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40k 8th ed Codex Review: Tyranids Part 1

Hey everyone, Reecius here with a smokin’ hot review of the new Tyranid Codex! Follow me on a journey of horror as we explore the depths of the hivemind…

As always, check the Tactics Corner for more great articles, reviews and lists.

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Overview

Wow, another absolute gem of a codex! Games Workshop has been hitting it out of the park these days and this is no exception. Much like the Eldar Codex (which you can read the 3 part review of here, here, and here) the Tyranid dex really changes things significantly for the Nid enthusiast. From big points adjustments, stat tweaks, rules changes and of course, the addition of the all important 8th ed Stratagems, Relics, Warlord Traits and Hive Fleet Adaptations–AKA “Chapter Tactics”–to allow you a degree of customization never before seen in a Tyranid army. It really is an exciting time to be a bug player, and for those of us who’ve been fighting the good fight with them for years like I have, get ready to get pumped as you’ve got more options and combos available to you than you’ll know what to do with. Let’s get to it!

Army Wide Special Rules

These are mainstay abilities but absolutely fantastic. Synapse gives you incredible control over your units and helps to combat enemy psychic powers which in this 8th ed meta are linchpin components of many list strategies. If you can put the kibosh on Warptime, Prescience, Quicken, Doom, Null Zone, etc. it can win you the game.

Warlord Traits

Some solid options in there! I personally am drawn to Heightened Senses and Alien Cunning. With Alien Cunning you can plop your Flyrant down in a great position to hit some key enemy units if you go first, maybe even luring your opponent into moving our of position or to counter that unit. If you end up going second, put him in reserves! If you go first? Attack! It’s a no lose proposition. Interestingly, this is also the trait the Swarmlord comes with. If you have solid terrain in your deployment zone, this is another great ploy, as you can put him out in the open in a great position, and if needs be, put him on the other side of the table or behind cover. It allows you to start him on the table without having to use a Tyrannocyte.

Heightened Senses is pretty self-explanatory, and is especially powerful with the increase of armies that rely on that -1 such as Alpha Legion, Alaitoc, etc. It is very effective on the Flyrant (who is most assuredly back, baby!) as stated earlier. With dual Devourers or Deathspitters, he can mow through infantry ignoring penalties (which includes those from advancing, too, making this threat range massive) but it gets really exciting with the vastly improved Heavy Venom Cannon, Stranglethorn Cannon and the relic versions of these which get VERY powerful. We’ll dig into these further as we go, but get hyped for shooty Tyranids!

Stratagems

Hive Mind Discipline

The Nids have some cool and very effective psychic powers to add into their chest of tools.

Some great choices here. The go to powers are Catalyst, the Horror and Onslaught, but, the others all have their place, too. The fun thing with Nids is that your main units are typically also Psykers and so you end up with casters in abundance as well as plenty of opportunities to toss Smites around in addition to the extra damage Paroxysm allows you to deal.

Hive Fleet Special Rules

One of my favorite things about Tyranids is how hard it is to choose a Hive Fleet! They all have something cool to offer and the bug player will be hard pressed to choose. I have found that Nids really want to use multiple Hive Fleets for different portions of the army, but, also want lots of CP! It can be a tough balance to strike but in my mind, that is successful game design as you don’t want something that appears to be clearly better.

Behemoth

Wow, what a great combination of abilities! Behemoth is a great choice for a melee Nid army. Obviously, re-rolling failed charges army wide is bad ass, especially for units coming out of reserves like Hormagants with a Tyrgon, etc. which when combined with Adrenal Glands for +1 to charge rolls means you can play ultra aggressively. However, the stratagem is killer with a big unit like Hormagants or Genestealers, or even just Termagants. Combo this with the Caustic Blood stratagem and a wimpy little unit like Termagants can spell the death of Berzerkers! Or, use it on a unit like a Thornback Carnifex (oh, yeah, and there are LOTS of types of Carnifexes now, muahaha!) that potentially does D3 Mortal Wounds on a charge to Infantry and you can plow through some tough units like Bullgryn, or just take out even more Devastator Marines, etc. Also, the Warlord Trait combined with Toxin Sacs and you do an extra 2 Damage on a 6+ to wound. Take this with the Reaper of Obliterax and you do a mighty 8 Damage on a 6 to wound, lol! Or, take their relic, the Scythes of Tyran on a Hive Tyrant for example, and he goes up to Strength 8, and generates additional attacks in addition to getting +2 Damage if you want. This is all around, a great Hive Fleet for the “traditional” style Tyranid army.

