276°
Posted 20 hours ago

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

£9.9£99Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

The Passenger – An ADRENAL GLANDS bearer adds 2 to both Advance and charge rolls. Potentially great for putting pressure on an opponent with a speedy assault, especially with the large number of ways to further modify your charge roll. Unfortunately the big candidates for this will be wanting one of the other Relics most of the time and the aforementioned charge buffs mean its effect isn’t ultimately that special. B- 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 This is a solid, if dry, mid-to-late game imperative. Almost every Tyranid army you’re going to see on the table is going to include at least one unit of Tyranid Warriors, so this is going to be a bread and butter imperative you’ll have on hand. B Psychic Oversight (MALECEPTOR) That’s been the defining weakness of the faction since their inception, so that’s not really a surprise Competitive Rating 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

As mentioned above in the Warp Shielding entry, Zoanthropes are almost mandatory in every competitive Tyranid list. Come for the Synaptic Imperative , stay for the easily-achievable “super” Smites! The Warp Blast ability improves your Psychic test result for any Witchfire power or Smite , adding +1 for every Zoanthrope model in the unit ( up to +3). Better still, the mortal wounds inflicted by the unit are increased by one for every remaining model ( up to 3 again). As the magic number here is three you’re mostly going to see MSU here, extra models are only going to help you keep your bonus topped off if you start losing models. One unit is usually enough, but doubling up on them might be worthwhile if you want to put emphasis pushing mortal wounds ( if you do be sure you have a Neurothrope with Synaptic Tendrils around to grant Warp Siphon to both ). Only one HIVE TYRANT can be included in each HIVE TENDRIL detachment in your army. If your army contains one or more HIVE TYRANT models, one of them must be selected as your WARLORD . Gorgon is a poisonous fleet and it really shows in their bonuses, as it can tear down monsters and tough infantry in a sea of toxic talons but is going to have trouble against mechanized opponents. This is another fleet that really benefits large numbers of infantry and where Devourers might actually find some use ( probably not). Competitively, Gorgon sits at sixth out of seven Hive Fleets. Psychic Power: Hive Nexus (WC 7) – Allows one CORE unit to benefit from an inactive Synaptic Imperative . This took a bit of a nerf, as it was being abused by Maleceptors, but it is still a really damn good power to have on hand. There are a number of Synaptic Imperatives that are useful at any given time, and being capable of doling them out as-needed ( without a reuse limit) is very strong. Indefinitely 5++ Tyranid Warriors, anyone? A Warlord Trait: Lethal Miasma – The Warlord can inflict mortal wounds to nearby enemy units within 3″, 1 mortal wound on a roll of 2-5 and d3 mortal wounds on a 6. Considering the many sources of mortal wounds the Tyranids are capable of, this isn’t going to be super useful. Depending on the matchup, your Warlord is likely going to end what its targeting and if you’re charging it into multiple units to inflict chip damage they’re likely not long for this world. C-Psykers add 1 to Psychic tests and Deny the Witch tests. Models gain a 5+++ against any source of mortal wounds. Those are some fantastic tips from three people who know a thing or two about Tyranids. In each case, they’ve discovered loads of new ways to customise your army in Psychic Awakening: Blood of Baal. 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 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

Units are treated as having the benefit of Light Cover, unless they already have Light Cover in which case they additionally have Heavy Cover. HQ: Winged Hive Tyrant (Adrenal Glands, Power: Psychic Scream, Power: Onslaught, WLT: Adaptive Biology, Relic: Reaper of Obliterax) 225pts, -2CP At the tail-end of their 8th Edition rules, both of these Lord of War models got a bit of a revival thanks to Crusher Stampede. Unfortunately in 9th Edition they suffer from some targeted rules excluding TITANIC models from upgrades and powers that would make them a much more competitive choice. Some of the Hive Fleets do offer some interesting interactions, so there might still be some potential here, but there have not been a significant number of competitive lists featuring these huge investments. Harridan (Forgeworld) Spore Clouds (1CP) – In the Movement phase, when a SPORECASTER unit is selected to Remain Stationary. Until the start of the next Command phase, add 6″ to the range of the unit’s aura abilities. Not something you’re commonly going to need unless you’ve somehow overextended yourself in a way that your Venomthropes could stay put. C- 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+

Phil

These units can be selected to be held in reserve, and can instead be setup outside of 9″ of enemy units in during the Reinforcement step of the Movement phase. This is the traditional “deep strike” mechanic. Synaptic Link Note that the models that can use these abilities are based on a KEYWORD , which means both the Swarmlord and Winged Hive Tyrant have access to Relentless Ferocity by virtue of having the HIVE TYRANT keyword. An armored advance by the Iron Hands faces off against the Tyranid onslaught. Credit: Warhammer Community. 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 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

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment