Second set of Scything Talons: It's free and increase there close combat effectiveness heaps. This is a good choice. Replacing the Scything Talons With only one option here, is it worth the swap?
Special Weapons Replacing the devourer, eith one of these special weapons comes at a cost, is it too high? When facing a horde, this is a great weapon. Venom Cannon: Coming in at 50 points for a warrior with on of these things alone is rather expensive and being a blast is prone to scattering, not the best weapon for a fragile fast attack unit.
This is a bad choice. Upgrades Coming with the 2 standard upgrades, are they worth it? Toxin Sacs: Probably not on the needs list, this is an extra but a very costly one. Adrenal Glands: If you are looking at using your brood of winged warriors to be your shock force, I would recommend finding the points for these, they are too fragile to take the chance with.
Shooty Winged Warriors Tyranid Strike -Scything Talons -Deathspitter -Barbed Strangler special weapon -Reinforced chitin -Wings Again Costing 40 points, there is little change to this build and is basicly a multi-role warrior, you cant real shooty with these guys. Ravener Brood The long neglected ravener has been given not only a facelift but also a touch up, now coming with 3 wounds and 4 attacks standard, this plus coming with 2 sets of scything talons, makes this unit a hole lot sweeter and gives it a new lease the battlefield.
Weapons Replacing 1 set of Scything Talons Only 1 option here, rendering claws, but are they worth having? Rendering Claws: The trade off between re-roll all misses and rendering is a hard with to decided, but unless you know you are facing MEQ, save the points and keep the re-rolls of all misses. Ranged Weapons Having a selection of 3 and not having to sacrifice a set of scything talons, this unit can now be multi-roled and not cost you the hive.
Spinefists: For 4 shots at S3, twin-linked a safe assault weapon. Devourer: For the same cost as the spinefists you get one less attack at S4 but you also get an extra 6" to the range, this is handy when coming out of the ground and find yourself too far from an enemy unit. Upgrades Toxin Sacs: Only being S3 and likely to either be assaulted as some stage, toxin sacs help make assaults more favourable in the bats way, though not needed for only 1 point, these are a sound investment.
Adrenal Glands: Again, though not combat weary, the addition of glands will help when you need to make that assault, and only 1 point its ok. Replacing Scything Talons Coming with a set of rending claws and scything talons, you can only get on of these 2 weapons which is strange compared to every other entry of these weapons, but we can live with that.
However they no-longer have to be with the tyrant much like warlocks and farseers Lash-whip: For a humble 5 points, you get to always strike first, allowing you to maximise the use of the rending claws. Bonesword: Weighing in at 75 points for the guard and the bonesword, this is just too expensive for the model. Close Combat Hive Tyrant -Bonesword and lash-whip -Scything talons -Old Adversary -Toxic Miasma -Leech essence -Paroxysm -2 tyrant guards Coming to without guards and with them, this mean guy will be hitting on 3's regardless of any wargear or psychic power plus helping all nearby tyranids.
Shooty Hive Tyrant -Twin-linked devourers with Brainleech worms -Twin-linked devourers with Brainleech worms -Indescribable Horror -Leech essence -Paroxysm -Wings Although ending up being points, he has the ability to move 12" and shoot 18" giving him a 30" threat range. Swarmlord by Darkjim The Swarmlord This guy is reasonably priced compared to other builds, coming with all 4 powers, 2 pairs of bonesabres that instant kill and make the enemy re-roll succesfull invulnerable saves and an invulnerable save in close combat plus all the special rules makes this guy invaluable.
Tervigon The quite literal mother of Tyranid ground forces [she is a walking brood pool], not only that but a solid synapse creature and can hold her own in shooting and close combat. Weapons Stinger Salvo: For a mother that's birthing most of the time, a blast that can scatter and hits its own troops is a dangerous if not devastating, so this gun, coming free is better that its brother the cluster spine. Cluster spines: As mentioned, being a birthing point for lesser bugs, a scattering large blast on top of newly spawned bugs is bad, take the stinger salvo over his always.
Scything Talons: Comes free and re-rolls 1's to hit, for 5 points is a sound choice. Crushing Claws: If you are not looking at putting adrenal glands on then these are an ok choice adding D3 attacks.
Upgrades Adrenal Glands: Usually monstrous creatures shouldn't waste the points on these seemingly needless units, however thanks to Tervigon's "Brood Progenitor", gives the benefits of the adrenal glands and also toxin sacs plus gives the bonus of counter charge to little bugs in 6", making this upgrade perfect when spawning little bugs. Toxin Sacs: As said before, the "brood progenitor" gives the toxin sac benefits the little bugs in 6".
Regeneration: I've said it before, but large bugs with 6 wounds deserve this upgrade regardless of anything else, you are protecting your investment, get it, love it, save the bug. Acid Blood: Not a must take, but this big bug will be prone to either a bucket load of anti-tank fire or a unit or 2 of elite big bug smashing people, this is good for ruining their day, even if you lose the big bug. Implant Attack: This seems needless no monstrous creatures.
Toxic Miasma: Not one of the be all, end all, but when bogged in combat this can be handy. Psychic Powers Domination: Coming free and extending your synapse range to 18", its free and its great. Catalyst: Having the power to give a friendly in 12" the "Feel No Pain" universal special rule can be pivotal to winning or losing a game or even a unit, and for only 15 worth every point. Onslaught: Another power at 15 points, this power gives one unit the ability and shoot and run, this is amazing for covering the board and shooting at the enemy, especially those bugs with a stranglethorn cannon or heavy venom cannon.
