New Tyranid Army Lists, Part 4!

I have been making a series of short articles discussing some of the variety of options that the Tyranids now have available to them with the release of the new codex. My goal is to create competitive army lists in the 1850pt range using a variety of different units and combinations of biomorph options. I have been posting and discussing 2-3 armies each week, giving information on how to build the armylist, what it does and how to work it. As this is the final installment, you should know the drill by now. If not, go check out the other ones. Go ahead, I'll wait...

Armored Core

The Armored Core is a very unusual Tyranid army, based around a heavy concentration of firepower and some Victory Point denial. It will play totally differently than a regular Tyranid force.

Tyrant Venom Cannon/Devourer Enhanced Senses, Toxin Sacs, Extended Carapace
Tyrant Venom Cannon/Devourer Enhanced Senses, Toxin Sacs, Extended Carapace
Elite Carnifex Devourer/Devourer Enhanced Senses
Elite Carnifex Devourer/Devourer Enhanced Senses
Elite Carnifex Devourer/Devourer Enhanced Senses
3-4 Broods of Genestealers Extended Carapace
3xZoanthrope Warp Blast and Psychic Scream
Carnifex Venom Cannon/Barbed Strangler, Enhanced Senses, Extended Carapace
Carnifex Venom Cannon/Barbed Strangler, Enhanced Senses, Extended Carapace

The Armored Core list looks at first glance like a Godzilla army, or perhaps The Wall. It plays totally differently, however. The primary idea here is to overload one section of the enemy line with shooting. Meanwhile, the Monstrous Creatures are fairly resistant to taking damage, meaning that as the opposing army's power is being degraded by your shooting and you are getting Victory Points by taking out vehicles and squads, the enemy is getting very little in return. Damaged Tyranids can be maneuvered to be partly behind undamaged ones, partially blocking Line of Sight and keeping them alive and denying more VPs to the enemy. The concept of concentration of force is key here. If you simply line up across from the enemy army in an extended line, they will likely shoot you to pieces. The goal here is not to outshoot any army that comes along, it's to outshoot the section of the enemy line (hopefully only 30-40 percent of the whole force) that is across from you, while using terrain and range to block as much LOS as possible from the remainder of the enemy army.

There is a great deal of antivehicle shooting in this list, and it should quickly shut down all but the most intense mechanized list. In addition, the Barbed Stranglers and Devourers are highly effective at taking down enemy troops, even Space Marines and their cursed armor saves! Remember, though, most armies will still be able to outshoot you, if you let them get LOS to your force with most of theirs. Even if you can't totally block LOS to most of the enemy, you should be able to let range take care of some of it. (If you don't deploy in the center, one side will be out of range of all but their longest range weapons, and thus will be out of position to hurt you for a couple of turns while they reposition.) Being inside cover is also effective against all those heavy weapons that will be targeting you.

I debated taking other Troops in the army list. Generally, Monstrous Creature-heavy lists feature Rippers, because they are cheap and don't really do much anywhere else. For that matter, given Toxin Sacs and Spinefists, they actually can cause a fair amount of damage. Plus, of course, it's hard to pass up a unit that could be called a SpineRipper! On the other talon, Troops don't give the Tyranids much in the way of firepower, and this army needed an answer to units sent to hold up our Monstrous Creatures (since they've all got double weapon symbiotes, they have much less close combat punch than normal) or even try to take them down. Well, if you've been reading the rest of this series, you'll know that my answer to just about anything starts with a G... and ends with an -enestealer. Your Genestealers here will be "minefields" (thanks to Warpshadow member Darkfox for the idea) and will be BEHIND cover near your MCs. If an enemy unit gets within 13-18 inches of them, they can charge in and kill it. Otherwise, they stay out of LOS of the enemy far back from all the shooting. You could get fewer Genestealers and instead get some additional protection for your MCs. Tyrant Guards are very cheap and effective, and the Heavy Support Carnifexes could also get Bonded Exoskeleton or Reinforced Chitin or something to keep them alive longer. The Elite Carnifexes cannot afford to do this, however, so protecting the big Carnifexes might get them killed off more quickly.

