take down some guys with them. I like Lictors a lot in this edition. The fact that they're hardly more expensive than a unit of Rippers should not be lost on people. They're basically what you should take if you want Rippers that are a little more offensive.


Maleceptor: (by Astmeister)
[spoilerThe Maleceptor is also in the row of one of the most improved units of all Tyranids.
Is it viable: Yes!
Is it necessary: No!

The Maleceptor is suprisingly one of the most durable MCs in the Tyranid arsenal. It gained a 3+ Save and T7 and still has its 5++. This can actually be a big deal, since most anti Monster/Tank weapons will wound models with T7/8 equally well, but will get pissed about the 3+/5++ combination.
The speed is en par with the other MCs from Tyranids and it can almost always advance, since it is just using Psi most of the time. This makes it reasonably fast and slightly faster than the rest of the MCs.
With lucky dice rolls you can even do stuff in melee with it! You could kill a medium tank in a single round of combat with S7 and D6 Wounds.
The only real reason to take the Maleceptor is its Psi abilities. The Nova ability is imho a bit underwhelming, just doing 1 Mortal Wound to mostly everything in range. It has several problems:
- very low range
- just 1 wound
- you cannot use psi in the same turn
It will not be very game changing and is very hard to apply to more than one unit at a time.

Maybe the hidden jewel of the Maleceptor is its ability to use psi powers with +1 to cast! This means that you have roughly a 27% chance of doing D6 Mortal wounds on the nearest enemy, which you can probably choose since the Maleceptor is quite fast. When you then use a CP to reroll the wound dice, this can be downright brutal. Remember that it is of course also very hard to dispell a high result on smite.
I think that they can really be major damage dealer if you bring them in pairs or even 3 Maleceptors. However, you have to remember that Psi can always be dispelled and is quite unreliable. Couple this with the high cost of the Maleceptor and you have a unit which can be a bit of a gamble.
Unfortunately the Maleceptor does not contribute too much to the army, which we absolutely need. He can be nice, if you have to take down flyers e.g. but it is not clear to me if he would perform better than 4+ Zoanthropes. And these I would also not consider really necessary in most lists. [/spoiler]

Pyrovore: (by Astmeister)
Spoiler:
Okay, they are probably the most improved unit in the Tyranid arsenal. However, I think they are still not really good or in any way necessary.
They are much cheaper, lost the terrible explosion mechanic and have a very decent flamer weapon. They actually have a Heavy Flamer (S5 DS-1) with 10 inch range. Also they are quite good in putting wounds on high armour save targets with their melee attacks. And one should not forget that they are faster than they first look like with their weapons, because they can almost always advance and still fire the flamers with full effect.
However, I find them quite underwhelming running up the table. They are still far from being fast and also loose one flamer for every model which is dying. This means that I just see them beeing viable as a backfield clearance unit, which you quite frankly do not really need with Nids or coming in with a Tyrannocyte.
The problems with the Tyrannocyte are manifold: They are pretty expensive, making it a bit of a joke to transport 3 models with flamers for around 100 pts in a Pod costing around 140+ pts. After dropping in the Pyrovores still have probably one shooting phase before they die. This is 3D6 and can very well end up being just 4-6 hits. For a "throw away" unit with a total cost of 240+ pts with Pod this is pretty underwhelming. Even if they make it to melee in the same phase, they will most likely do some wounds and afterwards die. In the end it is just 3 models with mediocre staying power.
I would most of the time recommend using 20 Devilgaunts instead of the three Pyrovores.

So overall I think that they are still pretty unnecessary.


The Red Terror: (by)
Spoiler:


Tyrant Guard: (by luke1705)
Spoiler:
With the advent of Swarmy being an excellent choice (and indeed he is) you're left with a choice - do you put him in a Tyrannocyte pod, or do you give him some friends that can and literally will catch a grenade for him? Personally, I prefer the latter, and not just for the pop culture reference. I think these guys are very underrated as close combat monsters and are pretty durable on their own. Plus, sometimes they literally serve as a deterrent, where your opponent will say "ah I can't kill them AND the swarm lord, so it's not worth my time". That's the best kind of defense. Run 3. Run 6. You will not be sad about the results.


