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Games Workshop Warhammer 40k - Tyranids Haruspex

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Reivers have the same problem as Ogryn- they don’t DO anything. Yeah, they can like assault some infantry and punch it… but so can literally every other Space Marine unit, and they are more expensive than most. You pay for two wounds and deep strike on a unit that doesn’t make significant use of either. Frenzied Death Throes – When this model is reduced to 0 wounds, on a 6+, it causes 3 mortal wounds to every unit within 3 of it before it is removed. Mutilators and Possessed: apply almost the same to ogryns, a bit worst. Really close in that worst ten. While I agree that every model in that list needs changes to be decent, I don’t think all of them are worst than the Haruspex, and a few are a lot better than him.

Andy: It certainly pushed us to make sure that there was some focus on the opening events of the Fourth Tyrannic War. With Tyranids firmly at the forefront of the ongoing Warhammer 40,000 narrative right now, we’ve been careful to focus some attention on what hobbyists will already have learned from diving into the Crusade: Tyrannic War book, in particular.The Army’s rule is to allow Harvester units near objectives the ability to heal Tyranid units nearby. This seems pretty good, as each of the monsters is hard to chew through. Regaining d3 wounds per turn seems like a powerful way to mess up the enemy’s damage math. If you can’t remove a tyranid big bug right away, it becomes a nightmare as it gains some wounds, creates a unit that needs more shooting to chip away, and then eats something that gets too close by. Now, you could listen to us talk about it until we’re blue in the face, but there’s no beating insider knowledge. That’s why we spoke to Rich and Andy from the Warhammer Studio about the new Codex, and what it was like to work on such a momentous project. Court of the archon are inexpensive, tiny models. They can have a purpouse camping on safe objectives, ot of LoS, for just 10-15 points each.

Reivers: vertical movility and deep strike. A maxed squad costs close to the same as a Haruspex and have an almost decent antichaff power.Rich: The new Codex contains the most diverse set of ways to collect and play a Tyranid army that have ever been presented, while simultaneously containing some of the most streamlined and user-friendly rules ever designed for the faction. Warhammer Community: Thanks for giving us a peek behind the curtain. We’re just on the cusp of Codex: Tyranids releasing – is there anything significant that you feel makes it stand out against the Codexes that have come before? Hive Fleet can matter here. As this bug needs to get into the fray, Kraken is an obvious choice for that sweet first turn advance for positioning, especially if you throw on Onslaught to let the Haruspex charge afterwards. You can certainly do a Kraken- Swarmlord Haruspex missile for a first turn charge, and thanks to Opportunistic Advance, still have good odds for a first turn Genestealer charge as well. Leviathan isn’t a bad choice as an extra 6+ Feel No Pain on a T8 13 wound model starts to matter, especially one without an invulnerable save, but you need a synapse babysitter. Jormungandr isn’t bad either for the 2+ save against shooting, but as the Haruspex is a melee monster, you do want to advance, but it does help soften the alpha strike if you go second. Gorgon helps with the reroll 1s to wound, and Behemoth isn’t bad for the reroll charges (and this bug wants to charge). As the Haruspex is a monster, Hydra is not really meaningful, and Kronos doesn’t add anything either although the Haruspex is a big monster that wants to run up the board, that is a lot of reach for The Deepest Shadow.

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