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Games Workshop Warhammer 40,000 Tyranid Hive Guard

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If an intruder enters and proceeds towards the end of the HiveGate™, it reaches the internal entry to the hive. This internal entry should be positioned directly under the bee cluster, the largest concentration of bees in the hive. This is the KEY to why HiveGate™ is successful against robbing. When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker. The Tyrannofex is the toughest unit in the index and adds damage reduction to make it even harder to kill. It has three gun options including the anti-heavy weapon shown by the WarCom faction focus, the acid spray for killing elites, and a high shot weapon for clearing chaff.

Tyranid plants that burrow deep into the planetary crust releasing the gases trapped in this planetary layer. [9a] [9b] They spawn from the vast clouds of spores that Tyranids plant during the beginning stages of a planetary harvesting. [9a] [9b] Worth noting about this list is that I’m not sure 11 Hive Guard is the best all-rounder option, and I’d love to flex the second squad to 30 more Devourer Gaunts or 16 more Genestealers, but they provide a very strong answer to strong counter shooting lists, and indirect threats such as Rukkatrukks or Fliers when combined with the Malanthrope and Maleceptor combo. Your meta mileage may vary and we may find that in a post-Dataslate world that this changes. In the case where you play only 6, consider removing the Malanthrope and/or Maleceptor for options like the Neurothrope and Tyranid Prime. At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker. If you’re interested in delving further into how well Tyranids fare on the tabletop, we have a handy article just for you.From observations, the majority of wasps that enter the tunnel also exit the tunnel within 30 seconds! Tyranid Troops have basically come in three flavors for a while now—large swathes of hordes (very fluffy but up-to-now rarely competitive), smaller but still large numbers of Genestealers (occasionally competitive but easy to counter), or compulsory Rippers to fill slots and build detachments. The release of 10th Edition brings about a complete rewrite of every faction, and in this article we’ll cover how the Tyranids work. Games Workshop gave us a taste of what to expect in their Tyranid Faction Focus article, and we’re happy to report that the Hive Mind has a lot to be excited for. Whether your focus is on hordes of angry little bugs, a crushing stampede of huge angry bugs, or something in between, there’s something in here for you. Note: Every faction is going to receive a new 9th Edition codex eventually, so do be mindful that if you’re buying in with 8th Edition books you will find them obsolete within the coming year or two.

Tyranid plants that reach the upper atmosphere (and beyond). They link up with hive ships in low orbit, and then pump the biomass upwards to the waiting biovessels. [9a] [9b]

One of the final stages of 'Tyraniforming' a planet, used to convert consumed bio-mass into a form utilisable by the Hive Fleets. [9a] [9b] Your list can include as many of these as you like, but only 3 can be used a turn. So expect to see 3 of these in almost every list. The standouts so far have been:

Hive Guard play a crucial role in the final stages of a Tyranid invasion, when all of the planetary bio-mass the xenos have harvested and partially digested must be transported to the Hive Ships. In these last stages, enormous capillary towers and spore chimneys emerge from the ground, the former growing with astounding speed past the upper reaches of the planet’s atmosphere, to channel the processed organic soup to orbiting Hive Ships. The Exocrine remains a dedicated gun bug, with a large gun suitable for killing elite targets. When it hits a unit other units that shoot at the same target can re-roll hit rolls of 1. Here are a couple 1000pt lists created around some of the builds discussed above to give you an idea of what can be accomplished on what budget: Double-SC List the situation, though the Broodlord’s Mastery of the Shadows mildly suffers from not being able to provide turn one protection if you’re going second. The Maleceptor and Tyranid Prime are two units that didn’t see much play before Warzone Octarius that are worth familiarising yourself with as a Tyranid player as they provide new and interesting options for making shooting units like Hive Guard more consistent, or allowing melee units like Hormagaunts and Genestealers to punch well above their weight.Focal Essence (Maleceptor), which can be used to re-roll damage and add bonus AP for increased consistency on Hive Guard Enhancements replace the Relics and Warlord traits of 9th Edition, and are applicable to CHARACTER units which don’t have the EPIC HERO keyword. There are four options in the index. Sneaky players can use Alien Cunning to redeploy up to three units after both players have deployed their armies. Perfectionist players might want to use Perfectly Adapted to leverage one free re-roll per turn. Given the power of Synapse it might make sense to use Synaptic Linchpin to expand the Synapse Range of a model from 6” to 9”. Finally if a particular character is crucial to your force, you can use Adaptive Biology to apply Feel No Pain 5+ to the character (and it becomes Feel No Pain 4+ once it loses even a single wound). All of these abilities have a place and the optimal selection will likely depend on the composition of your army, although giving a Tervigon Feel No Pain feels like a massive boost. Datasheets Finally we have the big bugs, and given how Toughness and Strength have expanded it seems like these have the potential to be a major part of any army. The Great Devourer. Star Children. The Tyranids have many names. In a galaxy of inhuman dangers, the Tyranids are truly an alien race encroaching from outside of the known galaxy. Their invasions up to this point have been incredibly devastating and many researchers posit (albeit out of earshot of leadership) that what they have experienced thus far are small scouting tendrils of an overwhelming large existential threat. The name Tyranid is derived from the first planet which they were officially encountered, Tyran, which they promptly devoured.

As these towers and chimneys enable the Tyranids to achieve the ultimate goal of their planetary invasions, the Tyranids take particular care to defend these structures well. Indeed, the Hive Mind seems to have developed the Hive Guard specifically to fulfil the important function of standing watch over these towers. Typical of the ever-efficient Tyranids, Hive Guard have a very short incubation period and are spawned only when needed in the final stages of the harvest and only when the capillary towers and spore chimneys face an enemy threat.

Overview

This list makes the best of the two Start Collecting: Tyranid sets and two boxes of Termagants, giving you a decent core of Troops and good Synapse with some mean melee potential. You can use terrain to keep most of your models safe (or at least partially defended) and use the burrowing power of the Rippers and Trygon to spring a nasty second turn assault/objective capture. Using Synaptic Lure, your Trygons are going to have a decent chance of making combat from reserve at a rerollable 8″ charge. Fun, somewhat strong, and (important to a lot of players) relatively inexpensive. Mind Slave - non-Tyranid creatures controlled by the Hive Mind through the Mind-Slaver. [Needs Citation] Due to the nature of some of our products, certain items are collection only. These include Acetic acid and six frame nuclei. Seeing his own beehives being taken out by wasps made Kyle Atkinson – creator of HyfeGate TM– put his problem solving brain to work. The question was, why are robbing wasps and bees so successful? Why are the bees not able to defend themselves in certain circumstances? And what is the solution? The Harpy is still the other flyer, and at range it is effective against elite threats. It can perform bombing runs or deploy D3 Spore Mines at the end of a Normal Move.

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