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GAMES WORKSHOP 99120106042" Tyranid Hive Tyrant/The Swarmlord Plastic Kit

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If utilized correctly, abilities can be chained far across the table, even making psychic powers undeniable by the psyker being outside of 24″ of enemy units. Mastery of this mechanic is going to be very important to ensure your units are properly supported and your opponents units are properly smote/debuffed. Synaptic Imperatives Though they are formidable fighters in their own right, it is the Tyranid Warriors’ role as the synaptic lynchpins of the swarm that makes them truly deadly. Tyranid Warriors are psychic resonators for the unwavering will of the Hive Mind and some of the more common conduits used to exert control over the less receptive creatures of the hive fleets. As such, Tyranid Warriors form a vital link in the Tyranid swarm, acting as relays and amplifiers through which Hive Tyrants issue their commands. So crucial is this role to a hive fleet’s efforts to defeat a prey world’s defenders that each Hive Tyrant is invariably accompanied by several broods of Tyranid Warriors cultured from its very own flesh – the better to enhance the psychic link throughout the swarm. This is not to imply that Tyranid Warriors are merely drones, for each is instinctively capable of assessing local These giant spore mines are quite potent if you can get them within range of an enemy model to detonate. At their point cost, it’s likely you’re going to avoid paying for these outright and instead spawn them from a Sporocyst if you want to go with that fun spore skew. Even if you are capable of spawning them, it’s likely you’re going to go with six Spore Mines instead as its a more reliable source of mortals. The d3+3 spike damage looks appealing, but consider that averaged out a Mucolid inflicts 3 mortals and six Spore Mines will inflict 8. Spore Mines Note that the models that can use these abilities are based on a KEYWORD , which means both the Swarmlord and Winged Hive Tyrant have access to Relentless Ferocity by virtue of having the HIVE TYRANT keyword.

Another unit that got a huge glow-up from its previous iterations, the Lictor is now an actual threat to models in close combat. With its speed, deployment options, and defensive buffs there’s actually a good chance it’s actually going to make it into combat. The trouble being that aside from a distraction or potential assassin for minor characters it’s a touch overcosted and competes with a huge number of good Elite choices. If Cranial Feasting sounds like a good secondary to pursue they’re not necessarily a terrible idea, but players aware of their threat are going to wrap choice targets when possible. Competitively this role is likely played by Deathleaper, who’s slightly tougher and as CHARACTER can host WLTs and Relics. This model is point-cheap for what it can accomplish in the right circumstances. Players may get hung up on the Terror from the Deep ability that ( similar to other Orbital Bombardment -like rules ) places a marker and promises pain for any enemy units that are within range at the start of your next Movement phase. This ability can be good to deter your opponent from a location, but a lot of players are going to just accept this as the cost of play and move on. This is neat, but unless you start the ball rolling on the first turn doing this ties your monster up off-table for another turn and against enemy units smaller than five models it’s going to fail a third of the time anyway. If you really want to force mortals onto an enemy unit, get this into combat where its Distensible Jaws ability can put in some work. Psychic Power: Poisonous Influence (WC 7) – One unit in Synaptic Link range causes 6s to wound in melee to inflict an additional mortal wound (up to 6). If you’re going the horde route ( which for Gorgon is not a bad choice), this is a great power to drag down larger targets in a sea of shrieking bugs. Loses its best targets as your army starts getting whittled down, but definitely a nice option to have. B+The Passenger – An ADRENAL GLANDS bearer adds 2 to both Advance and charge rolls. Potentially great for putting pressure on an opponent with a speedy assault, especially with the large number of ways to further modify your charge roll. Unfortunately the big candidates for this will be wanting one of the other Relics most of the time and the aforementioned charge buffs mean its effect isn’t ultimately that special. B- Overrun (1CP) – Select one unit at the end of the Fight phase that made a charge this turn. If that unit is no longer in Engagement Range with enemy units that unit can make a Normal Move instead of a consolidation move. Great for potentially escaping danger or snagging cover/an objective. This stratagem is key to one of the most powerful units in the codex, allowing you to constantly deliver and redeliver a Winged Hive Tyrant in and out without risking it, and proper management of this stratagem will win you more games than any other. S Balethorn Cannon – Replaces the bearers stranglethorn cannon with a weapon that adds +2S, -1AP, and +1D. Honestly not terrible if you’re looking for an anti-elite Blast weapon but there’s already a good amount of D3+ guns out there and this isn’t likely to make the cut. B- If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

