The Tyranid Hive 7th Ed Rules / 6th Ed Tyranid Codex Tactica
Aug 7, 2014 13:08:53 GMT
gingerwerewolf and telios like this
Post by tylertt on Aug 7, 2014 13:08:53 GMT
Hey everyone, I've noticed a lot of new members coming in here, and a lot of people are asking questions that a nice tactica thread would help answer.
So I decided to piece together our next edition tactica thread, taking up the mantle after the amazing thread Infornography made for our previous dex in 6th edition.
**** THIS IS A WIP FOR THE NEXT FEW DAYS SO I APOLOGIZE IF I MISSED ANYTHING ****
**** ALSO IF I MISSED ANYTHING, OR YOU FEEL SOMETHING SHOULD BE CHANGED, PLEASE POST BELOW AND ALSO WHY IT SHOULD BE CHANGED ****
Color Code:
Green - Strong/Great
Teal - Good
Yellow - Situational/Mediocre
Pink - Hard To Use/Bad
Purple - Rarely Fielded/Awful
Hey everyone, thanks for taking the time to read this tactica thread, as it is my goal to carry on these threads from infornography, as it is all his design and we owe him thanks for this.
Now the one thing to point out for newer players is that a lot of the options in here may work well for some, and not well for others. This all comes down to your local gaming scene, and just how tough the competition is. This is referred to as your 'local meta'. Some gamers have a lighter meta that focuses more on the fluffy side to the game, while others focus more on the competitive side of things. My goal for this thread though is to give you a good idea of the basic options and how they are viewed generally in a semi-competitive environment.
I hope this helps a lot of new players feel less intimidated by 40k, and to help people gain a good grasp on the Tyranid codex.
*** Please note that due to fortifications are not covered in this tactica thread at this time. They may be added in the future. ***
Psychic Powers
Powers of The Hive Mind
- Dominion (Primaris)
Dominion is a blessing granting us a boost to synapse range. Dominion is a power that Tyranids are going to constantly have possession of, due to us only having access to our own psychic tree. Dominion can be a useful power in the right situation, and could very well save you from your army eating itself/doing nothing. However being that psychic powers are much harder to cast now in 7th edition, you may find this power may be rarely used as you toss more dice towards more key powers like catalyst, or paroxysm.
- Catalyst
A blessing that gives us feel no pain to the caster, and also one other near by unit. Easily our best power as feel no pain can save us, and the fact it goes on caster and target both is extra gravy. Being warp charge 1, this is easily one of our most desirable powers.
- The Horror
The Horror is a malediction that causes the target to take a pinning check at -2 Ld. While this sounds like it could be huge to have, often times it is rarely used due to situations in the battle. You may face armies that are almost completely fearless/unaffected by pinning, which makes the Horror a nigh useless power. However when it goes off, the payoff is excellent. Use it to pin key targets, or simply just to pin a unit and prevent over watch.
- Onslaught
Onslaught is a blessing that can be used to allow the target unit to run and then shoot. This is a extremely effective power as it lets Tyranids gain extra ground, and still take the shots they need. In combination with a Flying Hive Tyrant, this allows them to easily get rear shots on vehicles for example. Overall a super effective power to have.
- Paroxysm
This is a malediction power that causes a target to loose D3 WS & BS. This is a extremely effective power, as it can help us fight against super shooty armies, or even give our MCs the edge in CC.
- Psychic Scream
Psychic scream is a nova power which makes the target take a ld check at -2, and for every point the target(s) fail by, they loose a wound with no saves allowed. This power is very hard to use due to its limited range. The only real platform it would work on would be a Flyrant, due to his speed.
- Warp Blast
Warp Blast is either a small blast or a single high Str low AP shot. While on paper this looks like a nice power, it simply just has a lot of room for error. Being warp charge 2, it can be hard to cast, and also you still need to roll for hit, wound/pen, and then saves come into play. When it works though, it does wonders.
Tyranid Bio-Artifacts
-The Maw-claws of Thyrax
Our cheapest bio-artifact. This one is good to help get preferred enemy quickly, and also give rending to the model. Overall it is not that great due to the only platforms being able to use artifacts being better shooty platforms. However some say that when equipment on a Trygon Prime, there is a bit of success.
-The Miasma Cannon
Our only shooting artefact is the Miasma cannon. Being that it always wounds on a +2, and also has a template or 36" blast option, it makes for some versatile options. This weapon is used to build the Templant load out for the Hive Tyrant. This is also a solid option for the Trygon Prime, and the Tevigon as well. You can come up with the Trygon Prime near a nice densely clumped target and get some decent results.