One thing to remember with this list is that you don't have to kill off all of the enemy. You only need to kill enough of them to get a good lead in Victory Points. If you kill 3 vehicles and a couple of squads for, say 700VPs, and the enemy takes out all 3 of your Elite Carnifexes for 339pts, you've just won. To do this effectively, you want to deploy in a fairly tight group, just spread out enough that all the MCs have LOS around each other. Use some cover to "anchor" one side of your formation, so that it shields your MCs from some of the enemy firepower. Concentrate everything on the units across from you, and try to kill 1 thing at a time. If there are three squads in front of you, don't fire a little bit at each one, smack one squad with everything that you've got (starting with the Devourers, so they can be in range) until it is completely dead. Then lather, rinse, repeat. You may find yourself in the unique position of having an enemy army advance on YOU to try to counter the tactic. Enjoy the novelty, then send in the Genestealers.

 


Synergy Spearhead


As I was looking at the new codex, I realized that there were quite a few biomorphs and options that worked better if there was more than one kind of Tyranid in the area to take advantage of them. A chief example would be Feeder Tendrils, which let units hit most enemies on a 3+, regardless of Weapon Skill. The models and broods that can get Feeder Tendrils, however, are mostly WS6, meaning they hit pretty much everything on a 3+ anyway. However, since there is an area of effect to it, other nearby broods that don't have such a high Weapon Skill can benefit from it. Another example would be Psychic Scream, which greatly increases the chances (among other things) of an enemy unit breaking from combat. This gave me an idea, which is, generally speaking, a Bad Thing :)

 

Hive Tyrant WS, S, I upgrades. 2xScything Talons, Implant Attack, Toxic Miasma, Psychic Scream
Tyrant WS, S, I upgrades. 2xScything Talons, Implant Attack, Toxic Miasma, Psychic Scream
3xLictor
10x Genestealer Extended Carapace
10x Genestealer Extended Carapace
10x Genestealer Extended Carapace
Elite Carnifex 2xScything Talons, Tusked, Flesh Hooks
Elite Carnifex 2xScything Talons, Tusked, Flesh Hooks
Carnifex Venom Cannon, Scything Talons, Tusked, Flesh Hooks
Carnifex Venom Cannon, Scything Talons, Tusked, Flesh Hooks
3xZoanthrope Psychic Scream Warp Blast

The concept here is to make several "force packages" that support each other and carve through the enemy army in a single, concentrated Spearhead. Make 2-3 groups, each positioned close to the other. Each group will consist of at least 2 Monstrous Creatures and something that has Initiative 6. The Zoanthropes move along behind the groups, trying to stay mostly screened from enemy fire and within the protective umbrella of Synapse provided by the Tyrants in case something does get to shoot at them. You will want the Lictors to be roughly in between the groups, so that their Feeder Tendrils allow all the Carnifexes to hit most opponents on a 3+. Each grouping should be able to take down something like 5-7 Space Marines on the charge, then count as 20+ models for outnumbering purposes and give up to a -5 penalty on Leadership tests. When the enemy runs, chase them down with those Initiative 6 models and keep going.

Against armies that are Fearless or have And They Shall Know No Fear, with decent size squads you will probably end up stuck in combat with them during their turn, then kill them off and be ready to move again on your turn. SWEET! On the other talon, against armies that do not have such rules, you will likely end up out in the open after taking down that enemy squad, if you can't consolidate into a nearby enemy squad. If this is going to happen, you want to take out as much as you can to limit that return fire. If you can hit two units at once (perhaps by using some Genestealers to bridge the gap) you have a good chance of taking both squads out when you win the combat and run them down. Even Imperial Guard can't afford to give their squads away as 2 for 1 specials very long! Aside from uses like this, your Genestealers will mostly be skulking around behind your MCs until they get into the enemy lines, then they can chow down.

The Great Devourer

This army is another very unusual list, and comes to us courtesy of Warpshadow member Vsurma, though I have "evolved" it to have a bit more shooting. This is a truly shooty Tyranid list. Like all Tyranid lists, however, it cannot hope to outshoot Tau or Imperial Guard. It can, however, hope to scare them away!

