|
![]() |
|
|
#1 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=16pt]The Ultimate Codex Tyranid 4th Edition Review/Tactica[/size] [size=12pt]Compiled by Aunny[/size] [size=12pt]Submissions by Hive Lord, Hunter, UXO, Aunny[/size] [size=8pt]Note to GM/Staff/Mod’s: If you wish to give Karma for this posting, then be sure to give Karma to the following members: Hive Lord, Hunter, UXO, and myself. Those members were a vital asset to get this thing up and running![/size] [size=14pt]Table of Contents[/size]
[size=14pt]A Note to all readers! General Tactics are needed. Please follow the General Tactics button for more information. |
|
|
|
|
|
|
|
#2 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=HQ=-[i][/size] -=Written by Hive Lord=- [size=12pt]-=Hive Tyrants=-[/size] Well, these guys are going to be shot at quite a lot, because, like it or not, they are monstrous creatures, and MCs get shot. The enemies are scared of them. So, if nothing else, they at least draw fire. But they are much more than that- they are excellent in CC, and are excellent in shooting. To be honest, you have to decide which you want your tyrant to be- either entirely shooting or entirely CC orientated. If CC, you will need it to actually get to combat first. So, extended carapace or warp field (warp field for enemies with good shooty weapons, because it has an invulnerable save.) Or, you can give it wings, which get it to combat much quicker. It depends on your type of army, really. You don’t want it to get into combat on its own, you will need something there with it. If you don’t have a very fast army, then wings aren’t necessarily a good idea. If you don’t give it wings then Tyrant Guard are definitely a good choice. They are very tough, and will ensure that the HT gets as far as it can. So, weapons…There are three CC options for the Tyrant, and you can take two; Scything talons, rending claws, and Lash whip & Bonesword. Rending claws aren’t really going to do much - yeah, it would be quite nice for those 6s to be auto-wound, but to be honest, this wont be much of a difference. They already give no armor save, and already have the bonuses against vehicles. So, Scything talons, and LW&BS, or two pairs of scything talons. It is up to you; do you want more attacks, for less points, or pay a few more points for only one more attack, but also an improved catalyst power, and the enemies all have one less attack against him. Up to you. As to biomorphs, then you will want Adrenal glands, toxic miasma, implant attack, and/or toxin sacs. It all depends on how many points you have to spare, and which enemy you are facing. Ok, if you want a “shooty” HT, then there are a lot more options, and you can have any combination of these, including two of the same. Choose wisely, depending on the army you are facing; Barbed Stranglers, Deathspitters or Devourers for armies with lots of units, Venom Cannons against vehicles.. And don’t forget enhanced senses! Pros - Great at shooting and or/great at combat, can be used at a large range of point costs, an excellent leader for your army, hard to kill, very adaptable. Cons - Can end up pretty expensive… Examples: Close Combat Tyrant: Scything Talons, Lash Whip & Bonesword, Warp Field, Winged, Adrenal glands (WS), Toxin sacs Total: 189 ”Shooty” Tyrant (swarm killer): 2x TL Devourers, Toxin Sacs, Enhanced Senses, 2x Tyrant Guard Total: 211 Tactics: Well, if it is a CC based tyrant, get it into combat as soon as possible. Make sure it isn’t left on its own; keep other creatures near if possible. Attack strong units, ie. vehicles or HQ, but watch out for power weapons. If it is a “shooty” Tyrant, you may want to keep it out of the way a bit, so it has a chance to shoot. This is fine to do- keep just in range, keep moving, and don’t forget that it still can assault; it is a great unit in combat whatever weapons you give it, don’t waste it. [size=12pt]-=Broodlord=-[/size] Well, he is a brand new HQ choice, so people may be unsure on how to use them. Well, as you can tell, they are a cc unit only, so use them to take out anything. With their Genestealer retinue, they should be a very hard unit. Give it as many Genestealers as you can - Infiltrate is a valuable tool, and easily makes up for the loss of Fleet (they cant fleet when with the Broodlord, because he doesn’t have it). To be honest, he doesn’t need adrenal glands - his initiative will be better than most units already. Choosing between acid maw and toxin sacs; +1 strength or re-roll to wound on first turn of combat. I would personally go for toxin sacs if either. Give him flesh hooks if you use a lot of terrain in your games, implant attacks against armies who have multiple wound creatures (for example, other Tyranids). Don’t give him feeder tendrils; they aren’t worth it, because he will be hitting on a 3+ most of the