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GAMES WORKSHOP 99120106042" Tyranid Hive Tyrant/The Swarmlord Plastic Kit

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Even after a number of necessary targeted nerfs here, the Maleceptor still stands as one of the best models the Tyranid codex has to offer. Capable of manifesting two psychic powers and denying one, it also has the Encephalic Diffusion Psychic Action which reduces incoming range damage by 1 to all units within 6″ Aura. This can be helpful on the approach, especially if you pull first turn and combined with the multitude of other defensive buffs the Tyranid army has makes denting your beasts a real headache. Its Synaptic Imperative Psychic Oversight allows units to make a Psychic Action and still manifest powers ( though the Action does count toward the unit limit ); this is only going to be benefit Maleceptors unless you opt for a Warpcraft secondary. Channelling psionic energies into the mind of the prey organism, the synapse creature triggers encephalitic mutation. Raw grey matter gains rudimentary synaptic sentience and sprouts microscopic chitinous talons and fangs before attempting to chew its way out of its cranial prison. The codex also offers the option to forgo the “traditional” Hive Fleet and make your own out of list of three possible Biomorphologies: Hunt, Lurk, and Feed. The concept is simple, choose a biomorphology from one list to be your Hive Fleet Adaptation, choose one to be your Adaptive trait, and one to be the list you can select from when replacing the Adaptive trait. As noted previously, in Matched Play the Tyranid rules have been updated to force you to select your final trait pre-game, so for the purposes of competition you’re just choosing two. Catalyst (WC 6) – One friendly unit within Synaptic Link range gains 5+ feel no pain until the start of the next Psychic phase. If the unit is TITANIC , it’s a 6 instead. Basic and powerful, Catalyst continues to be a mainstay of the Tyranid powers. A

This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Hive Mind discipline. The Leviathan psychic power Hive Nexus allows a single CORE unit access to a different Synaptic Imperative for the turnIf every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it. An all-new and completely phenomenal game mechanic for 9th edition, Synaptic Imperatives allows Tyranid players to adjust to the state of the game and implement powerful army-wide buffs for the entire game round. To the dismay of Genestealer Cultists everywhere, this mechanic is only accessible if the army consists of only HIVE TENDRIL detachments and only if your detachments include a single choice of HIVE FLEET . This is a huge incentive to field your army as mono-faction mono-Hive Fleet and ditch the old 8th edition style of combining the best of multiple fleets.

Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. Gorgon is a poisonous fleet and it really shows in their bonuses, as it can tear down monsters and tough infantry in a sea of toxic talons but is going to have trouble against mechanized opponents. This is another fleet that really benefits large numbers of infantry and where Devourers might actually find some use ( probably not). Competitively, Gorgon sits at sixth out of seven Hive Fleets. If you’re considering fielding a horde, consider the Tervigon. It allows you to replenish your Termagants, grant a +1 hit bonus to a TERMAGANT unit, and its Surging Vitality Imperative can make a big different in board control. Its ability to hide itself behind larger Termagant units and its T/Sv make it very durable. It’s certainly not for every list, as its offensive output is comparatively middling for its overall cost, but it’s a must if you want to flood your opponents with bugs. Notable for being one of the best holders of Relic weapons outside of a HIVE TYRANT, Maw-claws of Thyrax and Heightened Senses can provide a high measure of consistency on a monster that can be very difficult to interact with in the right circumstances. One to watch as Tyranid lists evolve. Trygon PrimeTyrant Guard are the Hivemind's solution to the adaptive tactics of this Galaxy's prey after too many synapse beasts were lost to sniper fire as hostile food would target the big ones in the swarm Created as a mass of muscle and armoured chitn Hiveguard are sightless beasts slaved to the will of their attendant charge, usually a Hive Tyrant, putting themselves between incoming fire and the precious Synapse node. This plastic kit contains 102 components with which to make either 3 Hive Guard or 3 Tyrant Guard.

Bounding Advance (1CP/2CP) – During the Movement phase, one unit of HORMAGAUNTS automatically Advances for 6″ and may declare a charge that turn. This costs 1CP unless contains 15+ models, in which case it costs 2CP. If you’re fielding Hormagaunts that is a no-brainer in situations where you need to close the gap. Unless you have a perfectly healthy unit of upgraded ‘gaunts ready to bounce you’re likely sending them to their death, but hopefully they’ll gum up the works for a while. A- This model is point-cheap for what it can accomplish in the right circumstances. Players may get hung up on the Terror from the Deep ability that ( similar to other Orbital Bombardment -like rules ) places a marker and promises pain for any enemy units that are within range at the start of your next Movement phase. This ability can be good to deter your opponent from a location, but a lot of players are going to just accept this as the cost of play and move on. This is neat, but unless you start the ball rolling on the first turn doing this ties your monster up off-table for another turn and against enemy units smaller than five models it’s going to fail a third of the time anyway. If you really want to force mortals onto an enemy unit, get this into combat where its Distensible Jaws ability can put in some work. Now the Hive Fleet equivalent of a Space Marine Lieutenant, the Tyranid Prime is potentially a free slot so long as you’re fielding a unit of Warriors as well. Compared to the cost of a normal Warrior they’re probably slightly overcosted for what they bring to the table, unless you’re fielding a gunline in which case their Guidemind Imperative is very useful and probably worth considering. Tervigon The Passenger – An ADRENAL GLANDS bearer adds 2 to both Advance and charge rolls. Potentially great for putting pressure on an opponent with a speedy assault, especially with the large number of ways to further modify your charge roll. Unfortunately the big candidates for this will be wanting one of the other Relics most of the time and the aforementioned charge buffs mean its effect isn’t ultimately that special. B-Post-nerf its limited to two possible Psychic tests to trigger the Psychic Overload ability but this is still a huge threat when applied properly. In a vacuum pushing 6+ mortals is amazing, but it can take some maneuvering and wise opponents will shove forward sacrificial units to avoid taking damage on priority targets. These are a known threat through the competitive world, so expect it will take some effort to really make these shine. Units are treated as having the benefit of Light Cover, unless they already have Light Cover in which case they additionally have Heavy Cover. Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit (note that a unit cannot be affected by both this Stratagem and the Bounding Advance Stratagem, in the same phase).

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