Warhammer 40k Tyranid Tactics: Heavy Support Choices

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Top Comments

SlatzG (Over a year ago): - delete
Are you going to make a Tyranids army list Tactica video?

Other Comments

mrwells1946 (Over a year ago): - delete
Annoying I still have to watch adverts after being a silver subscriber
farmboy (Over a year ago): - delete
Hi matt. Im brand new to warhammer 40k. I have watched a lot of your videos and just started a tyraind army, how good is a barbed strangler compared to a venom cannon?
DocDarell (Over a year ago): - delete
What would be an good heavy choice for an new tyranid player starting his or her army out thanks
jpdinoryan (Over a year ago): - delete
Matt you should really show us your whole army please
Nkaiss (Over a year ago): - delete
Gameplay with tyranids!
chaos-havoc (Over a year ago): - delete
how to deploy
se7en_johndoe (Over a year ago): - delete
competitive army list please
junglejim (Over a year ago): - delete
can you please do wargear upgrades!! for all units
Solar-Alexius (Over a year ago): - delete
you could do an episode explaining how to put the units you've described working together and perhaps some tips to get more out of units that dont make the cut on their own, but would make great combinations. also, descriptions on strategies are always welcome.
snipayaface (Over a year ago): - delete
playing against chaos marines or space marines and i have seen carnifexes do much more i had seen a dreadnought explode and a land raider cop a giant beating
uutinen (Over a year ago): - delete
Merry Xmas, MWG!

Thanks Matt for all of your effort, very much appreciated!

Please make one vid about the army list composition; especially if you can separately advice on against mech list (such as IG) or mass list (such as Ork/Tyranid), and when VS gunlines.

Grave0 (Over a year ago): - delete
I at first thought the same about Carnifexs but i decided why not and gave them a try turns out if u use them to out flank Carnifexs they just steam roll tanks and gun-lines deep strikeing they tended to just get guned down but i beleave there power is in squads and out flanking with geanstealers makes them very effective

the mawloc i have only used once but they were interesting to use to say the least. long story short they spent the game chasing my oppents doom arcs around as they turbo boosted and i kept popping up at every turn by the time he stoped runing(or the found something else to attack once i realized it was turn 5) the game was over anyway
lizardboy (Over a year ago): - delete
@Sarcasm: 1 choice. Zoanthrope
Dominator593 (Over a year ago): - delete
matt do weapons
mongooli (Over a year ago): - delete
I assume you're adding the 6 bio-electric pulse shots with the 12 Containment Spine shots? If you read the weapon description for Containment spines on page 50 of the codex it clearly says "A trygon Prime uses the following profile when firing it's bio-electric pulse" and then goes on to show the profile. So no, Primes don't get 18 shots, they just get 6 extra shots and 6 extra inchs.
Fungling1 (Over a year ago): - delete
trygon prime actually has 18 shots(6+12)
check the codex
Erikjust (Over a year ago): - delete
Maybe a good video would be some overall strategy advice on how you play tyranids.
Go over their strength and weakness and provide some basic tactic advice that players can expand upon.
tyranidfan9 (Over a year ago): - delete
Dear Matt
I'm am new to 40k and have started with Tyranids. I regularly play against my 3 friends who are also new to 40k. They are Space Marines, Chaos Marines, and Imperial Guard. I can defeat the two Marine players most of the time but struggle against the IG player as he likes to stay on his table edge and gun down my poor gaunts and Genestealers before they can reach him. I try to use Doom of Malan'tai and a Trygon to break his lines but he just focus fires and kills them easily. What are some good ways to defeat an IG player that plays this way?
Azeebo (Over a year ago): - delete
Disagree with trygons.

They are not just GOOD, they are certainly GREAT. 6 wounds is nothing to be laughed at, it will take an entire armies worth of shooting to down a trygon and trygons are one of the only units that SHOULD take regen. If it survives (which is pretty likely) its going to regen wounds. On a good roll you could draw a lot more fire power next turn keeping your other big beasties alive. Trygons can hit just about anything and destroy them without question. Only unit i have seen take them out is TH/SS terminators and Power Klaw nobs since they are both extremely tough and pack far too many S8 armour ignoring hits.

Also, to keep your trygon alive ALWAYS buff with feel no pain and ALWAYS have a venom thrope nearby. 6 wounds on a 3+ save, 5 cover 4 feel no pain T6 and regeneration is laughably hard to take out.
Sarcasm (Over a year ago): - delete
Matt, I am starting a Tryanid army and I really need some help dealing with mechanized lists in 40k. It seems the majority of armies now are mechanized and from my experience Tyranids have a hard time with a large amount of vehicle units. Could you please create a video on how you deal with armoured vehicles and what tactics you employ?
Olinser (Over a year ago): - delete
@Ironcladman24, you're missing the point of what he's saying about Carnifexes. It's not that necessarily the Carnifex is BAD, they are just too freaking expensive for their worth. For the same point range, Trygon blows them out of the water.

With regards to the Mawloc, think about what is involved. Assuming you start him on the board, burrow on turn 1 to guarantee turn 2 appear burrow immediately, you will get turn 2, turn 4 and turn 6 (IF you have one) blasts. Full scatter, no BS reduction, so more than a couple inches and you probably aren't hitting anything. So for 170 points you get 2, MAYBE 3 S6, AP2 large blasts that more than likely will not land where you aim. Not exactly something to write home about. Can it be good? Certainly, but the Trygon is simply far better.

That being said, I always bring a pair of Biovores in my army. They might not be spectacular against Marines, but 4 out of 5 games they always make their points back, especially with a 48" range, which is HUGE for Tyranids.
Ironcladman24 (Over a year ago): - delete
I'm sorry about this comment Matt, but i really don't agree with your ideals on two things. The first being the mawloc, I always field one in each game i play and with its ability to disappear off the board is quite nice for distractions. The second is about the fexes, they are not that bad. tyranids are for the most part a cheap army so the high points don't bother me, and as long as they have some cover (mostly gaunts) they can get up close and dominate. I know its a long comment but it what i think. thanks!
Dane-gerousOne (Over a year ago): - delete
Wasn't sure where to put this, but your question about the reanimation protocols and the everliving rule is answered in the "Necrons" November issue of White Dwarf in the Battle Report, even if the squad is completely destroyed, a model with the everliving rule still has a chance to return, very much in the same way that your current MWG house rule allows.
JonkZ811 (Over a year ago): - delete
So you reviewed the Heavy Support choices but you never actually used the T-Fex? I can't believe you never even proxy a T-Fex. Same problem with Fast Attack, NO HARPY REVIEW!
arkangelable (Over a year ago): - delete
soory about my last comment i didnt hear him
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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: November 18, 2011
Rated: 12345 (12)

And finally we talk about the Heavy Support Choices in the Tyranids codex.

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