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

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That’s been the defining weakness of the faction since their inception, so that’s not really a surprise Competitive Rating Even after a number of necessary targeted nerfs here, the Maleceptor still stands as one of the best models the Tyranid codex has to offer. Capable of manifesting two psychic powers and denying one, it also has the Encephalic Diffusion Psychic Action which reduces incoming range damage by 1 to all units within 6″ Aura. This can be helpful on the approach, especially if you pull first turn and combined with the multitude of other defensive buffs the Tyranid army has makes denting your beasts a real headache. Its Synaptic Imperative Psychic Oversight allows units to make a Psychic Action and still manifest powers ( though the Action does count toward the unit limit ); this is only going to be benefit Maleceptors unless you opt for a Warpcraft secondary.

HQ: Neurothrope (Power: Onslaught, Power: Catalyst, Power: Paroxysm, WLT: Synaptic Tendrils, Relic: The Resonance Barb) 100pts, -2CP Resonance Barb – If the bearer is a PSYKER it adds 1 to Psychic tests and knows one additional psychic power. Note this doesn’t allow you to manifest an extra power, just know another one. A solid buff on a Neurothrope for a +2 bonus to any Psychic test. B Warlord Trait: Perfectly Adapted – The Warlord can re-roll one of the following per battle round: hit, wound, damage, advance, psychic test, saving throw. In a vacuum this is a nice trait, improving the reliability of a critical action, but compared to the other general traits there are better options. C Psychic Power: Symbiostorm (WC 7) – Improves the Strength of any ranged weapon by 1 for one unit within Synaptic Link range. A simple buff that many different units can use to great effect. Anywhere the bump is going to take your critical wound rolls into the next category is going to be the obvious choice; various S5 guns into T3 models, S8 into T8, etc. Very useful. A HFA: Hyper-aggression – Units gain +1S on the turn they charged, were charged, or performed a Heroic Intervention. This is generally going to be a fantastic trait for improving wound rolls, as it puts lesser infantry into S4 territory and pushes many stronger units over the edge as well ( Adrenal Glands Tyranid Warriors with Boneswords wounding T8 on 3+, for example). ANorn-Queen • Hive Tyrant • Neurotyrant ( Neuroloid) • Broodlord • Neurothrope • Tervigon • Tyranid Prime • Trygon Prime • Malanthrope Modern Tyranids have the potential to excel in almost every phase, and competitively it’s recommended you plan your list around this concept. All of the strong units are good enough to just brute force a win in many circumstances, but you’ll find that top players bring other tools along with them to play better to the mission. Leaning too hard into Nidzilla territory means secondaries are more difficult, but leaning too hard into the horde can mean you don’t have damage output necessary to clear important targets. In the end, it’s all about proper balance. Warlord Trait: Endless Regeneration – At the start of each Command phase, the user regains up to d3 wounds. If you intend to bring a leader-beast along for the ride, this is a serious survival boost. Likely not worthwhile on small HQs if you’re avoiding monsters, but if you’re bringing along a HIVE TYRANT this is definitely something to consider. Doesn’t help you if your WARLORD is blown off the table by heavy fire, but what will. B

Now the Hive Fleet equivalent of a Space Marine Lieutenant, the Tyranid Prime is potentially a free slot so long as you’re fielding a unit of Warriors as well. Compared to the cost of a normal Warrior they’re probably slightly overcosted for what they bring to the table, unless you’re fielding a gunline in which case their Guidemind Imperative is very useful and probably worth considering. Tervigon Long the butt of many jokes, the current codex has raised the Tyranid faction to a legitimate powerhouse. So much so that the faction has taken a few nerfs across both army rules and point values to reduce their overall power. Even post-nerf, the bugs are still sittin’ well toward the top of the win lists–feel free to take a gander over at 40K Stats if you’re interested in some of the hard numbers.Voracious Appetite (1CP) – A MONSTER unit can re-roll wound rolls in melee. A golden classic. Critical for pushing wounds on tougher targets and offsetting applications of Transhuman Physiology or its equivalent. A Psychic Power: Psychic Shriek (WC 6) – Select one enemy unit either in Synaptic Link range or within 18″ of the PSYKER. Roll a d6 for every HYRDRA INFANTRY within 3″ of the unit and 3d6 for every HYDRA MONSTER within 3″. Every result of 5+ inflicts a mortal wound ( up to a maximum of 6). If you’re already swarming an enemy line, this power can go a good way toward tearing down tougher models. It’s a little awkward in terms of how many models you’re actually going to get within 3″ if they’re not engaged, but the Hive Fleet has speed on its side. B+ Exoskeletal Stabilisation – Models do not suffer hit roll penalty for Advancing or moving and firing a Heavy weapon. MONSTER models do not suffer a hit penalty for firing Heavy weapons in Engagement Range. If you’re fielding horde/elite infantry, advancing and shooting without penalty is great as Tyranid guns are strong and more speed on the table is an obvious win. B+ Synaptic Enhancement – The model gains the Shadow in the Warp special rule and SYNAPSE keyword. Great for extending your Synaptic Link chain and handing out imperatives at better range. Especially good on Harpies against factions with psychic units, as you can ram some Shadow down their throat early. This will notably also give you 1-3 fails to wound as Leviathan. A+

Stratagem: Deepest Shadow – If an enemy psyker fails a psychic test within 18″ of a KRONOS PSYKER , inflict d3 mortal wounds and until the end of the phase any additional failed tests within that same range also inflict d3 mortal wounds. Against psyker-heavy armies this can potentially be very, very strong if dropped in right location, especially considering Shadow in the Warp and the Psychic Augmentation Synaptic Imperative can take tests to a -2 modifier. This is all well and good, but be mindful of matchups–this is worthless against an army without psykers and if they only have a few it’s not going to be all that impactful. B Leviathan 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

Tyranid Warrior ( Shrike) • Ravener • Genestealer • Gaunt ( Termagant • Hormagaunt • Barbgaunt • Neurogaunt) • Ripper ( Sky-Slasher) Psychic Scream (WC 5) – An enemy unit within 18″ suffers d3 mortal wounds and if that unit is a PSYKER and the roll result exceeds the units Leadership score the unit losses access to one psychic power randomly for the rest of the battle. Typically used to just force some extra wounds as a cheap “second” Smite . The random power loss is generally not going to be a thing and planning on it for any reason is just inviting disappointment. B Relics Psychotropic Venom (1CP) – In the Morale phase, select one non-VEHICLE enemy unit in Engagement Range of a LASH WHIP or TOXIC LASHES unit. That enemy unit subtracts 2 from its Leadership characteristic and subtracts 1 from Combat Attrition tests. If you’ve put some hurt into an enemy unit with lash-havers and want to force greater losses ( especially on large units), that has some potential. B

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