Category: Tyranids


Christmas Gaming

Over the Christmas holiday I played 40K with my Tyranids against Space Wolves. This has become almost a traditional match up and was a very fun and very bloody game!

The Tyrnaid Battle-line is formed!

The Tyrnaid Battle-line is formed!

 

Space Wolves ready for the charge!

Space Wolves ready for the charge!

 

The Genestealer Patriarch surveys the battle on his ornate throne

The Genestealer Patriarch surveys the battle on his ornate throne

 

The deadly Exocrine readies itself to launch bio plasma at the Space Wolves

The deadly Exocrine readies itself to launch bio plasma at the Space Wolves

 

The Tyranid Prime commands the Tyranid force with his iron will.

The Tyranid Prime commands the Tyranid force with his iron will.

 

I also watched an amazing game of Daemons VS Elder and Grey Knights, a real “Good vs Evil” sort of fight! The Daemons were painted by my brother Craig, whilst the Elder and Grey Knights were painted by Gav. Both of these guys are exceptional painters, so the game looked amazing! Below is the photographic evidence!

Exodite Shadow Weavers

Exodite Shadow Weavers

 

An amazing Eldar Wraithknight (and it's not even 100% finished yet!)

An amazing Eldar Wraithknight (and it’s not even 100% finished yet!)

 

Exodite Fire Prism

Exodite Fire Prism

 

A fantastic centaure style Wraith Lord (reminiscent of Epic Elder Knights)

A fantastic centaure style Wraith Lord (reminiscent of Epic Elder Knights)

 

Talking of epic Eldar Knight, here are the fantastic models! They were used as Wraith Guard.

Talking of epic Eldar Knight, here are the fantastic models! They were used as Wraith Guard.

 

Coteaz, the only model on the table that I painted.

Coteaz, the only model on the table that I painted.

 

An Avatar strides onto the battlefield.

An Avatar strides onto the battlefield.

 

The forces of Good prepare for battle!

The forces of Good prepare for battle!

 

The Demonic forces are ready to wreak havoc!

The Demonic forces are ready to wreak havoc!

 

The Hounds of War are unleashed!

The Hounds of War are unleashed!

 

Farther Nurgle leads the Daemonic incursion.

Farther Nurgle leads the Daemonic incursion.

 

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Tyranid player have been having a surprising bit of love from GW, in the form of the Toxicrene/Maleceptor and even the eagerly awaited spore pod (now known as a Tyrannocyte). In fact we have received a spore pod kit with even more options, as it can alternatively create a massive spore mine (Mucolid) as well as a Tyrnaid fortification (well sort of!) known as a Sporocyst.

To top it off the rules for the new duel MC kit have been given away for free! This is a very refreshing change for GW and one that I hope is the start of more to come. In particular I think Forge World would do better to give there rules away for free. This maybe because I am now used to playing other game systems that give all their models stats and main rules away for free and even provide an online army builder. I am hoping GW takes note and starts doing the same.

99020106011_ToxicreneMaleceptorBundle01

Toxicrene

I am a massive fan of this sculpt. The tentacles on the arm and face look fantastic and give this model an otherworldly appearance. As for the rules, first off the Toxicrene is in the hotly contested heavy support section and priced around the same cost as an Exocrine so has tough competition. Unfortunately for all of it’s funky rules I think the Toxicrene falls into the slow combat MC category, much like the Haruspex. This is certianly not a healthy category to be in in the 40k universe! The 4+ save does not help the Toxicrene survivability either, although at least having shrouded will. I don’t think the Toxicrene will get a lot of game time based on it’s rules, but the model is so nice that you will still want to field it every now and again!

Maleceptor

The Toxicrene kit can alternatively be used to make a Maleceptor, least I think that’s the best way to think about it! The Maleceptor model is cool, but in my opinion it’s not as good as the Toxicrene. In fact I dislike one aspect of the Maleceptor, which is the exposed brain. I suppose this is why it only has a 4+ save!