Tyranid Prime One of the new things to come into the new codex, the Tyranid Prime is a slightly better Tyranid warrior, and he comes cheap with a few tricks. Weapons Coming standard with a set of scything talons and a devourer, these can be swaped. Replacing Scything Talons Rending Claws: For only 5 points, you get a set of rendering claws, this is ok, but only good if you need to shave points, for an extra 5 you can get a pair of boneswords, these no real reason not to take them instead.
A pair of Boneswords: For only 10 points, you get the pair of boneswords and is this relativity cheap, for a power weapon that can cause instant death, what's not to love?
Lash-whip and bonesword: For 15 points you get the works, a power weapon with the possibility of instant death and forcing enemies in base contact to strike at initiative 1. Replacing the Devourer Rendering Claws: If you are going for a close combat Prime, then leave these at home and pick up the bonesword and a lash-whip or dual boneswords listed above. Spinefists: You lose more than you gain by dropping the devourer for a set of spinefists, leave these guys at home. Extra set of Scything Talons: Coming at no cost will enhance any close combat based Prime.
Upgrades Coming with the standard 2 and one from the heavy weights. Toxin Sacs: Not really needed at S5, but its not a complete waste of points, if you can fit it in, take it just to help him in the sticky situations.
Adrenal Glands: While not compulsory these I feel are slightly better than the toxin sacs on your Prime. Regneration: Although not a big bug and only having 3 wounds, but due to how cheap it is, 10 points, if you can fit it, take it. Builds Close Combat Tyranid Prime -Bonesword and lash-whip -Scything talons -Adrenal Glands -Regeneration Coming to , you get the ability to regenerate, even in combat, ignore saves, re-roll 1's to hit and get the furious charge ability.
Shooty Tyranid Prime -Scything talons -Deathspitter -Regeneration Costing as little as 95 points, you get an ok all-rounder. Broodlord Weapons Scything Talons: For only 2 points and the ability to re-roll 1's in close combat, this is a steal. This is a good weapon choice.
Implant Attacks: Adding instant death to the Broodlord attacks may sound great, however the Broodlord is already kicked up stats wise and comes with rendering claws, implant attacks again are a point stink and overkill, after all, he cant be everywhere at once.
This is a bad weapon choice for the Broodlord. Acid Blood: For 15 points and only 3 wounds, unless your intent is to throw the Broodlord away in a suicide assault, you really dont want this ungrade, its just a point stink.
This is a bad choice for the broodlord. Broodlord Psychic Powers The Broodlord comes with 2 psychic powers uniquie to him and help magnify his close combat prowess.
Aura of Despair: After a successful psychic test, all units in 12" -1 to leadership Hypnotic Gaze: The Tyranid player selects 1 model in bases to bases contact, both players doll a D6 and add their Leadership, if the Tyranid player's score is equal to or greater than the opponent, that model may not attack for that assault phase.
Genestealer Upgrades Having only 3 upgrades possible, are they worth the few extra points? Scything Talons: In the new edition the genestealers have the same profile but 2 points cheaper, and for only 2 points you can add scything talons to rendering claws, however the re-roll really isnt a must, having a WS6 you'll be hitting on 3's mostly. Adrenal Glands: For 3 points per model, adrenal glands dont add much close combat punch to your genestealers and coming at a pricey, its best left at home.
This is a bad choice. Toxin Sacs: For 3 points, toxin sacs are ok, but are a little pricey to put on a full brood. Genestealers are very capable in close combat with this bio-morph.
This is moderate choice. Builds Genestealer Genestealer -Rendering claws -Reinforced chitin Th basic model is really the best, the only thing I would add is scything talons if I can find the points, but this beast was bread for close combat, even without the bells and whistles it is still a monster to be feared. Termagant Brood In the previous edition, spinegants were the cheapest and most reliable of the gants, all this has changed with the new codex, lets look.
Weapons With the new codex, there has been the introduction of new weapons from the good old days , opening up new variations of termagants. Fleshborer: The fleshborer has not changed at all, except for the reduction of cost and becoming the standard gaunt weapon, it comes with the gaunt and comes free, a solid choice. Spinefists: now being the more expensive brother of the fleshborer by 1 point, but being S3 1 less and twin-linked, the spinefists are a good choice for GEQ but will start to struggle against armies like the marines.
This weapon is a moderate choice and should be free. Spikerifle: The weapon, the spikerifle, is an interesting addition, being ranged 18" but only being strength 3 and no AP, this should come free.
Devourer: Coming in at 10 points per model, it becomes a price gun, however you get your points worth with the standard 18" range and strength 4, however you now get 3 shoots per model, with the improved stats of the gun, this is a good choice, however pricey it is.
Upgrades Coming with the choice of 2 upgrades, they really dont help the termagant at all. Adrenal Glands: Although the glands only come in at 1 point, they are designed for close combat units, termagants arnt them. This is a poor choice. Toxin sacs: Same as above, leave these at home.
Shooty Termagant -Devourer Being relatively cheap and each model shooting 3 S4 shots out at 18, they are well worth the points for the range and extra shots. Hormagaunt Brood For a long time the hormagaunt had been left and forgot, as the price of them was just not competitive, but now they are back and they are very competitive. Upgrades The new hormagaunts only come with 2 choices, keeps things simple and cheap.
Toxin Sacs: For only 2 points and allowing the hormagaunts to pose a threat to all infantry on the board, this is almost a must have and its cheap!. This is a good choice. Adrenal Glands: Not as affective as toxin sacs and the same cost, these are to be left behind in favour of the toxin sacs.
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