Venomthrope: (by)
Spoiler:


Zoanthrope & Neurothrope: (by)
Spoiler:


FAST ATTACKS


Dimachaeron: (by luke1705)
Spoiler:
They really did this bad boy right in the new edition. Literally twice as fast, can leap over units as if they were tall buildings, and will tear most things a new one in close combat. Plus, once he does that, he gets a 5++! Give him some good old FNP and a Swarmy double move and watch this guy tear it up. Definitely a big big fan. He's not unreasonably durable or undercosted if the opponent gets the jump on him (no pun intended) but he is a solid addition to any army. It does help that I love the model also.


Gargoyles: (by)
Spoiler:


Harpy: (by)
Spoiler:
Got tons better this edition. 30" move with no restriction on charging should really speak for itself. If the opponent wants to try and tarpit you, you can just fly away and shoot some other stuff. Sadly you can't assault after you fall back, but hey gotta have a weakness on a unit somewhere. The guns are vastly improved and I would say contend for the third best shooting unit in our Index. Not too expensive for the pile of wounds that it is either.


Hive Crone: (by Astmeister)
Spoiler:

The Crone has been a respected FMC in 7th edition, which was quite good at destroying enemy flyers. GW has designed the rules in 8th to hit on the same spot. Unfortunately they failed imho!
If you take a look at the combined melee and shooting power of the Crone now, you will see that the results against flyers are not amazingly good. Against T6 flyers the Crone does something beteween 3.5-4 damage, while T7 flyers like the infamous Stormhawk or Stormraven are even more bullet proof against them. Of course you can roll hot dice and achieve something between 9-12 wounds, but it is much more likely that you end up doing 0-1 wounds.
However, the Crone can do other thingss for only 156 pts, which makes it one of the cheapest flyers in the game. It has a movement stat of 30 inch (fly) making it alsmost twice as fast as a Flyrant. On the contrary the Crone does not have the typical flyer rules like Airborne, Supersonic or Hard to Hit. This has some advantages and disadvantages.

Advantages:
- Melee against ground troops
- Melee against flyers
- no 90° turning necessary
- can shoot when falling back
- low minimum movement
- almost no problem with manoevering or flying off the board

Disadvantages:
- no -1 to hit for shooting
- can be charged by ground forces
- generally slower than normal flyers

The disadvantages are really nasty for the Crone, especially if you consider that it only has T6 and a 4+ Save. It is dying rather quickly and is not even save from regular infantry.
You should not forget, however, that the 30 inch movement of the Crone and the melee capabilites against ground forces are huge. This means it can easily do a first turn charge against artillery, heavy weapons teams etc. Only bubble-wrapping and her big base can come in the way. Against shooty armies with a few models the Crone can be pretty good. For example, she can reliably neglect the shooting of a 4 LasCan Predator and even damage it. Same is true for Snipers, Heavy Weapons Teams, Devastators, Razorbacks, Dark Reapers etc. The infantry heavy weapons are even easy feeding for the crone...
Of course this job can also be done by a much cheaper Lictor, however he just has a chance of about 59% for a charge and the Lictor is not very good against tanks or heavy infantery. Whereas the Crone can be huge against Centurions or Devastators.
So I would say that the Crone is not really shining in her usual job: Killing flyers. However it can be a good tarpit unit, can ping of a couple of wounds against vehicles and units and is reasonably cheap.
She cannot alone kill flyers of course, but in combination with a Flyrant she can be a good double-tap unit.


Mieotic Spore Mines: (by Astmeister)
Spoiler:
They basically act in the same way as normal spore mines. However, they have a distinct deployment type. Instead of normal Spore Mines they do not come as "deep striking units" on the field. The Meotic Spores are placed directly before the first game turn 12 inch away from any enemy. That also means you already know, who will have the first turn.
Furthermore you can directly go 3 inch with the spores and even charge, which is impossible with normal spore mines. Using Onslaught you could even go 3+D6 inch and still able to charge. On average they will be only 5.1 inch away from enemy units with it, which is a pretty descent chance for a charge. Using the Swarmlord you do not even have to risk overwatch, but you can simply advance twice. Remember that any spore mines just have to be closer than 3 inch from an enemy to blow up at the end of the charge phase. This does not mean, you have to charge!
This can be very good against enemy units with strong overwatch capabilities, like the Hemlock Wraith Fighter or other units with auto-hit weapons.