As for the rules, well things don’t get better. You would think that the Maleceptor would be a super Zoanthrope with a  nice 3++ save warp field and an extra nasty warp blast. Well it kind of has these abilities, just not overly effective. For starters the beast only has a 5++ save, which won’t give it a lot of extra protection. Secondly the Maleceptor has a very strange psychic power that can potentially glance vehicles and kill of characters and other high priority targets. Unfortunately it does not work very well as it’s let down by the Maleceptors average BS of 3. To top it off the model is more expensive than a Trygon. Unfortunately I have little good things to say about the Maleceptor other than it’s a synapse creature and a nice (although not amazing) model.

99020106012_TyrannocyteSporocystBundle01

Tyrannocyte

Now with the Tyrannocyte things start to get more interesting! the first thing that struck me about the models is how absolutely massive it is. Next was how I think the design is well thought out, as after all making a spore pods look good is very tricky. I am glad they went down the route of an intact pod, rather than a half exploded pod (which always looked wrong to me). Overall I think the Tyrannocyte is about as good as a spore pod could look and I think is a very characterful model.

The Tyrannocyte also has exciting rules, as it allows Tyranid player to put absolutely every unit into it. Ok you might be restricted on unit size, but the option to put everything from a gaunt to a Tervigon into a pod opens up a lot of options. The  Tyrannocyte is also a very safe way to drop units onto the table and allows them to spread out 6″ from it so that you have a lot of control where your model(s) inside will end up.

So the big question is, what do you put inside a Tyrannocyte? Well it’s worth noting that you can decide this during deployment, which means that the Tyrannocyte is very flexible.  This is especially useful in tournaments, where you often have only one list. I think units that look good to put into a Tyrannocyte are mainly the shooty ones, such as devourer gaunts, Hive Guard, Zoans and Exocrine. The ability to drop these units into positions to take advantage of weaker frontage of vehicles or simply get in range of their preferred  target could be amazing.  I am also intrested to see if Tyrnat guard (without the Tyrant) could make good use of a Tyrannocyte, as they are very resistant but often too slow to make it into my list.

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Interestingly unlike the Space Marine drop pod, after unleashing it’s cargo the Tyrannocyte is not merely a kill point to be had. The Tyrannocyte has a decent amount of firepower, which can be further upgraded if you want (although personally I would not), but more importantly it can float over to objectives and force your opponent to deal with it. The Tyrannocyte is fairly resilient as well, so will take some punishment to kill off.

The real downside to the Tyrannocyte is it’s cost, which is over twice as expensive as a Space Marine drop pod. This will certainly reduce how many you are likely to take. I personally would say that the Tyrannocyte is worth it’s points as it has a high transport capacity and can be useful even after it has drooped of it’s cargo. Still I wounder if GW have been overly cautious with it’s paints value, mainly because of it’s ability to carry any Tyrnaid unit. Ultimately there are certianly a lot of options to play with, so will be very interesting to see how many Tyrannocytes tyrnaid players use and what they place inside.

Sporocyst

In the trend of having one part of a kit that is very exciting, there is the other shunned part… Ok that might be overly harsh, but the Sporocyst seems to lack lustre to me. Sure the model looks cool on the table and I can see that it has a role of being plonked onto an objective and forcing the enemy to deal with it. It also can produce a lot of spores, which thankfully you get with the plastic kit. However it ultimately a defensive model in a very aggressive army and those two don’t seem to fit well in my head.

Perhaps it’s main shining light is that the model is massive, so perfect for hiding Venomthrope and/or a lone Zoanthrope (for synapse support) behind it’s bulk. The second option is made even better by the fact that the Sporocyst adds 6″ to the synapse range of synapse creatures within 6″. This means a single Zoanthrope using dominion could have a 24″ synapse range and be very hard to target. Still it’s a lot of points to put into a model that does not add much to your armies offensive abilities. I am interested to see how other Tyrnaid players get on with the Sporocyst, as it might have more to offer than I think.

Mucolid

On the plus side if you do make a Sporocyst, you also get to make a Mucolid. To me Mucolids are not game changers, but they are a very nasty distraction unit. They will go down very quickly to even moderate firepower, but it’s hard to ignore a model that blows up with the force of a battle cannon! As they are only the cost of a few gaunts I would expect to see any free fast attack slot filled with a Mucolid, ready to distract the enemy firepower from the ever approaching horde of Tyrnaids (in theory anyway!).

