Archive for the ‘Tyranids’ Category

40k Codex Releases and Necromunda

If you have been hiding under a rock lately, Necromunda is getting a revamp which is going to excite everyone and the next five codex releases have been annouced. You can see the direct linked information below but let’s look at what books are being released next:

  • Death Guard
  • Adeptus Mechanicus
  • Eldar / Aeldari
  • Tyranids
  • Astra Militarum

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Forgeworld – Tyranids

Everything for Tyranids.

Malanthrope and Dimachareon

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Forgeworld – Tau Y’vahra Battlesuit, Malanthrope and Meka Dread

Another set of Forgeworld datasheets.

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Tyranids and Genestealer Cults – Full 8th Edition Rules

Full rules for Tyranids and Genestealer Cults. Love new Hive Guard – 48 pts and 36″ range.

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Imperial Knights, Space Wolves and Tyranids – 8th Edition Leaks

They just keep rolling in. I wish someone would learn to camscan.

From Warhammer 40000 FB group:

Gallant: 389.
Errant: 430
Paladin: 463
Warden: 471
(+5 for Gauntlet upgrade)
Crusader: 508 for Thermal, 540 for Battlecannon

And that’s without Carapace weapons.

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8th Edition 40k – mini-preview Tyranids


  • Synapse allows you to ignore the Morale phase;
  • Swarmlord is base 9″ move, T6, W12, S8, A7, Sv3+/5++ (4++ in melee) with 2+/3+ to hit in melee / shooting;
  • Swarmlord has three levels, losing 2″ move, 1S, 1A at 4-6 wounds and a further at 1-3 wounds;
  • Swarmlord attacks are Ap-3 and D6 damage;
  • Catalyst still provides FNP (ignores wounds on a 5+);
  • Hive Commander (which the Swarmlord has) allows one unit to move again during the shooting phase;
  • Genestealers still have Rending (-4AP on a to wound of 6) and have a 5++;
  • Genestealers gain +1 attack if they are in a unit of 10+;
  • Broodlord gives Genestealers +1 to hit and they are 3+ to hit base;
  • Genestealers can charge after advancing;
  • Hormagaunts and Genestealers have an 8″ move;
  • Tyranid Warriors remain T4, W3.

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Tyranid Dataslates (Rising Leviathan) – Digging through them all

Games Workshop identified (let’s give them the benefit of the doubt, come on…) Tyranids needed something to make up for their complete lack of Ally options. So they gave them 15, read 15, 15 Dataslates. That’s a lot and we can hope one of them would actually be good and naturally some of them would just be bad.

Shockingly, this is the case. Let’s have a look at each one and how they might be applied for the good ones. You can see all the details here on the forums.

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Tyranid Rewrite 2: Playtest version


So with some of the kinks- and most of the errors, oversights, and omissions- worked out, we’ve got a more or less functional version of my fix for the Tyranid codex worked out. There are still some issues to be addressed, which we’ll talk about later, but it should at least be more or less be working. This is the point at which lists can really be written and general power level addressed, so if you think you’ve found something obviously broken, by all means bring it up.
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A Fix for Tyranids, in the Preliminary State

So the Tyranid book has been out for a bit yet, and I think it’s becoming obvious- the book is subpar. Not merely “waah it’s not the strongest book” subpar, but a rather bland and uninteresting codex overall. It lost a lot of options from the last book while gaining… not all that many things, and certainly not things that would make it competitive in an environment that is strongly tilted towards shooting armies. I won’t say it’s completely without legs- Venomthropes, Crones, Flyrants, and Gargoyles all have their uses- but with weak scoring, vulnerability to its own special rules, and lack of options to deal with many of the typical builds these days I don’t think it’s going to do much better than the previous book when fighting the mechanized armies of the day.

So, with that in mind, I’ve set out to try and fix the Tyranid book and make it more viable. Perhaps this is largely a futile effort, since getting any kind of homebrew rules accepted by the community at large is extremely difficult, but there is enough backlash over the issue- and GW is withdrawn from organized play enough- that it is not utterly outside the realm of possibility. Thus I present my humble attempt at solving the problem.
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Guest Article – Thoughts on Hive Guard

By Babelfisk

Since the new Tyranid codex came out I’ve spent a lot of time thinking about Hive Guard.  In the last codex they were an essential part of a nid army. Although they have taken some hits in the new book, I think they remain a key part of a Tyranid player’s tool kit.

First up is the BS reduction.  It hurt to see it, but on reflection, I don’t think it matters much.  Against AV 11, a Impaler Cannon fired at BS 4 averages 4/9 of a hull point per shot fired, or 24/9 (~2.6) hull points per squad of 3 Hive Guard (6 shots).  At BS 3, the Hive Guard do 1/3 of a hull point per shot, or 2 hull points per full squad.

This means that, on average, at either BS 3 or BS 4, a full squad of Hive Guard is not able to kill an AV 11, 3 hull point target.   A similar situation occurs with AV 12 targets.

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