So is this worth anything? Well you could place a unit of 9 Meotic Spores for 162 points. This means 162 points for a suicidal unit but for a unit, where the enemy can often not even react to. It does on average a total of 18 Mortal Wounds. This will kill every tank in the game including Land Raiders and even cripples a Knight. Not even talking about throwing hot dice there... It can btw even be good against things like Stormravens, as long as you know that you are going first. But beware of the damn Primarch granting Rerolls on all overwatch fire. In this case you will need the Swarmlord!

Counter tactics:
Well as usual you should just bubble-wrapp your juicy units. However the Tyranid player can destroy the bubble-wrap before and not all units have proper bubble wrapping...


Mucolid Spore Pods: (by)
Spoiler:


Ravener: (by)
Spoiler:


Tyranid Shrikes: (by)
Spoiler:


Sky-slasher Swarm: (by)
Spoiler:


Spore Mine Clusters: (by)
Spoiler:


HEAVY SUPPORTS


Biovore: (by Astmeister)
Spoiler:
Biovores can shoot without needing line of sight and do Mortal Wounds when they hit.
They share the place with Hive Guard of being the only artillery in the Tyranid arsenal. Where the Hive Guard is the raw power version of artillery, the Biovores are much more specialized and sneaky.
Unlike all previous editions the Biovores are not good against weak infantry swarms. Rather they are very good at reliably pinging off some important wounds from very heavy targets or other artillery tanks or heavy weapons teams (preferably Devastators).
So I often read that they do too few damage making only 1-2 on average. But they can put this nearly anywhere on the field and extremely reliable without being afraid of any retaliation! Also if you compare them with most other units from the Tyranids, which unit can really say that it puts down reliably 1-2 wounds off even the hardest targets like Magnus or an Imperial Knight? For me the way to use them: You use them at the end of all the other shooting from your army to get rid of the important wounds! If a Leman Russ is 1-4 wounds above it's stat changing wound count in the end of the shooting phase... hit em with the biovore mines! Decreasing the stats of an expensive model in the opponents army can be huge.
There is however a reason, why you will often not use the tactic above. That is the insane movement denial capability of the Spore Mines. If you miss, you can place some Mines next to the enemy unit you shot at. So you could in principal walk with the Biovores to make them hit on -1 with their heavy weapons and block the movement of a tank for example. Of coures a lot of units will not be completely blocked by the spore mines, but as long as they got slowed down this might already be worth it. Remember that the enemy cannot shoot the mines before their units movement...
So all this comes for a unit which has a size of 1+ and a prize of 36 pts. On top of that the Biovores have 4W 4+ Save and will most likely be in cover and out of line of sight, having a 3+ Save.

I don't see any reason not to take them in most lists, unless you have a very special build or going all out attack.


Carnifex: (by Astmeister)
Spoiler:
The Big One. The living Legend. The battering ram. Okay...
The most iconic of all Tyranid monsters is of course running around 8th edition as well. You want to know, if it is any good? That is actually a very tough question and I am not sure about this at the moment myself. But one thing can be said about it: It is the most flexible of all Monsters!

So you can play the Carnifex in about 20 different loadouts. What should you use? My advice on this: Do not play a Dakkafex. Either play a Stone Crusher Carnifex or a Gun & Claw Fex (shooting weapon and melee weapon). I might write a separate article on the Stonecrusher later.

Why not the Dakkafex anymore? It is absolutely not terrible. It is way cheaper than before, going from something in the 140-160 pts region down to 99-120 pts. However there a many things, which have gotten worse.
- Devilgaunts outperform a Dakkafex on nearly every occassion. Period.
- Tanks and Monsters have about 3 times the wounds as before. You cannot one shot a Rhino anymore with a Dakkafex and it was easy before!
- Tanks have an armour Save now. More sadness...
- the weapons do not have twin-linked anymore. This is dropping the hits from 9 to 6 for a Dakkafex.
- the Fex will suck in melee!