411px-Doom_of_Malan'tai_(Artwork)

What’s Next?

It’s also interesting to note that images of the new plastic Zoanthrope and Venomthrope are circulating the web. There is even images of a new Neurothrope, which rumors suggest is an upgrade to a Zoanthrope unit. This basically brings the Doom back, which gives me hope that one day I will get my Ymgarl Genestealers back as well!

To me it looks like GW have taken steps to reincorporate a lot of models that were lost from the last codex. In fact with the addition of the new MC kit, there are even new models to paly with. Again I must give credit to GW for doing this. Part of me would have liked to see all these models in the original codex, but I suspect they would have been if it was not for the whole copyright issues GW had with other miniature companies. The free rules is also very welcomed. It would have been really nice to be more excited about the MC kit, but at least the Tyrannocyte looks interesting so I can’t complain!

 

 

Last weekend I went to a local 1,250pts 40k tournament, the last chance to play out 6th. I can safely say that I had an amazing time; it really reminded me how fun 40K can be!

Tyrnaid Hive Crone

Tyrnaid Hive Crone

The event was run by the Vonwar team, who do many events in the South of England throughout the year. This is about the eighth Vonwar tournament I have been to and I would recommend them to anyone. The main reason why I like Vonwar events is that they use a good comp system to avoid players from spamming. In addition the events often use “home-brew” missions that really shake the game up.

At the event my Tyrnaids did better than I could ever of expected (I had a lot of luck!) and I managed to place 4th out of 20 odd players. I definitely am looking forward to the next Vonwar event and getting my Tyrnaids on the table again. I will just have to learn the new 7th edition 40k rules first!

This weekend I am going to a one day local 1,250pts 40K tournament. The tournament is using 6th ed, as 7th ed is still a bit too new (I have not even brought the book yet!).  This will be the last go with my Tyranids in 6th ed and will hopefully be a nice farewell to 6th! I will try and get some pictures during the tournament, as I am sure there will be some great armies!

Tyranids Swarm

Tyranids Swarm

The list I am going to use is below. I have tried to use a bit of everything. Even with the release of 7th ed, I think this list below is viable.  The list has a bit of shooting, speed and close combat potential, so should be able to stand up to what ever I face on the day (unless it’s Elder or Tau of course!). I also get to use my newly painted Hive Crone, which is a bonus!

Unit Points
Tyranid Prime with lash whip, bone sword, death spitter and flesh hooks 155
3 Zonathropes 150
3 Hive Guard 165
24 Termagants 96
24 Termagants 96
16 Hormagaunts 80
10 Termagants 40
Hive crone 155
Exocrine 170
Mawloc 140
Total points: 1247

I have been trying to take photos of my models collection, so here is a selection of my Tyranids! Expect to see the rest of my Tyranid army soon!

Tyranid Swarm

Tyranid Swarm

The Hive Tyrant is a conversion using the 2nd ed Zoanthrope, Lictor, Hormagaunts and 3rd ed Hive Tyrant. In addition there is a load of green stuff!

Hive Tyrant

Hive Tyrant

Hive Tyrant

Hive Tyrant

The Carnifex below is a 2ned Edition “Screamer Killer”. I absolutely love this model, it has so much personality (an odd concept for a Tyranid!).

Carnifex

Carnifex

Below are images of “Hunter Slayers”, which was the old name for Termagants. These were released during the 1st edition of 40k (Rouge Trader). They are tiny compared to the new plastic Termagants.

Hunter Slayers

Hunter Slayers

A close up of the “Hunter Slayers”.

Hunter Slayers

Hunter Slayers

Tyrnaid Photos

I have recently started taking images of my Tyranids using my light tent. The quality of my images has improved, even if they are still quite rough! Anyway I hope you like them!

The Exocrine was great fun to paint, it’s really an impressive model.

Exocrine

Exocrine

Exocrine

Exocrine

The Genestealer Patriarch on a “iron throne” was converted in order to get this fantastic classic model onto the table. In games I use it as a Tervigon. Instead of spawning gaunts I place Genestealer cultiest/hybrids instead (a surprise uprising!).

