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

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Synaptic Ganglia – PSYKER units can re-roll failed Deny the Witch tests and also increase the range of any manifested power by 3″. The Tyranid already have a number of anti-Psyker abilities, so this isn’t critical, especially considering a good number of matchups may not have Psykers at all… D Feed Biomorphologies 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. Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army that is within 12" of a friendly LEVIATHAN SYNAPSE unit. Until the start of your next Command phase: The Maleceptor is great under any circumstance but its a real standout when combined with applications of a Neurothropes Warp Siphon to force through as many Psychic test rolls of 7+ as you can. Pyrovores

These little jerks have been given a shot in the arm this edition, improving their armour save to a 5+ and toting legitimately dangerous S5 AP-1 guns. When the codex first hit the power on fleshborers was a surprise, as the Armour of Contempt rule had not yet hit. Now that many factions can waive the AP on their guns, Termagants do feel slightly overcosted for what you’re getting depending on the matchup. That said, they are perfectly serviceable for action-doing, holding points, or applying some chipping damage in a pinch. “Okay” in a competitive list to fill a Troops slot, mandatory in a horde list that looks to use Tervigons. Hormagaunts Adaptive trait – Units may re-roll one hit roll in the shooting and fight phase. A solid general benefit that we see in many factions, this is best applied to units with a small number of very powerful shots ( i.e. heavy venom cannons). If you’re not fielding many of those, consider swapping this out for another option. B 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 are the general rules that can apply to many Tyranid units you’re going to see on the table. Death From Below is a bit of an oddball, in that it gets a special mention here but its related ability Death From Above does not. Regardless, these are important rules you’ll want to know offhand to speed up your play. Synapse (Aura) Augmented Ferocity – Units add 1 to charge rolls. Simple and very powerful. Combined with the various abilities to re-roll or further modify charges, this goes a long way to taking the chance out of the Charge phase. APsychic 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 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 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 Synaptic Lynchpin – The WARLORD increases any Aura ranges and Command phase abilities that specify range by 3″. Very minor improvement and not worth your time. D

If that MONSTER model has the HORNED CHITIN keyword, on a 2-4, that enemy unit suffers 3 mortal wounds; on a 5+, that enemy unit suffers D3+3 mortal wounds. There 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… This, right here, is THE Synaptic Imperative . All others pale in comparison to the capability to reduce incoming damage for a round by up to 33-50%*. Typically utilized in the first turn unless you or your opponent are playing really cagey, apply this imperative when you’re going to be taking the heaviest fire. Competitively, it’s almost assumed that you’re going to be fielding a unit of Zoanthropes for this every time. The actual unit its tied to is great on its own, but if it was just 150pts for this alone it might still be worth it. It’s that good. Use it. A+

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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 Hive Fleet Adaptations: Rather than take one of the ‘big 6’ Hive Fleets, choose two rules from this section to make your own. I’ve chosen Prey-sight (seen above – Ed.) and Metamorphic Regrowth, which lets all models in your army heal a wound at the start of your turn! Bio-artefact Relic: Preceptic Node – Allows one CORE or Character unit within 6″ to fire on an enemy unit appearing within 18″ from reserves. The concept is nice, but in execution it is highly situational and pales when compared to the other general relics available. D

The unit you selected gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker. 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 Blessing: Onslaught has a warp charge value of 6. If manifested, select one friendly < HIVE FLEET> BEHEMOTH GORGON HYDRA JORMUNGANDR KRAKEN KRONOS LEVIATHAN unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase: Behemoth offers a powerful punch for those players that prefer close combat and competitively the fleet sits at the third most popular. KrakenThese 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

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