Tyranid Tactics for Warhammer 40000 8th Ed

If you have ever wanted to side with the alien in the ‘Alien’ film series, or you just like the thought of playing giant monsters rampaging across the gaming table, eating everything in sight, then the Tyranid army is for you! Also see: Warhammer 40000 7th edition tactics Also buy: Discount Index: Xenos 2 rule book from Element Games General Tyranid Tactics Tyranids are, on the whole, a close combat army. The sooner you get your Tyranids in to assault the better. There are exceptions to this rule. Some larger creatures have shooting weapons as well as close combat weapons, and some are dedicated artillery, but on the whole these are support creatures to your main assault. While you are rampaging across the table you will be on the receiving end of a lot of gun fire. Do your best to start the game as close to the enemy as possible. Also do your best to hug and cover. This will help to get as many of your Tyranids in to the fight as possible. Tyranid Abilities There are a couple of general rules that cover all, or just about all of the Tyranid units. One is Instinctive Behaviour’ and the…

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WH40k 8th Edition Tactics

Warhammer 40k 8th edition Dark Imperium Rookbook

The new release of Warhammer 40000 is apon us! These tactics are written using the new 8th edition of the WH40k rules! Also see: Warhammer 40000 7th Edition Tactics What is Warhammer 40000? Warhammer 40000 is a table top wargame played with models, dice and rulers. It is set in a dark gothic version of the far future. In this future the human race has expanded to fill the galaxy, meeting several different races, most of whom want to kill them! However after this glorious expansion the human civilisation collapsed. In this game you join either the human race or one of the various alien races as humans try to rebuild society, mainly by beating everyone one else up! What is Warhammer 40k 8th edition? The first release of Warhammer 40000 in 1987 was called ‘Rouge Trader’ and this was a role playing game with a bit of skirmish table top fighting thrown in. In 1993 Games Workshop took the game and re-wrote it to be a fully fledged tabletop battle game called Warhammer 40000 2nd edition (WH40k 2nd edition), and when I started playing WH40k. This became an instant hit. On the back of this game Games Workshop sold…

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Loads More WH40k Pre-release Updates

Games Workshop Community Pages have not been holding back with Pre-release drip feed updates on the new Warhammer 40k version. In the last few weeks we have had updates about all the different turn phases, and so far, I like what I see! Since my last article on the new Warhammer 40k release we have had articles on the shooting phase; assault phase, vehicles and monsters, moral and break tests, amongst others.  Now we are getting updates about how GW see the new rules affecting the different existing armies starting with the armies that are seen to benefit most from the new rules. Shooting Phase After the Movement and Psychic phase article was released the next article covered shooting. On the expectation that these articles are released in some semblance of order, I expect that there will be a separate psychic phase after themovement phase and it will not be handled in a command phase like Age of Sigma (boo!). The shooting phase has changed a bit moving closer to what we see in Age of Sigma. The main feature is that the members of a unit can choose different targets.  This means that heavy weapons will be more useful…

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Wh40k Update News – Phychic Powers!

Soul Steal Spell

Games Workshop have released details of the new Warhammer 40k psychic phase, and as expected they are looking a lot like Age of Sigmar psychic rules : https://www.warhammer-community.com/2017/04/28/new-warhammer-40000-psychic-phase/ The similarities to Age of Sigmar magic are: A set number of psychic castings per model 2D6 to cast Everyone knows one or two basic psychic powers, probably plus a signature psychic power. What we don’t know is if there will be a psychic phase, or if the psychic phase will be rolled in to  a command phase like Age of Sigmar. Personally I think that the Age of Sigmar combined command and psychic phase is working very well and I hope that this has been brought over to the new WH40k! Smite is Right! Smite is the power that all the psykers will know, and it does look like Arcane Bolt with 18″ range and an extra kick if you roll 10+. It is probable that 18″ will be the standard distance for psychic powers and dispels / deny the witch. If 18″ is the standard distance then it will be awfully close. Standard weapons range is 24″ and I don’t see that changing. Also 18″ is on the edge of…

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WH40k Update Official News Released

Warhammer 40k Dark Vengeance Box set

We all know that it is time for Warhammer 40000 to be updated. It has been 3 years since the 7th edition came out and that was a fix release from the 6th edition that came out a year earlier! Don’t get me wrong, the 7th edition of 40k has been very popular. The addition of objectives forced gun-line armies out from their barricades and give assault based armies an even chance. The move away from Standard formation armies to factions and themed armies has added co;our to the game too. However to keep the game fresh the rules need to change and grow from time to time, and basically the time is right! Here is the latest post on the changes due in the next version: Warhammer 40,000 News from AdeptiCon From the post I suspect / expect that Games Workshop will be taking some of the best bits of Age of Sigmar and bringing them back in to Warhammer 40,000. The first on the list was the recognition that the Generals Handbook and the ‘3 ways to play’ have been a great success in Age of Sigmar. I do have to echo this recognition too. The simple free…

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WH40k (7th Ed) Imperial Agents Tactics 