Genestealer Patriarch

Genestealer Patriarch

Genestealer Patriarch

Genestealer Patriarch

I painted the red terror to be used as raveners. I have four painted up now, I will just have to get them onto the table soon!

Ravener

Ravener

Second Tyranid Game

I had another chance to get my Tyrnaids on the table using the new codex. The game was against Space Wolves at 1,250pts using Dawn of War Deployment and Crusade. My list is below:

Hive Tyrant with wings, Ymargall factor, two sets of talons and old adversary

Venomthrope

2 Zoanthropes

20 Gaunts (10 with flesh borers and 10 with devourers)

20 Gaunts (10 with flesh borers and 10 with devourers)

16 Hormagaunt

16 Hormagaunt

3 Shrikes  with rending claws and toxin sacs

Exocrine

Exocrine

 

Tyranid army

Tyranid army

The Theory Behind the List

For the game I decided to try a new set up on the Hive Tyrant and went for a close combat specialist. I did this as, in the past, I found that my Tyrant did not shoot as much as expected; so the usual twin devourers are not always utilised. To create a close combat Tyrant I added the Ymargall factor and old adversary. With these upgrades the Hive Tyrant could go up to 7 attacks on the charge, or go defensively and gain a 2+ save. In addition the Tyrant can re roll to hit and wound rolls of 1 in combat (aka ghetto preferred enemy).

The rest of my army was actually quite shooty for nids.  The most noticeable shooty units being the two Exocrines, however the gaunts are also set up to be shooty with half the unit containing devourers. The Zoanthropes were added to provide extra fire power and the much needed synapse.

For some combat power to balance the shooty nids, I added Shrikes and Hormagaunt. The Shrikes also provided extra synapse, whilst the Hormagaunts were added to be used as a living shield and tie up the odd opposing unit.

A single Venomthrope rounded the list off . Hopefully the Venomthrope would keep my army alive in a fire fight, or help the assault units reach my opponents lines.

I was happy that I had included sufficient synapse within my army to keep it under control, although the flying Tyrant could possibly be a liability as he can easily over extend himself.

 

Space Wolf Army

Space Wolf Army

Game Highlights

The Tyrnaid army went first and surged forward, apart from the Hive Tyrant who went from the left flank to the centre of my deployment zone (I wanted to try and keep out of bolter range and get into position to attack the Thunderwolves). The Tyanid shooting was not to impressive and only killed a few marines. 

The Space Wolves fire power targeted the Hive Tyrant and grounded it. Luckily the Venomthrope protected the Tyrant from the worst of the remaining shooting attacks and it only suffered two wounds in total. A drop pod of Wolf Guard with combi-plasma hit the Shrike unit hard, but thankfully two survived (although one was only left with a single wound). The rune priest tried to send one of the Exocrines to the warp with Jaws, but the beast managed to dodge the attack. In the assault phase the Spaces Wolves reacted aggressively by charging the Thunderwolves and Fenrusian Wolves into a combined combat against a Hormagaunt and gaunt unit. The Fenrusian Wolves decimated the Hormagaunts, whilst the Thunderwolves slaughtered half of the gaunt unit. The  Fenrusian Wolves ended up out of combat, whilst the Thunderwolves were locked in combat with the remaining gaunts.

 

Hive Tyrant in combat against Thunderwolves

Hive Tyrant in combat against Thunderwolves

The Tyranids received  a bloodied nose, but were ready to counter attack. In the shooting phase one of the Exocrine killed a few more marines, but it was otherwise uneventful. In the Tyrnaid assault phase the Hive Tyrant charge into the Thunderwolves, whilst one of the Exocrine charged into the Fenrusian Wolves and the Shrikes assaulted the Wolf Guard. The Hive Tyrant decided not to smash the Thunderwolves, in an attempt to keep them tied in combat. Instead the Tyrant used the Ymargall factor to give it a 2+ save. The combat ended with one  Thunderwolves tied in combat with the Tyrnat and remaining gaunts. The Fenrusian Wolves actually wounded the Exocrine, so won the combat. The Shrikes struggled against the Wolf Guard, so the combat continued.

