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

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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- For its role this model is actually rather good, but completely overshadowed by its counterpart the Harpy and probably isn’t going to see the table anytime soon. The Crone provides some decent mid-range anti-infantry shooting and is a special threat to models with FLY , hitting at 2+ and able to assault across the board. Bonuses to VEHICLE and FLYER models are also nice, but at the end of the day they’re just not going to outperform the shooting found elsewhere. Harpy Subterranean Assault (1CP) – During the Movement phase when a TRYGON or TRYGON PRIME model is set up on the battlefield, select a Troops unit in Strategic Reserves. That unit may be placed anywhere wholly within 9″ of the TRYGON or TRYGON PRIME and not within 9″ of enemy models. This strat requires heavy investment and the payoff is pretty underwhelming. Deep striking a Troops unit is a nice idea, but when you have to pay the points to place the Troop unit in Strategic Reserves in the first place. D Units are treated as having the benefit of Light Cover, unless they already have Light Cover in which case they additionally have Heavy Cover. 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)

The Hive Mind is so staggeringly complex in its power and construction that it either drives most psykers insane or kills them. The only known agent of the Imperium of Man believed to have looked upon the Hive Mind and retained his sanity is Chief Librarian Tigurius of the Ultramarines. This could be due to his uncanny talent for making accurate predictions in general, but the accuracy and frequency of his knowledge concerning the intentions of the Great Devourer seem to show he has indeed tapped into the Hive Mind, a feat thought possible only by a psyker possessed of power equivalent to that of the Emperor of Mankind. Blinding Venom (1CP) – Use this Stratagem in the Fight phase, select one enemy unit in Engagement Range of any GARGOYLES unit. Until the end of the phase, that enemy unit subtracts 1 from its hit rolls and hit rolls cannot be re-rolled. In a pinch this is nice survivability bump but at the end of the day your T3 Sv6 models are probably going to die. B-An armored advance by the Iron Hands faces off against the Tyranid onslaught. Credit: Warhammer Community. Adaptive Physiology: Dermic Symbiosis is a dead cert for a monster heavy army. Whichever beast you apply it to gets a 5+ invulnerable save and doubles the number of wounds remaining for the purposes of its damage table. Nice!

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.

Contents

Onslaught (WC 6) – One unit within Synaptic Link range does not suffer the hit penalty from Advancing and is eligible to declare a charge if it Advanced. Fantastic utility power and critical to have in your Psychic arsenal if you plan on making charges at any time. A+ Warlord Trait: Insidious Threat – One unit within Synaptic Link range of the bearer can ignore the benefits of cover. Another situational capability for the Hive Fleet, but potentially very helpful in digging out some of the tougher units that can rely on cover for added bonuses. Worth the CP? Probably not. C- To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. Pheromone Trail (1CP) – Select one enemy unit within 6″ of a LICTOR model during the Charge phase. Each time a friendly unit attempts a charge that targets that unit add 2 to the roll result. If you’re fielding a LICTOR ( likely Deathleaper), this is a great utility strat you can make some good plays with in the right circumstance. B 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.

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. HormagauntsBoth of these Stratagems can normally be used once in Combat Patrol and Incursion games, twice in Strike Force games, and three times in Onslaught games.

Gestation Sac – Allows the bearer to perform an action in the Shooting phase to spawn d3+1 Ripper Swarms within 3″ of itself and not in Engagement Range at the end of the phase. A sneaky way to drop some models onto an objective before leaving for a charge, increases models to outnumber your opponent, or potentially score Engage on All Fronts when you would otherwise not. B Stratagem: Opportunistic Advance – A Stratagem that allows a unit to advance 8″ and ignore the shooting hit roll penalty for advancing. An incredible Stratagem that provides something in a game of chance you rarely get: a guaranteed result. Powerful for a variety of purposes, including zooming already fast melee monsters into combat in combination with the Onslaught power or opportunistically ( see what we did there ) snagging an objective in range. A+ 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. BLIVING ARTILLERY units can be included in a HIVE TENDRIL detachment without breaking Hive Fleet Adaptation or Hyper-Adaptation, though they can never benefit from them themselves.

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