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Games Workshop Warhammer 40,000 Tyranid Warriors

£9.9£99Clearance
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The bio-construct nature of the Tyranids makes them a terrible foe to face, for their armies contain a creature specialised for every conceivable facet of warfare, which can be altered and re-grown to suit a battle's needs in a short span of time. Norn-Queen • Hive Tyrant • Neurotyrant ( Neuroloid) • Broodlord • Neurothrope • Tervigon • Tyranid Prime • Trygon Prime • Malanthrope Vast swathes of the galaxy have already been stripped of life, and with every passing Terran year the hive fleets push deeper into regions of populated space. Even as the prey races direct their forces to repel these threats, still more Tyranid fleets approach from the intergalactic void and emerge from their aeons-long slumbers. The Magos Biologis of the Imperium categorises each Tyranid hive fleet as a separate force, an individual entity that competes with other hive fleets for resources. Indeed, each is self-sufficient, appearing to exhibit different strategies and developing unique creatures to overcome its prey.

Hive Tyrant: Probably the best of the bunch, but still pricey at 220 for what it brings to the table. The shooting it provides barely makes an impact. In combat it hits only OK. It is fairly tough, especially in a unit of Tyrant Guard. The free CP for a strat on ANY unity in 12" is nice. The 6" aura of turning weapons to assault I have very hard to get value of. 6" isn't that big of an aura, and Tyrant Guard without guns take up a lot of that space. I found that to use the Assault Aura I often had to position my Tyrant and bodyguard in a spot that was bad for them, just to buff some shooting units. I think this is decent and well rounded, but overpriced. The Tyrannocyte can carry up to 20 INFANTRY or one MONSTER with a Wounds characteristic of 12 wounds or less. Infantry models with more wounds take up the space of 3 models, so you can either carry 20 Termagaunts or 6 Zoanthropes. Regardless of any mission rules the unit can be set up in the first, second, or third turn. Once set up the embarked units must immediately disembark and cannot be set up within 9” of an enemy unit.The Tyrannocyte itself does have an OC 2 so you could potentially use it to deploy and then sit on a marker. Maleceptors – While not the most lethal, they can hold their own and provide a lot of synergy thanks to their Synapse aura and the enemy degradation. Imperial Knights are a horrible match up for us. Fortunately vehicles haven't been good for a while, but 'nids have always struggled to deal with big vehicles. With the new changes, we are even worse.

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Who can say for sure what could compel an entire species to make such a venture? Perhaps the Tyranids have already consumed everything of worth in their home galaxy and must find new feeding grounds or starve. Hive fleets travel at superluminal speed, though they never enter the Warp. Instead, by using the specialized psychic power of a selectively evolved Hive Ship called a Narvhal, they manipulate the gravity fields of star systems to achieve faster-than-light travel.

Less commonly, they are seen in battle bearing great wings, which allow them to swoop onto the battlefield and act as fast-moving assault troops and close-in air support. This variant is called the Winged Warrior by Imperial forces, or the Tyranicus gladius avius sub-species by Mechanicus Magi Biologis.

The Tyranids cannot be reasoned with, appeased or surrendered to. There can be no hope of mercy from such a foe. To face the Tyranids is simply a matter of survival: kill or be consumed. Some have even speculated that the Tyranids are in flight from an even greater threat, be it a cosmic disaster or another fearsome alien threat, and have risked the nothingness between galaxies rather than face extinction. Using these sensors, the Narvhal can detect new planetary systems at extreme interstellar distances. In some unknown manner it then makes use of the origin star system's own gravity and creates a compressed space-time transit corridor through which the Narvhal and other Tyranid bio-ships can traverse interstellar distances. This form of space-warping travel cannot be used near strong gravitational sources as they overwhelm the Narvhal's hypersensitive navigational sensors. This means that, by the time the Shadow in the Warp falls, it is already too late; these beleaguered planets are effectively on their own. They must fend for themselves and face the Tyranid swarm with the weapons they have to hand, or die in the attempt.

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