Okay the Dakkafex can still put about the same amount of wounds on an infantery unit, I give him that. However, there are also a lot of units with multi-wounds and also the new wound chart hit the Dakkafex against lots of infantry units (MEQs).

So I would play them with a melee weapon + any shooting weapon. Also give them Adrenal Glands and Bioplasma. And then if you just run 1-2 do not expect that they will be amazing. In big numbers 4+ they can be quite scary, but also still vulnerable.
Personally I would even rather play a Screamer Killer Fex (2x Scything Talons, Bioplasma) than a Dakkafex. However, the Dakkafex might be quite good in an all-assault army with lots of Genestealers. To have a concentrated firepower basis for clearing enemy chaff units and putting some damage on vehicles etc.
But in the end, you should see them more like the monstrous version of Gants. They are cheap, vulnerable and can be thrown away if necessary.


Exocrine: (by luke1705)
Spoiler:
Well. The man himself. Nothing shoots in the Tyranid Index like an Exocrine. Literally does the work of two lesser men by himself. Make sure that he will never have to move if you can at all manage it and he will do work every single game. Excellent against everything except hordes. But you have literally the rest of your army to do that job Hive guard do do a little better than he does against vehicles in terms of efficiency, but the Exocrine isn't bad at it. Wounding on 5's is just a little rough.


Mawloc: (by)
Spoiler:



Stone Crusher Carnifex (by luke1705)
Spoiler:
Take a regular Carnifex and make it better, but only at melee. In my opinion, this is what the Carnifex always should have been. It can clear hordes. It can wreck tanks. It can be a UtilityFex that can do both. And it's cheap enough that you can take a few if you want. Very much worth the cost. If you like Carnifex, this is the place to be. It's a good place.


Trygon/Trygon Prime: (by luke1705)
Spoiler:
Gotta give GW props for making certain changes, like a non-functional Trygon tunnel from last edition becoming a totally viable strategy this edition. I call it the Trygon Taxi, and it can bring any single troops unit, no matter how big or how small, onto the battlefield with itself. Basically, this just takes Tyranid speed and dials it up to 11. You can have a giant horde of hungry hormagants (I like alliteration too) right in your opponent's face on turn 1 if you want! Aside from the Taxi service, this bad boy can dish out the hits. He can't TAKE the hits super well with no invulnerable save, but he's still T6 with a bucket of wounds. If you bring the Prime, you get another synapse and shadow in the warp beacon, which is great too.


Tyrannofex (by)
Spoiler:


TRANSPORTS


Tyrannocyte: (by)
Spoiler:


FORTIFICATIONS


Sporocyst: (by)
Spoiler:


LORDS OF WAR


Barbed Hierodule: (by)
Spoiler:


Harridan: (by)
Spoiler:


Hierophant: (by)
Spoiler:


Scythed Hierodule: (by)
Spoiler:



For all those wishing to add to certain parts of this tactica, please PM me the review and I will go ahead and put it in.

-added by request. Will update as requests come in.-

This message was edited 16 times. Last update was at 2017/07/26 18:02:49



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Infiltrating Broodlord





Indiana

I like firing heavy 40 on a hive out of the Tyrannofex. Also, Carnifexes are beautiful.

"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+
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Made in it
Dakka Veteran




CQC Tyranids are MUCH better than their shooting counterpart
   
Made in us
Stalwart Dark Angels Space Marine



Ohio

So I have a rules question already. I think I know how I'd play it (not in my favor, sadly), but I'm curious what others think.

Mawloc's Terror From the Deep rule says he can't charge the same turn he uses it. The Onslaught psychic power says that among other effects, the target unit can also charge this turn. So which is it?
   
Made in us
Focused Fire Warrior






Onslaught would specifically refer to charging after you have advanced, not charging after you Terror from the Deep. So a unit with Onslaught active can move and advance, shoot, and charge (whereas normally if you advance you can't shoot or charge). Since the Mawloc is ineligible to charge from a rule saying he can't the turn he arrived (not ineligible because he advanced), Onslaught will do nothing to him.
   
Made in us
Hungry Little Ripper




New Orleans, LA

Am I missing something or do Biovores now require line of sight to their target?
   
Made in us
Norn Queen






 Telly wrote:
Am I missing something or do Biovores now require line of sight to their target?