time anyway, and so will his stealers. Extended carapace if you want it. Pros - Synapse, infiltrate, amazing in combat, retinue very tough. Cons - Can work out to be very pricey if you don’t watch those ‘Stealers Tactics: Set them up close, but in cover, so if you don’t go first, they will at least get some protection. Get into combat ASAP against the biggest thing possible on your first turn, and kick its ass. The enemy will be concerned about them, as they should be. If you don’t get them into combat, to tell the truth, they are not going to last very long. Keep them in combat. Don’t be afraid to go against a unit that could be potentially dangerous. Strike at the core. Keep the enemy distracted while the rest of your army moves up. Keep ‘em occupied. |
|
|
|
|
|
#3 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=Elites=-[i][/size] -=Written by Hunter=- [size=12pt]-=Tyranid Warriors=-[/size] After a quick peak at the back of the old codex, they've basically just thrown away the old concept of the pre-packed warriors and are letting you build your own. Lots of options, all multi-wound and with Synapse abilities, harder to kill. Pros - You don't pay for stats you don't want or need, even more adaptable, harder to kill with the big guns. Cons - No more than one big gun per brood, and that’s all. Good huh? [size=12pt]-=Lictors=-[/size] Now easier to apply, just add cover and deep strike. These guys are very good at causing havoc now, interrupting fire support platforms, blocking line of sight etc. The stats have taken a bit of a pounding, -1W compared to the old version, this means that it's not going to be good for more than a turn or two if you're lucky. But on the other hand, chuck in the new synapse rules, and you have a monster that is comparatively harder to take out with the big guns, but easier with the small ones. The new rules give you a lot more control over the location of the Lictor, you are less likely to waste points guarding a piece of terrain which is ignored throughout the battle. You will have a bit less control over the timing however, reserves rolls can be fickle. Pros - Easier to use, no more fussing around with Auspexes etc., will always turn up in the right place, improves reserves, and can be harder for the big guns to kill. Cons - Might not turn up at the right time, weaker stat-line. |
|
|
|
|
|
#4 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=Troops=-[i][/size] -=Written by Aunny=- [size=12pt]-=Genestealers=-[/size] * *Genestealers are the cream of the crop of Tyranids...and it's no doubt why! *Cough* WS 6 *Cough* ![]() Pros - Genestealers are furious in c.c. Need I say more? Cons - Pricey. For the price of 10 Genestealers I can usually squeeze in about 16 Hormagaunts. I tend to go with quantity instead of quality. Tactics * Their lack of ranged weapons and 5+ save means that they will be shot to ribbons. Even the Extended Carapace upgrade only gives them 4+ save so will have no amour saves against most weapons. * *Rendering Claws - Once the Genestealers are in close combat they are devastating against even the toughest troops and can devastate tanks. Direct you Genestealers towards the toughest opponents, especially those Terminators. * *Use All Cover - Genestealers are very vulnerable in the open. Being few in numbers, and having on firearms, your opponents will stand back and whittle down your best troops as they approach. Placing your Genestealers in buildings will cause real head aches to your opponent, especially if that is the objective. I have found that placing them behind bunkers works better that placing them inside because inside they are too easily stunned by concentrated fire power. * *Engage their troops - As Genestealers have no ballistic skill, get them in to action as soon as possible. If your opponent is using fast troops, like a Raven Wing army, use your winged and leaping creatures to close them down and bring the Genestealers in as a second wave. Note: Maine players are learning that it is better to 'elect to fail' the close combat round rather than hang around for the Genestealers to get there. If your opponent has the habit of doing this then set up cross fire traps for him. This way you will wipe him out if he runs or catch him with your Genestealers if he doesn't. [size=12pt]-=Gaunts=-[/size] * Gaunts make up the bulk of the Tyranid army. They come in many variations running, leaping and flying across the battle field normally as the first wave of the Tyranid onslaught Pros - Cheap, enmass numbers! Now who doesn't love that? Honestly! ;D Cons - Cheap, enmass numbers! Their statlines are not up to snuff and it takes quite awhile to paint them. Tactics * *As Gaunts are so frequently Biomorphed it is difficult to proved a coherent strategy for them. More than any other Tyranid Creature a recommend that you choose your