Kraken

Again, a great set of abilities to build an army, or a detachment around. Leaving combat and being able to charge is stupid good, and often gets missed. But the tactical advantage it gives you is incredible, particularly for units that can fly such as Gargoyles or a Flyrant. I cannot tell you how frequently people forget you can do this, and thinking they’ve got you pinned down in melee are shocked to see you leave and go charge another unit! Additionally, the increased Advance rolls are great not only for units like Genestealers (who can advance and still charge) but for units trying to grab objectives or to get in to range to shoot. Pair this with their stratagem to double that number and things get loopy real quick as you roll 3D6, take the highest then multiply it by two, lol. Genestealers can go 20″ and then charge another 2D6″. Toss in the Swarmlord, and it gets bananas. However, it’s not just Genestalers, use it on any unit that has Onslaught on them and get a similar result. A unit of Tyranid Warriors with Onslaught and Opportunistic Advance can move and advance, fire normally, then charge, going potentially 30″, lol. Tyranids are FAST. Additionally, the relic is incredibly good, especially when combined with a Venomthrope or Malanthorpe for a -2 to hit. Kraken may not seem mega powerful at first glance, but on the table it provides the skilled player with incredible tactical options.

Leviathan

Leviathan is nice and easy. You don’t have to build your list for it, you can take pretty much any list and simply make it tougher, which is solid. The Warlord Trait is essentially a free CP a turn and as their Stratagem also encourages a melee Flyrant, you should be using it often as you will find yourself in melee a lot to trigger it. Speaking of the stratagem, it is quite good as it impacts multiple units and gives re-rolls to all of them when attacking a unit you really want dead for only 1 CP. This is not a flashy Hive Fleet, but getting a 16.6% increase in durability and fun upgrades for a melee Flyrant makes it a very easy Hive Fleet to put on the table and have fun with.

Gorgon

This is another fun, straight forward Hive Fleet that is also quite good. Re-rolls of 1 to wound in melee is awesome, and requires very little explanation. However, a killer combo is so use Genestealers (or any unit with Rending Claws) that also has Toxin Sacs, and apply their stratagem when attacking a multi-wound model, and just shred them with not only the additional damage on a 5+ but also the additional chances to trigger it with the re-roll. This REALLY helps against vehicles and similar units. If you use the Warlord Trait and Relic, you can get your Warlord stuck in, dealing additional damage and getting tougher as it takes damage (which remember, you have the Rapid Regeneration stratagem to heal!). This Hive Fleet is great for melee oriented Tyranid army or detachment that wants to get the most out of any type of wound mechanism such as Rending Claws.

I think you can make a strong argument for Jormungandr being the strongest Hive Fleet for a TAC style army. The reason I say this is that it gives you good offense and defense. Counting as being in cover is great if you find yourself going second or just for shooting units that are camped out near something already giving them a -1 to be hit for some excellent defense on any table regardless of terrain. 2+ save Tyranids monsters is no joke. Couple this with their Warlord Trait who camps out with them to increase their damage output and you have a winning combo. Their absolutely awesome Stratagem allows you to put units anywhere on the table and then when it comes time to hunker down on objectives, can do so even in the open and increase their defense. As there is no limit on what types of Infantry units come in using the tunnels, you have loads of options including Venomthropes for more defense, or Pyrovores, Tyranid Warriors, etc. It is an extremely flexible rule set.

Hydra

This is a solid combination of rules and abilities and, obviously, is geared towards a horde style of play. There are quite a bit of tricks available to you but for me, it screams to be used with a Tervigon who makes very good of the Warlord Trait due to having 14 wounds, and can regenerate Termagants, who benefit a great deal from Swarming Instincts. Also, obviously, any large model count unit does quite well and Genestealers, Hormagants, etc. will become vastly more powerful with these buffs. Lastly, I really like their relic which when put on a unit like a Flyrant, makes it quite deadly. Generally speaking though, this makes for a good, aggressive small bug list.

Kronos

Wow, these are some seriously bad ass abilities! First of all, that Stratagem is incredible, particularly when combined with the Warlord Trait and Shadows in the Warp. They can just shut down the psychic phase if positioned correctly. Many armies really rely on their psychic abilities and as such, this provides a very powerful defense. A Flyrant deep-striking in can greatly disrupt enemy psykers and to a lesser extent, so can a Trygon Prime, etc. The re-rolls of 1 to hit in the shooting phase if you hold still is incredible for units like the Tyrannofex (who can now get 6 strngth 10, AP-3, D6 damage shots!), Exocrine (who likewise can shoot twice if he hold still and use the Pathogenic Slime stratagem to really crank up the damage), Biovores, Hive Guard, etc. to tremendous effect. Kronos, more than many of the other Hive Fleets, really wants to be a Spearhead detachment and pack in some heavy hitting ranged units with perhaps a Hive Tyrant to drop in and take advantage of the incredible psychic defense they have to offer. And that Balethorn Cannon vs. the right enemy is awesome, Daemons, Harlequins, etc. are all terrified of this thing!

Whew! Part 1 is now done, stay tuned for part 2 inbound very soon!

 

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