They do, but they just hand out mortal wounds from 4 feet away so im pretty cool with it.


Automatically Appended Next Post:
A trygon tunnel can bring a single unit with it. 3 canifex in a brood can pop out of a tunnel with a trygon. Good fething luck everybody else.

This message was edited 1 time. Last update was at 2017/06/01 01:55:49



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Plaguebearer with a Flu




Atlanta, GA

It would be cool if into worked that way, but it doesn't....
   
Made in us
Tunneling Trygon





NJ

 Lance845 wrote:

A trygon tunnel can bring a single unit with it. 3 canifex in a brood can pop out of a tunnel with a trygon. Good fething luck everybody else.


Sweet baby Jesus if it worked like that, that is literally all I would take. But no - only troops choices.

But since our genestealers lost the ability to infiltrate, they need to go along for the ride. I need to make sure that you can ACTUALLY fit 20 stealers somewhere around the Trygon....but if you can...oh my the things that will occur. Only shame is that someone had the foresight not to allow them to buy adrenal glands.....what a loser

I think Lictors are still strong harassment units, also with the potential to DS and charge turn one

Old One Eye is so much better than he used to be, and his two closest friends, carnifex #1 and carnifex #2, both greatly benefit from his +1 to hit roll. I think I'll be running my Carnifexen as melee monsters, just scytal, crab claws and adrenal glands. And of course, I won't run them without OOE (he says literally moments after inserting a random carnifex into his 2k list to be played tomorrow or Friday)

Random sidenote, is there such a thing that is the OPPOSITE of a distraction carnifex? I have 6 Tyrant guard, the swarmlord and 2 melee flying hive tyrants all standing right next to my lone Carnifex (more or less) for my 2k list (and that is actually all that I'll deploy on the table). What do you think people will shoot lmao?

So this goes without saying, but genestealers in a Trygon tunnel (regardless of the final unit size) is a brutal combo. Both have the opportunity for a turn 1 charge, and both are bad news bears. The only thing I can't figure out is how to bring the Broodlord along for the ride (so despite me having 40 stealers in my 2k list, I have zero broodlords because I don't want to take a third trygon to use exclusively for a broodlord taxi). I know he's good on his own but it just felt like too much.

Something that I think a lot of people are going to be doing (whether their tyrants are walking or not) is doubling down on tyrant guard protection duties. Unlike in 7th, a single unit of tyrant guard can protect multiple hive tyrants. In that vein, one thing that we will have to figure out is how wound allocation works if two units of tyrant guard are protecting the same hive tyrant (also a possibility). I think we can actually do a little bit of wound shenanigans in this case, having one unit take the attacks from one enemy unit, and another taking attacks from a second unit. Finally, on the note of tyrant guard, they are a great unit to cast catalyst on (assuming you have more than one tyrant to protect). That way, they can take their save vs the mortal wound they receive, and all tyrants receive effective added durability.
   
Made in au
Infiltrating Broodlord





Tervigon Spam looks like it will be a legit thing again..

It looks like they can pump out 10 termis a turn at no extra cost

With the Trygon, it does say Troop Unit, but them 20 Genestealers, that pop up 9" away run then charge (because they can) will be great


Automatically Appended Next Post:
Okay playing with mock lists.. based on what I have painted

When doing matched points do you need to pay for the model and listed weapon they come with? or only if you are swapping the weapon?


Automatically Appended Next Post:
I also notice the leaked rules don't have what tox sacs and Adreanal glands actually do

This message was edited 3 times. Last update was at 2017/06/01 04:46:37


 
   
Made in us
Tail Gunner





People are assuming that you need points to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.

On an unrelated note, I love that onsalught basically makes the 9" DS requirement meaningless. Pretty much any DS unit we have can advance and then charge with onslaught. Hell even the trygon itself can advance and then charge since subterrainian assault doesnt say it cant charge the turn it arrives. Put genestealers inside the tunnel, cast onslaught on the trygon, advance and charge with the genestealers and then advance and charge with the trygon for a 1-2 punch.


Adrenal glands give +1" to advance and charge rolls, toxin sacks inflict a mortal wound when an attack rolls a 6 to wound.

This message was edited 2 times. Last update was at 2017/06/01 06:44:22


 
   
Made in us
Fresh-Faced New User




 SeraphimXIX wrote:
People are assuming that you need pointd to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.


It's under Reinforcements in the Matched Play sections. Abilities that add units to your army must be paid for by points you've set aside.
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 SeraphimXIX wrote:
People are assuming that you need points to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.

On an unrelated note, I love that onsalught basically makes the 9" DS requirement meaningless. Pretty much any DS unit we have can advance and then charge with onslaught. Hell even the trygon itself can advance and then charge since subterrainian assault doesnt say it cant charge the turn it arrives. Put genestealers inside the tunnel, cast onslaught on the trygon, advance and charge with the genestealers and then advance and charge with the trygon for a 1-2 punch.


Adrenal glands give +1" to advance and charge rolls, toxin sacks inflict a mortal wound when an attack rolls a 6 to wound.


Does onslaught override the restrictions DS has on moving and advancing? DS says you are not allowed to move or advance that turn, but continue as normal otherwise, so can shoot/charge etc.

Does the biovores spore mines count as a new unit? Will that have to be taken into account in reinforcement points?

Spawning new units of termagaunts will require reinforcement points, but replenishing lost models in existing units will be free.

Crons had a similar conundrum with RP, but since we aren't making new units, just replacing models we have already paid for, it doesnt require reinforcement points.

This message was edited 1 time. Last update was at 2017/06/01 07:04:24


12,000
 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

It also seems to me like the Haruspex is also really good now? Am I taking Crazy Pills?

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Fresh-Faced New User




Trygons don't DS, tho. They Subterranean Assault. They can freely charge up out their hole.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

The Mucolids specifically don't count for Reinforcement points. Odd if the normal spores did.


Automatically Appended Next Post:
Spores both say they don't use reinforcement points.

This message was edited 1 time. Last update was at 2017/06/01 07:23:41


 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in fi
Jervis Johnson






Am I reading this right that a Carnifex gets 4 Deathspitters with slimer maggots, for 114 points total?

114 points gets T7 W8 AS3+, fights reasonably well against hordes in close combat with the thresher, and shoots 12 times at S7 AP-1.

It doesn't degrade when taking damage.

Someone will field a dozen of those guys. They even operate independently even when you take them in units of 3.

The only thing I'm wondering is if the key to points efficiency is actually only taking 1 wound models. That way you deny all of your opponents' weapons the power that he paid points for. Likewise, blast and template weapons do a lot less hits than they could've potentially done before. 1 wound infantry hordes with untargetable characters hiding between might be the most competitive choice.

This message was edited 3 times. Last update was at 2017/06/01 07:39:50


 
   
Made in gb
Mindless Spore Mine





 Therion wrote:
Am I reading this right that a Carnifex gets 4 Deathspitters with slimer maggots, for 114 points total?

114 points gets T7 W8 AS3+, fights reasonably well against hordes in close combat with the thresher, and shoots 12 times at S7 AP-1.

It doesn't degrade when taking damage.

Someone will field a dozen of those guys. They even operate independently even when you take them in units of 3.

The only thing I'm wondering is if the key to points efficiency is actually only taking 1 wound models. That way you deny all of your opponents' weapons the power that he paid points for. Likewise, blast and template weapons do a lot less hits than they could've potentially done before. 1 wound infantry hordes with untargetable characters hiding between might be the most competitive choice.


Cheaper to take the Bone Mace if you're only wanting the dakkafex build totaling 109
Also bio-plasma's another decent additional 'gun' for it's cost, 118 with Mace, 123 with Thresher

i play nids 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Wow Most Everything looks playable. Even a Tyranid Prime with Twin Bone sabers might be a usable unit. I know I will be running some Bio Plasma puking Twin Scythe Carnifexen for old times sake, and I can expect them to make some contact.

Now I need to read up on the new detachments to see how to build a force..Battalion? Allies? (GSC/ Astra Militari?) might be fun to have a Russ popping off or an Earthshaker...

The will of the hive is always the same: HUNGER 
   
Made in sg
Regular Dakkanaut




How are you all getting 4 Bio gun options for the Tyrant / Carnifex?

for the emperor 
   
Made in gb
Mindless Spore Mine





Deshkar wrote:
How are you all getting 4 Bio gun options for the Tyrant / Carnifex?