The Space Wolves that were not in combat shoot up some Hormagaunt and wound the un-engaged Exocrine. The assault phase saw the Hive Tyrant finish off the Thunderwolves. The combat between the Shrikes and Wolf Guard continued, with neither side gaining much of an advantage. The engaged Exocrine managed to see the Fenrusian Wolves off, as they lost combat and broke.

 

Hive Tyrant

Hive Tyrant

In  the shooting was saw both Exocrines concentrate their fire-power and kill of one of the other  Grey Hunter unit with the rune priest (which was the Space Wolf warlord). In the assault phase the Tyrant was free to charge a large unit of Grey Hunters, which did not last two long.

The game was wrapped up quickly after this, with a victory to the Tyranids.

View from the Other Side

Read my opponent blog here to get the Space Wolves point of view.

After Game Thoughts

The more I play with the new codex, the more I like it. I feel that the codex plays more like the fluff describes Tyrnaids, as they fight in a unrelenting horde.  I also like how the whole army is aggressive, rather than relying on a few “alpha strike” units (like the Doom or Ymargalls) to do the damage.  However the largest drawback seems to be that synapse is tricky to fit into list.

I have faced Space Wolves on numerous occasions and have always struggled with their Long Fangs and Rune Priest killing of monstrous creatures, whilst the grey hunters slaughter gaunts. To top it off the Thunderwolves and Fenrusian Wolves provide a strong assault element of the army. I noticed several differences with the new codex. First off Jaws of the World Wolf failed to kill any of my monstrous creatures, this is was mainly due to the Exocrine having a decent initiative of 3. This is very different from the staple monstrous creature from the last codex, the Tervigons which used to have an initiative of 1! The Long Fangs inflicted far less damage than usual as the Venomthrope protected my army well. In addition the Tyrant, their primary target, is difficult for the Long Fangs to hit until he is grounded.

The Grey Hunters saw a reverse in fire-power as the Exocrines clearly had the shooting advantage against them. The Thunderwolves and Fenrusian Wolves are still deadly. Only the Tyrant provided a match for the Thunderwolves, so if I had lost the Tyrant early they would have run through my army. Thankfully the Tyrant survived, mostly because he used cover from the Venomthrope and was positioned so that if grounded would fall into cover (a nice tip for anyone using flying monstrous creatures!). The Fenrusian Wolves proved they could kill of gaunts with ease, so I was lucky that the Exocrine is still formidable in combat (it’s still a monstrous creature after all!) as well as an amazing shooting beast.

Hive Tyrant

Hive Tyrant

For me, the Hive Tyrant was the “man of the match”. This is not too surprising, as without any real anti-air fire power the Space Wolves struggled to attack him. As a close combat Tyrant, I  think the Tyrant could have been just as effective without the Ymargall factor. The potential for a 2+ save could be really useful in some situations, but a lot of the time the Tyrant will easily kill what it faces, or it’s opponent is likely to have an ap2 (like another monstrous creature). As for the Tyrants load-out in general the loss of devourers did not hinder him, as he reached combat quickly. However I did miss the flexibility of being able to shoot if required. I will probably add devourers back to the Tyrant in future games.

The Exocrine were really deadly, especially against the large foot-marine units. I especially liked the fact that I did not have to charge across the battlefield (like when I use Trygons) in order to cause damage. That said, in hindsight, using two Exocrines was not very sporting. I probably should have tried one Mawloc and one Exocrine instead.

The Zoanthropes were really useful as they cast Catalyst throughout the game, as well as shooting the odd warp blast out. I think Zoanthropes are really useful as they are multi-functional, providing anti-tank, anti-marine, support psychic powers and that all important synapse.

The Venomthrope was very effective at keeping my army alive, although I had LoS blocking terrain to hide behind. In other games I may not have this luxury! I would definitely take Venomthrope in almost all future list, the only decision to make is how many I should use!

The gaunts with devourers were not as impressive as I had hoped, but I will give them another go. After all the unit is really cheap considering how much fire-power it can kick out. Against weaker armed models they could be devastating.

The Shrikes provided mobile synapse and performed well in combat, even after taking a shed load of plasma hits!

