Tyranid Elite Tactics
Elite troops are very important to the structure of a Tyranid army. In most armies the Elite choices are chosen
to add colour or an extra edge. In the Tyranid army the Elite choices offer some of the more specialist Tyranid
creatures.
Hive Guard
The Hive Guard are a new addition to the 2010 Tyranid codex. Basically they are Tyranid Hive Tyrant Guard armed
with quite a rippy new gun.
Tyranid Lictor Tactics
Lictors are the sneaky assassins of the Tyranid army. Their chameleon scales ant ability to function away
from the Hive Mind make them great scouting choices.
Lictors add an element of surprise to your army. They Can be set up in a hidden location, even if the scenario
does not allow infiltrates.
What's New in the 2010 Tyranid Codex?
Lictors are one of the few Tyranid creatures that has come down in points. This is offset by the loss of the 5+
cover-save. This has been replaced with the generic 'Stealth' rule, and the loss of the 'Fearless' special
rule.
The Tyranid Lictor's Flesh hooks has gained a 6" shooting ability, and despite the short range, they can be
quite useful.
Lictor, like the Tyranid Warriors, has gained an extra wound. This gives them more survivability.
Lictor Tactics
Lictors use a different type of tactics to the main Tyranid army. Although there are now several Tyranid
creatures that can deep strike, the Lictor is the only one that has to deep strike.
Assassin
Lictors are good assassins. In a one to one fight, Lictors will wound or kill most of your opponent's
characters. Avatars and Greater Demons are edible with a bit of support. Beware of the character's bodyguard
retinue. If you are out numbered your chances of survival are slim.
If no valuable characters are available Lictors can tie up squads in combat. This allows your other troops top
close in. Remember that your enemy can not shoot through close combat. Choose a squad that is small enough so you
are not killed in one turn. Choose one in a position that blocks as many shots at your troops as possible.
Confuse and Distract
Even when your Lictor is not on the table it can distract your opponent. Decide at the beginning of the battle
if you want your opponent to know that you have a Lictor. If he does not know about it you can surprise him when it
appears. If he does know about it then he will be guessing where it is placed until it's on the board. Sometimes
you do not get the chance to keep your army list secret. In this case use the second tactic.
Causes Terror
Lictors do not have 'The Horror' Hive-Mind power, but they do look awesome and your opponent on his toes.
Pheromone Trail
With a greater number of deep strike troop available, the Lictor's ability to get your other deep-strike troops
in sooner is a great advantage. If you have a larger quantity of deep strike troops it may be worth leaving your
Lictor out of harms way just to do this.
IndependentThe Lictors are independent soles. Even if you have three in a elite choice, you can use then
on different parts of the battle field. Again beware, the Warhammer 40k game is biased so that having a large squad
of foot soldiers is better than having one or two 'super troops'.
Lictor Special Rules
The Lictor have an array of special rules. It's highly recommended that you get familiar with them.
Chameleon Skin
How can anything this big be so sneaky? With Secret Deployment, the Lictor has the best chance to worm its way
behind enemy lines to cause havoc. Be warned though, on its own Lictors are very vulnerable targets and its
toughness 4 is no that great. Beware of those scanners and flamers when you are setting up.
Stealth
Tyranid Lictors get the 'Stealth' special rule. This good if you are in cover, but no benefit out in the open.
So the best idea is to keep in (or near) cover!
Hit and Run
This allows your Lictor to leave an assault on your turn and hide / assault again / assault elsewhere.
Fleet & Move through cover
I will deal with these two special rules together. The Lictor is quite nippy around the table. This will effect
you tactics, specially if the gaming table has a lot of cover (jungle fight anyone?)
> Also see: 40k Sneaky Tactics
Tyranid Deathleaper Tactics
The Death Leaper is another 'Unique' Tyranid creature. Games Workshop has not released a model for the
Deathleaper, so it's another good opportunity to do some modelling. The Deathleaper is essentially a Tyranid
Lictor. There has been two different Lictor models (Mk1 and Mk2). The easiest option is to use a Tyranid Lictor of
a different type to your other Lictors. Of example I have two mark 1 Lictors, so I could get a Mk2 Lictor and
announce that it's a Death Leaper at the start of the game.
Tyranid Venomthrope Tactics
Tyranid Venomthropes are new to the 2010 Tyranid codex.
Venomthropes are impressive close combat creatures, but the greatest benefit of the Venomthropes is that it
gives a 5+ cover save to all broods with a model within 6".
Tyranid Zoanthrope Tactics
Zoanthropes are exclusively psychic creatures, they even move using their psychic powers (at normal speed).
Zoanthropes can be used to support the smaller Tyranid creatures as a Synapse creature and with the Catalyst
psychic powers, or support the army using The Horror or Warp Blast powers.
Close Assault skills
With a strength and toughness of four the Zoanthropes are as tough as a Space Marine and with a 3+ invulnerable
save and 2 wounds, they can be quite tough! On the whole Zoanthropes are general better out of combat in a support
role.
The Zoanthrope as a shooting creature
The Zoanthrope has two psychic powers as shooting weapons. You can only use one per turn.
The problem is that Zoanthropes have to take a psychic test and a ballistic test so the stats make it look like
they hit as often as a Space Marine, but the truth is that they hit slightly less often!
Another problem with shooting is that each turn that the Zoanthrope shoots, it can not run in the shooting
phase. This means that it is it danger of not keeping up with the rest of the army. Plan to use your Zoanthrope at
the back of the any, catching any stray creatures that have escaped the Hive Mind.
The Zoanthrope Warp Blast
The Warp Blast psychic power is an impressive mid range weapon. The Warp Blast is a S5 24" blast weapon that
will make holes in closely packed troops
The Zoanthrope Warp Lance
The Warp Lance is a S10 weapon that will damage the toughest tanks (even Bainblades!).
The Doom of Malan'Tai
Pyrovore Brood
Ymgarl Genestealer Brood
Even though they are making their first appearance in a codex, the Ymgarl Genestealers are not new, but very
old, appearing first in the 'Rogue Trader' version of 40k.
[COMMENT0000000688]
|