Tyrant and Fex both have 'two pairs of monstrous scything talons' (a.k.a four ScyTal arms on the model)
You can replace a pair of monstrous scything talons with an item from the Monstrous Bio-cannons list
As a single option under that you have 'Two deathspitters w/ slimer maggots' or 'Two devourers w/ brainleech worms'
You can swap out both pairs of ScyTal for these dual guns so in total 4, 1 for each arm
You have to pay for each of these guns separately though (or at least that's what is assumed so far), so rather than paying the cost of a pair of ScyTals you have to pay 2x a gun cost to swap out just 1

i play nids 
   
Made in us
Tunneling Trygon





NJ

Invul wrote:
Trygons don't DS, tho. They Subterranean Assault. They can freely charge up out their hole.


Wouldn't matter even if they did. You can freely charge from deep strike reserves, although usually you're looking at a 9" charge

You can't advance and move though, even with catalyst
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Oh boy. A blank slate.

At first glance;

20 genestealers popping out of a Trygon hole and being supported with psychic abilities looks absolutely insane. upwards of 80 attacks means they are looking at a TON of damage. Not to mention the Trygon looks like it can lay the smackdown too.

Swarmlord looks like the better Hive Tyrant these days. Not really sure how he's going to stack up survivabilty wise though. I can't really gauge how much multi-wound damage is going to be out there yet. His force move thing looks amazing, and he's probably the best fighter 1v1 in our codex.

Biovores. First impression. "WTF! I need LOS now!? Only 1 kill per turn!? GARBAGE". Second Impression. "Oh, 24 points.....72 for a unit of three for 1.5 mortal wounds per turn seems pretty solid actually, you just need the right target!" These aren't the long range AOE biovores of old, these are our snipers now.

Exocrine. S7, D2, AP-3, 4+ to hit and Heavy 6?. First impression was MEH, until I read all the rules together. +1BS and double-tap for standing still? Sweet baby jesus. This might be the heavy infantry/medium vehicle killer of our army. It feels like a triple lascannon predator to me almost.

Tyrannofex. Extremely high potential damage, but...needing both those hits really removes a lot of consistency.

Tervigon. If you need to spend reinforcement points = garbage. Free termigants? Then it's really good. By the spirit of the reinforcement rules, I think we have to pay, therefore, garbage.

That brings me to psychic powers. The rule of one SUCKS SO HARD. Basically, more than 1 or 2 psykers is going to be pointless unless you just want to spam smite all day.

Which brings me to Zoanthropes. Dead. Why would you ever take a unit of more than one? Better to take 3 units of 1 and get 3 smites off than 1 unit of 3 and only get 1 power off. Smite being limited range and crap against vehicles also sucks. Having to go to a 4 man unit to get D3 more mortal wounds is just not worth it IMO.

Termigants....devourers....8 points each, 3 S4 shots at 18". That's insane right? 240 points gets upwards of 90 boltgun shots with an effective 24" reach. Hell, with the new wound tables and vehicles you can reliably chip 4-5 wounds off of T7 3+ save vehicles with this unit....screw lascannons! We Orks now guys.

Raveners. That's a lot of attacks with twin-scything talons, and T4 W3, 12" move is pretty solid with psychic support.

Haruspex. Best melee creature for Nids now? Pricey, and I'm not 100% sure how the maw attacks work (D3 to hit for each attack with it, but can it score more than 1 hit? So 12 hits at most, or 4, but 4 really likely to hit?), generates extra attacks, hits hard.....damn, not bad over all.

Trygon. Most of the reason to take this guy is the tunnel IMO. I mean, he's a monster himself, but that tunnel....phew.

I'll look over the rest of the units later and do some reading, but that's just my initial impressions.

This message was edited 1 time. Last update was at 2017/06/01 13:14:21


Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in gb
Mindless Spore Mine





 Carnage43 wrote:
Biovores. First impression. "WTF! I need LOS now!? Only 1 kill per turn!? GARBAGE". Second Impression. "Oh, 24 points.....72 for a unit of three for 1.5 mortal wounds per turn seems pretty solid actually, you just need the right target!" These aren't the long range AOE biovores of old, these are our snipers now.