Hive Tyrant 2xDevourer Enhanced Senses Toxin Sacs Extended Carapace Psychic Scream
Hive Tyrant 2xDevourer Enhanced Senses Toxin Sacs Extended Carapace Psychic Scream
Elite Carnifex 2xDevourer Enhanced Senses
Elite Carnifex 2xDevourer Enhanced Senses
Elite Carnifex 2xDevourer Enhanced Senses
20xSpinegaunt Spinefists Scuttling
20xSpinegaunt Spinefists Scuttling
20xSpinegaunt Spinefists Scuttling
20xSpinegaunt Spinefists Scuttling
20xSpinegaunt Spinefists Scuttling
Ravener Scything Talons Rending Claws
Ravener Scything Talons Rending Claws
Ravener Scything Talons Rending Claws
3xZoanthrope Psychic Scream Warp Blast
Carnifex Venom Cannon Devourer Enhanced Senses
Carnifex Venom Cannon Devourer Enhanced Senses

The 100 Spinegaunts use their Scuttling ability to get closer to the enemy and tie up particularly nasty units in assault early on. They want to avoid blocking all LOS, however! The real focus of this army is to force the enemy to take morale tests for shooting casualties. Morale tests that they will be at -5 on. Thus, they start to run away. If they are close to the board edge, they can run right off the board. By the time turns 3 and 4 roll around, your Psychic Scream umbrella should reach all the way back to their board edge, so anything that panics will have almost no chance of recovery.

You can use the Spinegaunts to engage those units with the most firepower, and let your shooting take care of the rest as your MCs advance in a block similar to that of the Armored Core. Unlike the Armored Core, however, you want to spread your fire a bit, as long as the enemy is within your Psychic Scream range. This way, as many squads as possible will be forced to take Morale tests at up to -5, which should force quite a few fallbacks. Yes, this means you are letting the Food get further from you, but that's okay, those that fall back off the board edge are destroyed and the ones that don't will have a poor chance of rallying until they get out of range of your Psychic Screams. Note too that Falling Back units that are within 6 inches of an enemy model cannot rally, even Space Marines will continue to Fall Back. Remember where your Spinegaunts are and you can herd the enemy right off the board. Once the unengaged models are escorted from the board, you may turn your attention to any units still tied up by Spinegaunts. While all this is going on, your 3 Raveners, each in it's own brood, can either help the Gaunts or claim objectives as necessary.

Astute readers will notice that there are only 2 Synapse Creatures in this list. Escalation, at first glance, would seem to be pretty harsh on this list. Actually, however, it shouldn't be bad at all. Even though the Gaunts have a measly Leadership 5, I can simply choose to not move them during the first turn and wait for my Synapse to show up. Since Gaunts that don't move may Lurk, they will get +1 to any cover save and not have to check for Instinctive Behavior. I would expect to get one of my Tyrants on turn 2, which would start the Gaunts moving towards the enemy lines. In the meantime, if some of them get shot, who cares, they're just Gaunts! Normally, Monstrous Creatures are very concerned with Escalation missions, since it means they get a turn or two less movement and are then unlikely to reach the enemy lines. Since this list features a lot of shooting, however, there is much less concern, they will move and shoot as they enter the board edge, projecting their firepower over a greater distance than they could with close combat.

If more firepower is what you are after, you could make this a MUCH shootier list by replacing the Spinegaunts with 72 S4 Devourergaunts. In this armylist, the Gaunts are part of the shooting design, instead of being intended to tie up the enemy. This time they will set up in cover, outside of Synapse range and Shoot! When they can Lurk (that being the "outside of Synapse range" part) they will get a bonus to their cover save, making them rather difficult to kill, and a brood of 11 should drop 2 Space Marines per turn. That may not seem like much for 110pts, but it's quite survivable and on squads that started at less than 10, that's 25% casualties, which means another Morale test!

And so, my children, thus are some of the myriad guises The Great Devourer can take in it's quest to scour the galaxy of life. I hope you enjoyed my look at the new codex and some of our great new options. As always, if you have questions or suggests, please find my email below.

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