Enemy psykers within 18″ of this unit subtract 1 from Psychic tests and any Perils of the Warp inflicts 1 additional wound. This is a very useful tool, as Tyranids are generally very potent psykers of their own. This means that not only do enemy psychic tests fail more often, but also it is easier to deny any successful attempts. Swarming MassesThere are five ‘chunks’ of Tyranids rules in the book, to wit: new Bio-artefacts, Stratagems and Hive Fleet-specific Psychic Powers and two new additions – Adaptive Physiology and Hive Fleet Adaptations. Here’s what I’m using from the book to properly establish my own Hive Fleet, Eumenides…

Catalyst (WC 6) – One friendly unit within Synaptic Link range gains 5+ feel no pain until the start of the next Psychic phase. If the unit is TITANIC , it’s a 6 instead. Basic and powerful, Catalyst continues to be a mainstay of the Tyranid powers. A This is an obvious limitation placed on your HIVE TYRANT models because they’re just that good. You can still dip into additional models if you want, but you’re going to have to pay the detachment tax for it and make sure you can fill your slots appropriately. With the recent change to how Synaptic Imperatives are tied to your WARLORD models status, forcing your HIVE TYRANT to take on the mantle means they’ll be an even greater target. Consider if some Tyrant Guard will fit into your army list budget, because they’re very helpful in avoiding some big-time disappointment. Hive Fleet Adaptations An all-new and completely phenomenal game mechanic for 9th edition, Synaptic Imperatives allows Tyranid players to adjust to the state of the game and implement powerful army-wide buffs for the entire game round. To the dismay of Genestealer Cultists everywhere, this mechanic is only accessible if the army consists of only HIVE TENDRIL detachments and only if your detachments include a single choice of HIVE FLEET . This is a huge incentive to field your army as mono-faction mono-Hive Fleet and ditch the old 8th edition style of combining the best of multiple fleets. These rules ensure your spores can be included without any weird questions around breaking detachment rules. Hive FleetsLeviathan offers incredible durability for SYNAPSE models that were already tough, and the natural re-roll can assist units that have a small number of high-powered shoots. While the Hive Fleet traits and power are great, the Warlord Trait, Relic, and Stratagem are pretty underwhelming. Regardless, the siren song of Synaptic Control/Hive Nexus makes Leviathan the clear leader in Hive Fleet competitive popularity. Gorgon Naturalised Camouflage – Any time a unit is receiving the benefits of cover, add 1 to any armour saving throw. This is a neat survivability bump, as it doesn’t specify Light Cover only, so Dense also grants the bonus. Obviously you can’t be in cover all the time and its only useful for INFANTRY , BEAST , and SWARM units, so not helpful for a MONSTER -heavy list. B- Surprisingly cheap for how effective it is, the Neurothrope is best support character the Tyranid have. Provided you’re using psykers ( which, if you’re playing Tyranids is a good likelihood) the models Warp Siphon ability is great on anything, but especially Zoanthropes where it puts a “super” Smite into near-certainty and Maleceptors where it assists hitting that magical Psychic test target. It’s got a natural bonus to perform Pyschic tests on its own, provides one of the stronger Synaptic Imperatives , is a good platform for support Warlord Traits and Relics, is very durable thanks to the lone 3++ in the codex, and can keep itself or a unit of Zoanthropes topped off with Spirit Leech . Just a steal for the points cost; probably an auto-take in most circumstances. Bounding Advance (1CP/2CP) – During the Movement phase, one unit of HORMAGAUNTS automatically Advances for 6″ and may declare a charge that turn. This costs 1CP unless contains 15+ models, in which case it costs 2CP. If you’re fielding Hormagaunts that is a no-brainer in situations where you need to close the gap. Unless you have a perfectly healthy unit of upgraded ‘gaunts ready to bounce you’re likely sending them to their death, but hopefully they’ll gum up the works for a while. A- Adaptive traits can be exchanged for another trait from three trait tables: Feed, Hunt, or Lurk. Each Hive Fleet has two tables specified in their Hyper-adaptation rule, while custom fleets may select one trait from two different tables of their choice. The full list of available Adaptive traits will be discussed after the main Hive Fleets. Behemoth

For a horde army, this is just a fabulous boon for getting better board coverage and claiming objectives early. That said, a horde army is likely the only times you’re going to see a Tervigon on the table, as it is intrinsically tied to Termagants in large numbers. Other lists are certainly going to find it helpful, but you’ve got a ton of your list tied up in a Tervigon without supporting bugs and what is it doing for you. A for horde lists, C+ for non-horde Psychic Augmentation (NEUROTHROPE) These rules apply to any detachment that only include HIVE TENDRIL models ( excluding UNALIGNED if fortifications are your thing). This section mostly covers some of the housekeeping normal codex stuff. Rare Organisms

Smite

When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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