Tervigon. If you need to spend reinforcement points = garbage. Free termigants? Then it's really good. By the spirit of the reinforcement rules, I think we have to pay, therefore, garbage.

Which brings me to Zoanthropes. Dead. Why would you ever take a unit of more than one? Better to take 3 units of 1 and get 3 smites off than 1 unit of 3 and only get 1 power off. Smite being limited range and crap against vehicles also sucks. Having to go to a 4 man unit to get D3 more mortal wounds is just not worth it IMO.

Termigants....devourers....8 points each, 3 S4 shots at 18". That's insane right? 240 points gets upwards of 90 boltgun shots with an effective 24" reach. Hell, with the new wound tables and vehicles you can reliably chip 4-5 wounds off of T7 3+ save vehicles with this unit....screw lascannons! We Orks now guys.


'Fraid the biovores are 36 each as they have to pay for the gun
From what we gather creating new units costs reinforcement points, however if we're replenishing lost gaunts already in a unit there's nothing saying that costs
Zoanthrope now have a unit limit of 3, same as Venoms, so its more a case of why not take 4
The devilgaunts (devourers) hasn't changed, though the Hail of Living Ammunition rule will be a boost

This message was edited 1 time. Last update was at 2017/06/01 13:27:00


i play nids 
   
Made in us
Hungry Little Ripper




New Orleans, LA

opu wrote:

From what we gather creating new units costs reinforcement points, however if we're replenishing lost gaunts already in a unit there's nothing saying that costs
The devilgaunts (devourers) hasn't changed, though the Hail of Living Ammunition rule will be a boost


I'm excited to try a 30 strong squad with 20 Devilgants, 10 stock Termagants, and Tervigon support. 60 shots (discounting the Termagants), reroll 1s to hit and to wound, and each turn you can regenerate the 10 Termagants if the unit comes under fire. It's probably too many points to justify, but is sure sounds fun.
   
Made in us
Lurking Gaunt





I'm curious if Hormagaunts are going to be the way to go as a Trygon partner. They can take AG, in a unit over 20 will have reroll 1s on both hits and wounds, and can pile in 6" meaning they can pile into other units much easier.

I also like the potential of a brood of 9 raveners all with spinefists although I'm not sure if the rending claws are better than the extra attack with two scything talons.
   
Made in us
Tail Gunner





Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.

This message was edited 1 time. Last update was at 2017/06/01 16:15:35


 
   
Made in us
Hungry Little Ripper




New Orleans, LA

 SeraphimXIX wrote:
Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


You can give the Carnifex any number (well, 2 or 4) of Devourers and Deathspitters. The verbiage on the rule is odd, but you'll notice the * next to the rule you're referencing only applies to Stranglethorn and Heavy Venom cannons, not the other two bio-cannons. The old Dakkafex configuration costs 97pts for 12 s6 ap0 shots. Not bad. You can get 4x Deathspitters for just a bit more, but I'd have to do some math to see if that pays off. S7 doesn't add much benefit, but ap-1 might. Either way, now that Devourers have lost twin linked Meleefexes seem to be the way to go.
   
Made in ie
Norn Queen






Dublin, Ireland

If you cast the horror on a unit and then charge it, do they automatically fail their OW rolls?

6 -1 = 7? Or is a 6 always a hit?

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.

"Feelin' goods, good enough". 
   
Made in us
Tail Gunner





 Telly wrote:
 SeraphimXIX wrote:
Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


You can give the Carnifex any number (well, 2 or 4) of Devourers and Deathspitters. The verbiage on the rule is odd, but you'll notice the * next to the rule you're referencing only applies to Stranglethorn and Heavy Venom cannons, not the other two bio-cannons. The old Dakkafex configuration costs 97pts for 12 s6 ap0 shots. Not bad. You can get 4x Deathspitters for just a bit more, but I'd have to do some math to see if that pays off. S7 doesn't add much benefit, but ap-1 might. Either way, now that Devourers have lost twin linked Meleefexes seem to be the way to go.


Oh okay. The resolution of my leaked copy is so bad the asterick is barely visible.

 
   
 
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