The Hormagaunt provided a fast and cheap screen and were quite distracting to my opponent. I can see using many broads of these in the future!

I am looking forward to the next game with my Tyranids, although I might have to mix it up and play some Infinity first!

I played a 2000pts game with the new Tyrnaid Codex. My list was described in the previous blog post here. My analysis will take an overview list at how my list faired, as well as some general thoughts on the new codex.

tyranids

My first game was surprisingly positive, although my expectations where very low! The game ended in a draw,  but the army showed it’s potential. My opponent used Space Marine (Imperial Fists I believe) and we played Dawn of War and Crusade. In my opinion this is one of the most “vanilla” of game set ups, which is a great way to judge the power of a new codex!

Many of the nerfs that I was worried about, where not strongly felt. For example the loss of scything talons on the Trygons did not prevent them tearing apart what ever they touched in combat. I think as many opponent armies have gone down the shooting route it’s better to be cheaper and more numerous, then overly effective in combat. The only nerff that I really noticed was the lost of Biomancy (or more specificity iron arm) as the Hive tyrant died to single volley from a single Storm Raven.

As most of the Tyranids have been reduced in points, I started with a horde of models on the table. Quite simply more models means more chance of getting into combat. In particular hormagaunts where very useful as they are both fast and numerous.

The Hive Guard did the same job as always, even with the BS of 3. If anything the new (and much simpler) ignore cover rule helped as the Hive Guard effectively tore into a unit of scouts.

The Venomthrope was also very useful, although I suspect their effectiveness relies on hiding behind line of sight blocking terrain! In my game I was lucky that there was such a piece of terrain and the Venomthrope was able to conceal itself from the marines firepower. The Venomthrope was able to give shrouded to the Hive Guard and Exocrine through out the game, which made them incredibly resilient!

The Zoanthropes being a brotherhood of psykers means that they are all or nothing with warp blast. On the plus side the blast is shoot from one model, which really helps with their short range! In the game the Zoanthropes only killed a few marines, as they got hit by a stern guard squad. I still think Zoanthropes are worth taking, especially as the gap between them and Hive Guard has been reduced.

Hive Crone

I could not do this post without reviewing the new units. Both the Exocrine and Crone did a marvellous job! The Exocrine killed it’s fair share of marines as well as a few terminators, in addition it is a relay tough firing platform. The Crone also did exactly what I thought it would, provide anti-air. The Crone used it’s vector strike to inflict two penetrating hits on a Storm Raven. With a bit of luck I think the Crone could take down an opponents flyers in a turn using it’s vector strike. If nothing else it will cripple the flyer so another unit can finish it off.

The new Tyrnaid codex seems more about overwhelming the opponent with numbers rather than quality. I think the codex power level is similar to what it used to be, however I think there will only be a few good builds within the book. In my opinion the book is not a complete disaster, but is far from what I wanted!

So let’s address the elephant in the room, the new Tyrnaid book is getting panned on the internet, really panned! Just reading through the changes you can easily find a lot of faults within the new book and much fewer obvious benefits. If you want to check out the changes on the new codex there is a handy summary on the Tyrnaid forum.

Rather than give my “theory-hammer” reviewing the whole new nid book, I wanted to play with the new codex to see the changes first-hand. In order to do so I organised a 2000pts game to test out the new rules. This blog post looks at making a “all comers” list that tries to concentrates on the benefits of the new book, well within the scope of my model collection anyway! I will try to stay on topic of why I chose the units I did without moaning about other too much (although it’s hard not to moan at all!). There will be another post that gives a after game list evaluation.

tyranid_quote_poster_by_commissarmuskeg-d6am4lw

Creating the list

HQ

A lot of the staples from the last codex have taken a serous nerfing, including Tyranid Primes (now very expensive) and Tervigons (expensive and much reduced in capabilities). Instead of using either of these I added another staple from the last codex, the flying Hive Tyrant with twin linked devorers. The Tyrant has lost access to bimoancy, but the upgrades have been reduced in points (possibly most importantly the wing options), plus the BS of 4 is good. I added electroshock grubs to the Tyrant as these looked to be highly useful if I faced any vehicle squadrons, or simply for flushing out light troops.