Over the years Games Workshop have created a number of auxiliary Imperial Forces that are not quite big enough to warrant their own Codex, but are too fun to play to drop completely. These include The Sisters of Battle, Assassins, The Legion of the Dammed, and Inquisition, amongst others. Recently Games Workshop have done the right thing by bringing all these factions in to one Codex, Codex: Imperial Agents. If you have been collecting Warhammer models for a while, or you have one of the boxed games that have these units in, you will want this updated Codex with the latest rules and updates. Imperial Agents General Tactics The Imperial Agents are not designed as a stand alone army. This does not mean that you cannot use them on their own. It’s just how they are designed, so let’s have a look at this first. Imperial Agent Factions Cult Mechanicus: Mechanics with optional labotomised heavy weapons. Aeronautical Imperialis: Fire power on the wing and good for fast troop transportation too. Adeptus Astra Telepathica: Imperial Psykers that come singularly or as brotherhood of psychers. Adepta Sororitas: Guard in Power Armour, or low point Marines? Make of them what you will. They…

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WH40k Chaos Space Marine Black Legion Tactics

If you have been playing Chaos Space Marines for a while and you are looking to add a bit more character to your army then you may be interested in the Black Legion Black Legion Codex Supplement that adds extra rules for the Chaos Space Marines that follow Abaddon the Despoiler and the Sons of Horus (a Chaos Space Marine army and not some Heavy Metal pop group!). The rule for the Black Legion come from the Codex Supplement: Black Legion. You can buy this from the Black Libaray to download, or from online stores like Element Games. You will need the full Codex Space Marines to use this supplement, so make sure you have a copy of that first, or easy access to a copy! What’s in the Codex Supplement? In the Black Legion supplement you get : Black Legion special rules. Chaos Space Marine Artifacts for the Black Legion. Black Legion Warlord Traits 7 Black Legion formations 8 Black Legion themed Missions Black Legion Tactical Objectives Chaos Artifacts of the Black Legion The Black Legion supplement comes with rules and points for 6 Black Legion artifacts. You do not need to limit yourself to these artifacts if you…

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Great 4 Handed game highlights armies strengths and weaknesess

On Saturday we had a great game of Warhammer with 2 Chaos forces ( Chaos Space Marine and Daemons of Tzeentch) face 2 forces of Order (Using AoS) armies of Space Marines and Tau. Richard and I had a quick pre-game match to get use to our new armies. Ghks was the first time I have played Chaos Daemons in 40k so I was flipping back and forth through the Codex getting use to the Daemon Special Rules. Richard also got to grips with the raft of new weapons availible to the Tau since the last Codex. In the afternoon Lee and Mark arrived for the main battle royal. Lee brought Space Marines with him and Mark had Chaos Space Marines. This is what Richard had suggested would be the case so no big surprises there. As Richard and Lee where long time 40k comrades and because it made a better match to the background fluff Richard and Lee teamed up as the forces of order against Mark and I who where the new comers championing  the forces of Chaos. My first surprise was when I saw the army that Mark brought. As we where playing 1000 points per player…

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WH40k Genestealer Cults are Back!

Genestealer Cult Acolytes

Yes the original Tyranid army ‘Genetealer Cults’ are back and they are bigger and sneakier than ever. As the vanguard of the Tyranid collective, Genestealers hide on floating space hulks and stowing away on unsuspecting commercial scavenging space craft. When these salvage ships land on a populated planet the Genestealers slip off the space craft and slip in to the dark recesses of the spaceport. From these dark recesses the Genestealers hypnotize those at the lower edges of society, infecting them with the Genestealer DNA. The of spring of these thralls are the Hybrids that become the core of the insurgent army that will disrupt the defence forces just as the Tyranid main force arrives. I have added a new Genestealer Cults Tactic page with loads of hints and tips. Also see: Genestealer Cult Tactics Also buy: Discount Genestealer Cults from Wayland Games  

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Tyranid Genestealer Cults Tactics

Warhammer 40k Genestealer Magus Psyker

The Boys are back in town! Tyranid Genestealer Cults are back! If you know me you may know that I started playing Warhammer 40k with the original Space Hulk boxed game in the mists of history so the re-appearance of Genestealer Cults brings a sense of joy. Anyway, on with the important bit, the Genestealer Cult Tactics! As always, these notes are written with the expectation that you have access to the Codex: Genestealer Cults book and the main WH40k rules. Also buy: Discount Codex: Genestealer Cults from Wayland Games Also buy: Discount Warhammer 40k rule books from Wayland Games What are Genestealer Cults? Before the Tyranids existed as a WH40k army Games Workshop released a board game based on 40k ( as they do from time to time ) called ‘Space Hulk’. The first variant of Space Hulk had two expansion sets. One called ‘Deathwing’ ( introducing the Dark Angel first company ) and one called ‘ Genestealer ‘ that introduced Genestealer Cults to the 40k universe. Warhammer.Wikia has a detailed page on the history the of Space Hulk game. Over time this army sported off the Tyranid army that has mainly superseded them. Now with a new boxed…

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