strategy and create your Gaunts to fit. * *Big Broods - You can have up to 32 Termagants to a squad. Each of these has an assault weapon. This allows you to lay down a lot of shots. * *Cheap Troops - Gaunts act as great 'gun fodder'. Using the Biomorphs you can create gaunts as cheap as 5-6 points each. Get them close and your enemy has to shoot then and leave your big creatures alone. [size=12pt]-=Hormagaunts=-[/size] * The Tyranid hormagaunts are a specialist trooper of Tyranid 'Gaunt creature. Hormagaunts Leap and bound across the battlefield ahead of the army armed with Scything Talons and leaping abilities...gah! Pros - Not a bad price; Enmass numbers. Cons - Sometimes people go overboard when buying biomorphs...just keep these guys simple! Tactics * *You can have up to 32 Termagants to a squad. Each of these has an assault weapon. This allows you to lay down a lot of dice! * *Cheap Troops - Gaunts act as great 'gun fodder'. You can have hormagaunts as cheap as 10 points each. Get them close and your enemy has to shoot then and leave your big creatures alone. Just remember that regular gaunts can be as little as 5point a model which means that your Hormagaunts will be best placed just behind the first rank (that will get most shot at). * *Tie Up Forward Troops - Hormagaunts will speed across the open ground (but use as much cover as you can anyway). When they are in close assault the enemies rear troops will not be able to fire through the close combat at your more expencive troops. [size=12pt]-=Rippers=-[/size] * *Ripper Swarms are the smallest of all the Tyranids. Do not under rate them…for I love them! (As you will find out.) They are very effective at what they do and cheap. Pros - Cheap, enmass numbers! (Is there an echo in here?) Cons - Not overly tough... Tactics * *Guard Areas - As Rippers are mindless you can detach them from the Hive Mind leash and use them to protect strategic points. If your opponent does decide to take on the Rippers then their three wounds a base should tie them up until reinforcements arrive. * *Use to Flank and Pen In - One tactic for static Shooty armies adopt when being assaulted is to move un engaged troops 4" away from the combat. This is so that after you win the combat, they can have another shooting round at you as you do a sweeping advance, or catch you in the open if you try to do a 3" consolidation. An effective counter measure to this is to use your rippers to flank your opponent and confine him to the assault area. This enables your close combat specialists to devour their way from squad to squad without being shot at. * *The 'Fly Paper' manoeuvre - Rippers have a great advantage with multiple wounds and mindlessness in that they are very stubborn in close combat. If you move a squad of Rippers in to combat with your enemies elite of H.Q. units then those units will have to kill every wound of the Rippers before they can move on. This even works well with Dreadnoughts that the Rippers have no chance of killing. Done right the enemy will loose the use of an expensive squad for the whole game at the cost of 10 points a base to you. * *Counter Assault Fire Wall - Some times you will come across opponents that will try to assault you. Generally this is a good thing for you as you get in to combat sooner where you excel and protected from gun fire. However if you are assaulted then your opponent will get to choose who will be in base to base with whom and will receive the +1 attack bonus. There are several counter measures for this, the Horror mind power, assault troops with 12" assault moves. Use cheap troops like rippers to take the brunt of the assault and allow your bigger creatures to counter charge and get the benefits. * *To create a fire wall place a line of rippers between you enemies assault troops and their likely target. Likely targets are usually your larger more expensive creatures like Carnifexes, Hive Tyrants, Warriors, etc. This works better if the rippers move at the same speed as the target and not be left behind. Add leaping and wings as applicable. |
|
|
|
|
|
#5 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=Fast Attack=-[i][/size] -=Written by Hunter=- [size=12pt]-=Raveners=-[/size] One of the big winners with the new Codex was the Raveners. Stats haven’t changed, but they have gotten cheaper, more up gradable, and have some tricky new rules. You will always have them equipped for combat, Scything talons come standard, but it is possible to have your guardsman and eat him too, you can fit a ranged weapon without losing combat ability. They may not always be as fast as they used to be, the Fleet dice can be fickle, but they can now keep pace with the Gaunts, even on the charge. Deep strike comes free, another nice little surprise for that stay-at-home Tau commander. Pros - Cheaper, can be “shooty” and “coppy”, usually faster, especially on the charge, and deep strike. Cons - Can get quite pricey, but that’s about it. [size=12pt]-=Gargoyles=-[/size] These guys have barely changed. Same stats, same gear, a little more pricey, but then winged Tyranid’s don't get shredded by terrain anymore! Pros - Safer to fly in the forests. Cons - Cost a bit more. (Well, I told you they'd barely changed.) [size=12pt]-= Spore Mine Clusters=-[/size] A new toy for the Tyranid player. Cant take Biovores because of your 6 Carnifexes?? Take some of these instead. These guys now form a unit, as mentioned above, making things faster. What else? You get a fairly cheap unit of drifting, proximity triggered explosives to drop on your opponent's head, and they can be chosen depending on the target you'll face. You can only ever get nine of these, and they don't explode like they used to. Anything I've missed? No pros and cons, nothing to compare them with from the previous codex. |
|
|
|
|
|
#6 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=Heavy Support=-[i][/size] -=Written by Hive Lord=- [size=12pt]-=Zoanthropes=-[/size] * These things are pretty cool, I have always liked them. Ok, so all you have to decide with these things is what psychic power(s) to give them. * I strongly recommend the warp blast, because it is awesome, especially against marines and all tanks. If it could have shadow in the warp, that would be cool, but it cant, so….. * Psychic scream is quite cool, and would be especially good if all you ‘Thropes are close together, because the effect is cumulative. Use synapse if you don’t have much warriors and lots of Gaunts. Take three if you can, because one will just be shot down quickly Pros - Awesome firepower, not too expensive, good save & leadership Cons - Pretty poor in CC for its points Example: Standard Zoanthrope Brood: 3x Zoanthrope with Warp blast* * * *Total: 165 Tactics: * This totally depends on what powers you give it:
* Just because it has toxic miasma doesn’t mean you want it to get into close combat. Keep it away, but not out of range. Don’t worry about enemy fire except for the more powerful weapons- their 2+ save will keep them mostly safe. [size=12pt]-=Biovores=-[/size] * Ok, these guys only have to choose which spore mine type they want, which is easy- just look at the army you are going to be facing (if you know). Because you don’t have to represent the type of mine on the model (well, Wargamer might disagree with that), you can adjust your army list depending on the enemy.
Pros - Good range Cons - Poor in combat Tactics: * Keep them back, make sure they are in range or they will be wasted, put them in cover if you want to, don’t let them get assaulted, and don’t assault with them. Fire the mines where they will do the most damage, fire every turn, don’t move the biovore unless you need to. [size=12pt]-=Carnifex=-[/size] * OK……*stretches* Well…this could take a while if I looked at every biomorph and weapon combination that the carnifex can have, so I’ll just touch on stuff briefly * The Carnifex, A.K.A the “Sexifex”, the “Beardifex”, or just the ‘Fex, is one of the most powerful Tyranid creatures available. It also has the widest range of biomorphs and weapons. You can also have six of these in one force organization chart, so you can have lots of different combinations in an army. You can make it a tank-shooter, a tank-smasher, a swarm-shooter, a swarm- crusher, or a combination of all of these things.
Ok, now onto biomorphs
Pros - Good at anything you want it to be good at, except for its initiative Cons - Low Init, can work out quite expensive Tactics: * Well, there are so many combinations of weapons, there is no chance I can give tactics for all of them, so I will just give a general thing. * Get it close to the enemy, even without CC weapons it is amazing in combat. * To tell the truth, this is going to attract a lot of fire, and there is a strong possibility that it will get shot down before it reaches combat. This may make you think twice about giving it all those expensive biomorphs. Remember, a cheap ‘Fex will receive the same amount of attention as an expensive one will. Use cover wisely, strike towards the units that it will be most effective against, watch out for power weapons and strong guns. * The enemy will be scared of these, and use this to your advantage - play on his fears, use it as a distraction while the rest of your force attacks from a different place. Enjoy the look on your opponents face when you place down six of these on the table. Addition by Hunter: Tactics for the fex? Equip with flesh hooks or spine banks and charge enemies in cover. Initiative 2? So What! |
|
|
|
|
|
#7 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=Psychic Powers=-[i][/size] -=Written by UXO=- The Hive Mind has a powerful selection of Psychic options available. Most powers function continuously and do not require a Psychic test to use. [size=11pt]Catalyst:[/size] This power may be used once per turn and requires a Psychic test. The Tyranid player may nominate a single unit within 24” to cast the spell upon. Catalyst allows the unit to strike back in close combat even if killed before their turn to attack. Pros - The spell is very useful when charging units in cover who get to strike first. It also functions with good range. Cons - May not ever need to cast this as Tyranids come with high initiative already. [size=11pt]The Horror:[/size] This power functions continuously. When an enemy unit assaults a creature with this power they are forced to take a Morale test first. If the test is failed then the enemy unit cowers in fear and may do nothing. Pros - The power comes standard with the Hive Tyrant at no extra cost. Cons - Whose really going to be brave enough to ever charge the Tyrant anyway? [size=11pt]Psychic Scream:[/size] This power forces all enemy units within 18” of the Tyranid psyker to suffer a –1 to all Leadership rolls. Pros - Can be cumulative. By the nature of the Tyranid army, opposing armies tend to have to make frequent Leadership tests, whether it be morale or target selection, etc and could aid in failed rolls even against high Leadership armies. Cons - More of a passive/defensive spell and takes up a psychic slot that may be used for more offensive spells. [size=11pt]The Shadow in the Warp:[/size] This spell forces all enemy psychic tests to be made on 3D6, picking the two highest rolls. Pros - Quite useful against force weapon blows that would otherwise take away all wounds. Also anytime the enemy’s psychic powers may be nullified is useful in and of itself. Cons - More of a passive/defensive spell and takes up a psychic slot that may be used for more offensive spells. [size=11pt]Synapse Creature:[/size] This is the psychic conduit that parlays orders to the rest of the army. This power is available to the Hive Tyrant, Tyranid Warriors and Zoanthropes. Pros - This is crucial in keeping the little creatures from reverting to Instinctive Behavior. Also allows creatures with Multiple wounds from being Insta-killed. Cons - The Synapse presence needs to be tactically maintained as it is available only to a few species. Although Tyranids now have the option to lurk when outside of Synapse range, lurking units do not count as scoring units. [size=11pt]Warp Blast:[/size] This allows the Tyranid psyker to cast a blast of warp energy. The continuous power uses a blast marker template and has a longer range but lesser strength and AP. The caster may elect to fire a more concentrated shot that requires a Psychic Test but has a more powerful strength and better AP, although at a shorter range Pros - This power is strong enough can take out enemy vehicles, models in power armour or even models in terminator armour. Cons - The power hits based upon the caster’s weapon skill without the ability to increase the stat through enhanced senses. The power takes place instead of shooting. [size=11pt]Warp Field:[/size] This is a defensive shield that bestows a 2+ armour save and 6+ invulnerable save on the creature. Pros - The Warp Field option is available to Winged Hive Tyrants who otherwise would not be able to increase their armour save value through the Extended Caparace biomorph. It comes standard with the Zoanthropes. Cons - The option is expensive points-wise. |
|
|
|
|
|
#8 (permalink) |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
[size=20pt][i]-=General Tactics=-[i][/size] [center]As General Tactics is still under construction, please feel free to PM me (entitle the PM "General Tactics") or post up in here your winning tactics that you believe is worth sharing; for everybody plays a little differently![center] |
|
|
|
|
|
#9 (permalink) |
|
Kroot Shaper
Join Date: Jul 2005
Location: stafford
Posts: 64
|
very good reading and very thourough, i enjoyed reading it altho i learned nothing new but will be good for new nid players or others with no feedback on the swarm itself. overall a very good job and a good read, thanks
|
|
|
|
|
|
#10 (permalink) | |
|
Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Edmonton, AB, Canada
Posts: 2,232
|
Quote:
|
|
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Upcoming Tyranid 5th Ed Codex and the TO Tyranid Board Reorganization | Nezalhualixtlan | Tyranids | 6 | 24 Dec 2009 18:22 |
| Poject: Codex Ultimatus (Ultimate Codex) | Emperor Zoron | 40K Creations | 8 | 27 Apr 2009 14:44 |
| The ultimate battle of ultimate destiny (NO! NOT THE ONE YOU'RE THINKING OF) | Tim the Tau | Enclave Talk | 105 | 06 Mar 2009 02:39 |
| The Ultimate Tyranid Codex of Awesomeness | Terminus Prime | Tyranids | 5 | 28 Apr 2007 02:26 |
| The Ultimate Tau Codex | stupidsimon | Tau | 4 | 04 Feb 2007 13:32 |