TROOPS

Both gaunts are cheaper than before, so were the obvious troops choice. Plus none of other troops choices in the codex appealed, mostly as none of the issues they had in the last codex have been resolved (specifically warriors and stealers still look poor).

I went for a mix of Temagants and Hormagaunts purely because that’s the models I have. In an ideal world I think all Hormagaunts would be better, although not essential.

venomthrope

ELITES

Even with the BS of 3, I still liked the look of Hive guard so added a unit. Zoanthropes looked better as they went down significantly in points and get a “backup” power. For the third slot a Venomthrope just seemed too good to miss up on. The Venomthrope really has improved since the last edition; I can see most list including a few.

FAST ATTACK

Being 5pts cheaper than before, Shrikes seemed like a good deal. I would normally upgrade my shrikes to be armed with bone swords, but I noticed that they had gone up significantly in points. Instead I went for rending claws and toxin sacs. These Shrikes worked out at 7pts cheaper compared to the old codex. To top it off the Shrikes get an extra attack, rather than re-rolling 1’s from the scything talons. Overall they have been improved.

I added a unit of Ravener, as I had the models. Although slightly faster than Shrikes, I think these fellas have stiff competition from them. In the end I wanted to see if their speed from fleet and an Initiative of 5 was worth losing synapse.

The Hive Crone went into the list straight away as it is an awesome model. However its rules looked interesting as it gives Tyranids more anti-air capabilities. In addition it’s still a fast, if slightly weak, monstrous creature able to charge devastators and the likes if needed.

HEAVY SUPPORT

As I had no Tyranid Primes or Tervigons I had to look elsewhere to get sufficient synapse into the list. To aid with this I included two Trygon Primes. Going down by 10pts was nice, although probably not justifying the loss of re-rolls from the scything talons.

The Exocrine was another auto-include, as again, the model is amazing. Its plasmic cannon also looked great for dealing with marines as well as light to medium vehicles.

The heavy support section was probably the most hotly contested and difficult to choose. In the end the Trygon Primes won out as they provided synapse. If not, I would have added a Mawlock and possibly even used Carnifex Broods (probably a unit of 2). Biovores are also a good option. Even the Tyrnaofex looked appealing with its markedly reduced points cost.

Tyranid

Final 2000pts Army List

Tyrant with two twin linked devorers, wings and electroshock grubs
18 Temagants
17 Temagants
18 Hormagaunts
18 Hormagaunts
3 Hive guard
3 Zoanthropes
1 Venomthrope
4 Shrikes with rending claws and toxin sacs
4 Ravener with rending claws
Hive Crone
Exocrine
Trygon Prime
Trygon Prime

OVERALL THOUGHTS ON THE LIST

As expected my new list had some major changes from what I am used to running.

Looking to the positives:

  • The variety in the list came quite naturally.
  • Many points have gone down. In total I think my list is around 200pts cheaper than its equivalent from the last edition.  This puts more bodies on the table, which hopefully increases the chance of getting into combat.
  • Venomthrope look to be remarkably useful now.
  • Firepower in the list has increased as now the Exocrine can help.
  • The anti-air capabilities have improved with the addition of the Crone.

Looking to the negatives

  • Many units are worse than before. Noticeably I wanted to see how bad the loss of scything talons on the Trygon Prime, Biomancy on the Tyrnat and the reduced BS of Hive guard was.
  • As I have decided not to take the nerfed Tervigon the list has no MC in the troops section. This leaves it up to the gaunts to get the objectives! In addition there won’t be any spawned gaunts to replace those that are killed off.
  • As I have decided not to take the overpriced Tyrant Prime, I can’t rely on synapse being “hidden” in a large unit of gaunts. Although my list ended up with five synapse units, they can all be targeted freely. Hopefully this will be sufficient!
  • No turn two alpha strike units like the Doom and Ymargalls. I may well miss these units!
DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

osographic

Dave Monty's minis and much more!

sho3box

Toy soldier stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

The Wolf and the Lion

Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too

DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

osographic

Dave Monty's minis and much more!

sho3box

Toy soldier stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

The Wolf and the Lion

Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too