Warhammer 40k Tyranid Tactics - Elite Choices

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DocDarell (Over a year ago): - delete
What would be an good starting units in the elite area for an new tyranids army thanks
destuctir (Over a year ago): - delete
um mycetic spore is only 40 points
GrenAcid (Over a year ago): - delete
Matt, you are so wrong about Lictors and their SC.

http://thetyranidhive.proboards.com/index.cgi?board=Tactics&action=display&thread=30421

RESTORING THE FEAR!- topic about use of lictors.
Robal (Over a year ago): - delete
Like Mercy0fSpades already said most people play the YMGARLs wrong.. which is a shame, cause they are one of the best Elite choises in general..
Reason for that: They can pick on neary anything, come where ever you will need them and by that cover all the space you normale don't get fast enough and get killed before you can get to closecombat.
They are perfect to protect units that would be vaporated by enemy fire. Like the doom for example.

If you take elite then take the doom (for the reasons Matt already mentioned )and YMGARLs OR hive guard.
YMGARLs and the doom are great for fast cc-armies, hive guards for slower armies with only a few units from reserve. they are great for different types of armies but all three are really good.

If you really want to win use them. If you want to have fun or have a good plan. Lictors for example (especialy the deathleaper) are great combined with a morloc. even better then the doom
HellfuryX (Over a year ago): - delete
Is there a way to kill a squad of Terminators and Assault Terminators and a Predator against 3 broods of Genestealers and a Broodlord.
TheHiveMindsApprentice (Over a year ago): - delete
The Venomthrope could be useless, the only thing i use it to is giving my tyrant or small gants/Gaunts or anything other a 5+ coversave, so that could be a good thing.
warfreak (Over a year ago): - delete
at the end you were probobly tryind to tell camera man to end the vid
lizardboy (Over a year ago): - delete
Venomthropes are useful. bring a couple and make sure you have a unit of gargoyles or termagaunts within 6" of them and that'll ensure that they get a 5+ cover save and then you put your big monsters behind them to give them a 4 cover save. also a unit that tries to assault any unit within 6" of the venomthrope must take a dangerous terrain test.
kshaw20000 (Over a year ago): - delete
zoanthrope ftw.
Olinser (Over a year ago): - delete
Matt, you forgot the BEST PART about the Doom - he has a Psychic Power that is Strength = however many wounds he has (up to 10), AP1, LARGE BLAST. So if you kill 4 guys on the first round of combat, that is a S8, AP1, LARGE BLAST being thrown down. Entire units evaporate under that.

That being said, the Doom can be excellent, but he can also be a massive bust. I kept a running total for a few games, and out of 6 games he only made his points back twice. Of course you have the massive disruption factor of heavy weapons targeting him like mad to make that up. The big problem is that in a kill point game him + pod = 2 kill points that are both only T4, very easy to kill.

It is the same reason that Lictors and the Venomthrope simply aren't good choices for most games - a Lictor is a 65 point model that is T4 with a 5 armor and no invuln, and a venomthrope is a 55 point model with T4 with a 5 invuln. Statistically, a tactical squad of 10 marines with just bolters firing single shot will do 3 wounds to T4. With only a 5 , you'll statistically hit one, miss two. Bam, dead Venomthrope, and now nothing else gets that 5 cover save. Unless he was in cover, the Lictor got NO saves against those same bolters (only 5 armor remember), so he took the 3 wounds and is now dead. So statistically both of them will die in a single round of shooting from a vanilla tactical Marine squad - and that's not even taking into account rapid fire or other weapons. Compare that to Hive Guard, which I SWEAR BY, who are T6 (yes, an infantry unit is T6), which means bolters need SIX to wound, and heavy bolters still need a FIVE. A unit of 3 Hive Guard is almost as hard to kill as a Trygon - especially because, as Matt mentioned, you can park them out of LOS and nobody gets cover unless they are inside area cover between them and the Hive Guard.
alal249 (Over a year ago): - delete
It's pronounced like yimgarl
drukawski (Over a year ago): - delete
Regardless of when you decide from which piece of area terrain they will arrive, the agreement with your opponent as to what counts as terrain/area terrain takes place prior to deployment. I'd guess Matt was trying to convey only that because your decision is constrained by that earlier agreement regarding area terrain, its effectiveness is dependent on the Nid player making convincing arguments for as many terrain pieces as possible counting as area terrain, as well as the opponent then electing to deploy near area terrain.
patsimens2 (Over a year ago): - delete
yeah matt you should correct that because it makes a BIG difference on tactical maneurvre
patsimens2 (Over a year ago): - delete
@Mercy0fSpades:
I agree
Mercy0fSpades (Over a year ago): - delete
Howdy Matt!

Okay....that does it! I can't believe Matt, of all Nid players, get's the Ymgarl Genestealers wrong. In fact, it would seem that the whole net doesn't actually read their codex because nearly everyone seems to think that Ymgarl are placed BEFORE deployment....

Well, isn't that cute....BUT IT'S WRONG!!!

On page 61, under the Dormant special rule, sentence number 3. The Tyranid codex clearly states that it is only AFTER both sides have deployed that you secretly write down which piece of terrain the brood is hiding in.

Sorry if I came across a little aggressive but this is a common misconception that has been getting spread around quite a bit.

Please, Matt, find someway to amend this for the sake of new Tyranid players.

Ymgarl are awesome but only because we get to see where our opponent is going. Otherwise, it's just like rolling the dice.

Oh, and don't feel too bad about this, Matt, because the guys at Beasts of War had a TON of errors in their "dissecting" of the Tyranid codex. lol
mrcoyote (Over a year ago): - delete
Hi Matt, whats the best way to start a Tyranids army as a newbie to 40k? Thanks, Erik
Nawor (Over a year ago): - delete
@rangrok1k: Actually, Harpies are quite good and a great way to use the Fast Attack options (3 units that can threaten Vehicles at long ranges, easily move around, and only cost about 500 points). Gargoyles and Raveners and Shrikes are also good, but they threaten Infantry for the most part, not Vehicles.
rangrok1k (Over a year ago): - delete
Fast Attack is awesome! What you be smokin'!

Unless you talking about Spore Mines, Sky-Slashers and Harpies, in which case nvm
insectasaur (Over a year ago): - delete
ymgarl=pronounced as: (i'm-a-gir-L)
Serenet (Over a year ago): - delete
ORKS TACTICA WE NEED MOAR OF THEM WWAAAAAAAGH!!!
mo1 (Over a year ago): - delete
all i have to say is MARBO
MARBO always wins
vodimier (Over a year ago): - delete
question on doom that I had come up

If the enemy has wargear or special rules that allow them to reroll leadership tests, are those effective on the doom of malan'tai?
ninjia101 (Over a year ago): - delete
i am a dark eldar player and i found that the doom of malanti isnt as useful against certain armies like mine my best friend plays nids and he usualy doesnt play doom anymore but he use to play doom and he wouldnt kill many guys for dark eldar we can afford to lose a couple ppl we have good ld and we have lots of high power guns including 8 so he would kill 3 or 4 guys and then id kill the doom
claudixire (Over a year ago): - delete
of course u can play the doom in pod,until your enemy tells you that he dont allow u to use the "illegal" spore pod
Vishano (Over a year ago): - delete
Yay! finally more tactica!
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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: November 2, 2011
Views: 10,833
Rated: 12345 (14)

Matthew goes over the Elite choices for the Warhammer 40k Tyranids, and their strengths and weaknesses.

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