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Games Workshop Warhammer 40,000 Tyranid Hive Guard

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Venomthropes are an interesting support choice. They provide the Benefit of Cover to all units (including MONSTERS) within 6”, and also grant STEALTH to nearby non-MONSTER units. Depending on the composition of your army these might be a useful tool. Actual entry into the hive, at the internal HiveGate™ entrance, requires the intruder to fight its way in. Entering the hive at this point will be the beginning of the end for the intruder.

With the release of Warzone: Octarius the Tyranids faction received a very real power boost. Notably it’s one that drives Tyranid lists away from the traditional Kraken + Kronos core by using the Hive Fleet Leviathan Supplement to provide power without doubling down on existing subfaction synergies. Leveraging the power of the supplement as well as the new Synaptic Links manages to feel similar to previous iterations of the codex’s greatest hits without being straight 1:1 upgrades. Does NOT interrupt the bees’ normal hive entrance behaviour (unlike screens). The bees immediately enter the HyfeGate™ entrance as normal.HiveGatehas been installed in countries around the world and is gaining traction since its New Zealand launch early in 2019. HiveGate TM received a lot of attention during the API NZ conference in 2019 and APIMONDIA, Montreal in 2019. E.H. Thorne introduced HiveGate TM in the UK in 2019 as well and is continuing to carry it in its product line. Tyranid plants that burrow deep into the planetary crust releasing the gases trapped in this planetary layer. [9a] [9b] The Exocrine remains a dedicated gun bug, with a large gun suitable for killing elite targets. When it hits a unit other units that shoot at the same target can re-roll hit rolls of 1. Troop: 5x Tyranid Warrior (5x Boneswords, 4x Deathspitter, 1x Venom Cannon, Adaptive Physiology: Enhanced Resistance)

It wouldn’t be a Tyranid army without a variety of slowly floating bags of pressurized death threatening to inflict mortal wounds on your enemies. Depending on how GW decides to FAQ things spore mines could either be game breaking or just another novelty.

Sample List

The Harpy is still the other flyer, and at range it is effective against elite threats. It can perform bombing runs or deploy D3 Spore Mines at the end of a Normal Move.

Tyranid Troops have basically come in three flavors for a while now—large swathes of hordes (very fluffy but up-to-now rarely competitive), smaller but still large numbers of Genestealers (occasionally competitive but easy to counter), or compulsory Rippers to fill slots and build detachments. If you’ve played Tyranids for a while this type of list really shouldn’t surprise you, because it’s one of the better (only) competitive routes we have, strong Kronos gunbeasts plus X thing. Since 8th edition, Tyranids lean heavily on good anti-elite shooting (they sure as hell didn’t in earlier editions) and this does not change. What does change here where the non-shooting points have gone. Due to the nature of some of our products, certain items are collection only. These include Acetic acid and six frame nuclei. I do belive some things are missing from that list: Gargoyles has the flying base (32 mm.) Hive guards, tyrant guards and carnifex have multiple bases. Being 50 mm, 50 mm and 105mm x 70mm ovals respectivly. Gargoyles are incredibly speedy, with a 12” move, FLY, and the ability to make a Normal move of up to 6” after they shoot (at the expense of not being able to charge). Since their fleshborers have the [ASSAULT] keyword they can do all of this and advance, meaning they can go an average of 21” in a turn. Like Hormagaunts and Termagants they have an OC of 2, but their Save characteristic is a 6+ so they’ll die even faster to concentrated fire.

Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. Enhancements replace the Relics and Warlord traits of 9th Edition, and are applicable to CHARACTER units which don’t have the EPIC HERO keyword. There are four options in the index. Sneaky players can use Alien Cunning to redeploy up to three units after both players have deployed their armies. Perfectionist players might want to use Perfectly Adapted to leverage one free re-roll per turn. Given the power of Synapse it might make sense to use Synaptic Linchpin to expand the Synapse Range of a model from 6” to 9”. Finally if a particular character is crucial to your force, you can use Adaptive Biology to apply Feel No Pain 5+ to the character (and it becomes Feel No Pain 4+ once it loses even a single wound). All of these abilities have a place and the optimal selection will likely depend on the composition of your army, although giving a Tervigon Feel No Pain feels like a massive boost. Datasheets Our Queens are British Hybrids and are extremely balanced, user friendly bees. They are all mated but not clipped or marked.

The Broodlord is clearly designed to lead Genestealers and not much else. It inexplicably doesn’t have SYNAPSE, but it will provide [DEVASTATING WOUNDS] to the unit of Genestealers it leads and one enemy unit within Engagement Range will be at -1 to hit in the Fight phase. I’d love to come here and type that Tyranids, as a result of this book, are running a host of different units to before but that’s not the path that the designers chose for this ruleset. Genestealers are primed to come off the shelf with the additional damage output of Synaptic Links and Relentless Flurry, and we may see the new Synaptic Links push a couple more units into consideration. However if you’re a long time player of the faction you’ll be happy to know that your Devilgaunts, Hive Guard, and Swarmlord are as core as ever to the faction and even better than before. Here the game plan is to have two very buffed squads of Hive Guard. Both squads are able to have additional hits on 6s through Relentless Flurry and Symbiostorm , with Full Rerolls or 2s rerolling 1s to hit. As mentioned before, as we’re splitting our Tyranid units between Keywords, there’s much less value in the Malanthrope or Maleceptor. As such we lean harder on the combat elements, adding a Tyranid Prime with 16 more Genestealers as well as increasing the size of a squad of Hormagaunts to allow a third cheap combat threat to apply pressure through the various buffs (and the Feral Instinct stratagem, which combines with Relentless Flurry for a 2CP combo that almost feels like Genestealers). We add some more scoring through a Lictor as this list loses the easy scoring elements.We recently had John Lennon weigh in on playing Tyranids with the new Octarius rules but there’s enough in the new content to give players multiple ways to build. We sat down with longtime hivemind devotee Innes Wilson, who was more than happy to talk about ways to build around the new rules. Most of the other 9 th edition core rule changes are generally applicable to every army–if you’re not up-to-date I highly suggest you go read up on them.

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