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Games Workshop Warhammer 40,000 Tyranid Hive Guard

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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 Tyrannocyte can carry up to 20 INFANTRY or one MONSTER with a Wounds characteristic of 12 wounds or less. Infantry models with more wounds take up the space of 3 models, so you can either carry 20 Termagaunts or 6 Zoanthropes. Regardless of any mission rules the unit can be set up in the first, second, or third turn. Once set up the embarked units must immediately disembark and cannot be set up within 9” of an enemy unit.The Tyrannocyte itself does have an OC 2 so you could potentially use it to deploy and then sit on a marker. Before we begin we’d like to thank Games Workshop for providing us with a review copy of the Index for review purposes. When you start building your list for Tyranids, I’d suggest deciding on your secondary detachment preferences at the outset, as these will inform how you build your primary Leviathan Detachment. The main options I like for this are either a Genestealer Cults detachment to provide Ambush Markers for turn 1 protection, which promotes a more defensive “castle” playstyle and offers Lying in Wait for objective plays and A Plan Generations in the Making for disruption; or a second Tyranids Detachment for the consistency of newly unmodified 6s Symbiostorm on a squad of Hive Guard, likely with a Synaptic Link Tyranid Warriors squad to support. This option allows a second very consistent squad of Hive Guard and some psyker disruption. This does risk splitting your defensive buffs and synaptic links, which don’t cross the keyword.

Most of the other 9 th edition core rule changes are generally applicable to every army–if you’re not up-to-date I highly suggest you go read up on them. Due to the nature of some of our products, certain items are collection only. These include Acetic acid and six frame nuclei. With the release of Warzone: Octarius the Tyranids faction received a very real power boost. Notably it’s one that drives Tyranid lists away from the traditional Kraken + Kronos core by using the Hive Fleet Leviathan Supplement to provide power without doubling down on existing subfaction synergies. Leveraging the power of the supplement as well as the new Synaptic Links manages to feel similar to previous iterations of the codex’s greatest hits without being straight 1:1 upgrades. She believes it is possible, but it will take a hivemind mentality to do so. “There’s a lot that humans can learn from as a societal structure, from honeybees themselves,” she adds. Psychophage – Devastating against psykers and offering a Feel No Pain aura, these guys are a useful addition to any army.Focal Essence (Maleceptor), which can be used to re-roll damage and add bonus AP for increased consistency on Hive Guard Mastery of the Shadows (The Broodlord), which lets you give Light, Heavy and Dense (non-Monster) to any unit One-third of the food we eat is at risk because the climate crisis is endangering butterflies and bees Tyranids have access to a large number of multi-wound INFANTRY options, some of which are incredibly strong. Expect to see at least some of these units in any list.

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. Also, genestealers have both been on 25 mm and 32 mm. (Personaly i bought some conversion rings to upgrade my stealers to a bigger base. While it is often worse from a strategic perspective, it is so much better from a visuel estetic. And claws do mo mash together.) I do belive some things are missing from that list: Gargoyles has the flying base (32 mm.) Hive guards, tyrant guards and carnifex have multiple bases. Being 50 mm, 50 mm and 105mm x 70mm ovals respectivly. 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.They spawn from the vast clouds of spores that Tyranids plant during the beginning stages of a planetary harvesting. [9a] [9b] On the other side, they’re good hurting some hard-to-chew sneaky targets, like flying and/or cc specialists units with 2-3w, like shinning spears, tomb blades, agressors. Ignoring LoS is a big deal, and the range, while not great, is decent, and can be combined with onslaught (and with opportunistic advance, to threat almost any place of the board).

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