-The Norn Crown
While on paper this artefact looks like a good choice, it is very over costed for what it does. Giving you bonus synapse range is decent, but with the new rules of always having Dominion on all of our psykers, you can almost save these points and put it somewhere more effective.
-The Ymgarl Factor
This option is another over costed artefect. While it does have some cool rules of being able to switch from +1Sv, +1S, and +1T in close combat, it is tough to use as most of the time the units with this upgrade don't live to see combat. It can be a fun option to use for sure, but in terms of overall effectiveness on the table, not so much.
-The Reaper of Obliterax
This option suffers from most of the same issues as the above option. A little over costed and most platforms not seeing combat too often can make it hard to use. However it can be used on a flying Tyrant effectively to make a mean hunting machine. Others report success on Trygon Primes, which it could work on. Overall, not a strong competitive or strong option to take.
Units
HQ
-Hive Tyrant (Flyrant, Walkrant, Dakka Flyrant, Templant)
By far the strongest unit in our codex. This guy packs a MEAN punch when equipped with wings and x2 TL Brain-leech devourers. The walking version is not quite as effective, but some have had good results. Overall, if there is a must take/have for every Tyranid army, it is the Flying Hive Tyrant.
Options
--Hive Commander
A solid upgrade option for the Tyrant if you have a durable/effective unit to outflank behind the opponents deployment. However with the risks of the unit not coming in and the points cost for the upgrade, it can become very situational.
--Indescribable Horror
A terrible option to take. It is rare for anything to be charging your Tyrant, and if it is charging your Tyrant, then it generally is not scared and wants to be there.
--Old Adversary
This upgrade used to be effective when it granted preferred enemy to shooting & Melee. In our new book it only affects melee, which the Tyrant honestly does not see often. However if you run the Tyrant as a melee walkrant, and do catch a target, the points COULD pay off.
--Prehensile Pincer
Quite simply put, tail upgrades are a absolute NO on a Hive Tyrant. Points better spent almost anywhere else.
--Wings
The best option the Tyrant can take. This option turns the Tyrant into a FMC (Flying Monstrous Creature). This creates our strongest unit in the codex, and is almost a must use on the Hive Tyrant.
Biomorphs
--Acid Blood
A ok upgrade in theory, however due to Tyrants not seeing combat overly often with the rules changes to FMCs and the slow speed of the Tyrant itself on the ground, this is a overcosted option that general has little to no payback.
--Adrenal Glands
This is actually a OK option to take with the changes to adrenal glands in our new book. Having fleet is the big boost, as when combined with onslaught, this can ensure your Flyrant gets to where he wants to do what he wants.
--Regeneration
A actual solid upgrade. However the downfall is the cost in points for the upgrade, and this can sometimes be tight to fit in when compared to other more desirable options.
--Toxin Sacs
With the changes to poison in 7th Edition, this is not an overly attractive upgrade to take on a Tyrant. Points are better spent elsewhere.
--Thorax Swarms
This upgrade can be a invaluable one on the tyrant. One of the three options for the swarms is Electroshock grubs, which is a haywire weapon. With the nerf to smash attacks and our limited high Str shooting, this option can help greatly vs armour +12. The other swarms are decent as well, but electroshock is the golden egg of this basket.
Weapons
--Scyting Talons
Being that the talons offer nothing to the model aside from cool looks, this should be a rarely taken option.
--Boneswords
A poor choice as the Tyrant is slow, has a better AP being a MC. The ID is appealing, but the Tyrant probably will never catch the intended target(s) as your opponent will simply just avoid this guy.
--Rending Claws
Suffers from the same points as above. However definitely it is worth nothing that rending claws can help VS AV14 vehicles and it allows the Tyrant to not have to smash to get a pen result vs the tank.
--Lashwhip & Bonesword
A improvement over the boneswords as this ups the Tyrants initiative, and ensures he almost strikes first. Aside from this though, it is still not a strong option, but can potentially pay off.
--Twin-Linked Deathspitter
Simply just no. This is almost the same cost as the next weapon we will look at, and the next weapon does literally twice as much as this on. If your going to go shooting on a Tyrant, walking or flying, this weapon just does not pack enough of a punch to warrant the points unfortunately
--Twin-Linked Devourer With Brain-Leech Worms
The absolute best weapon you can take for the Tyrant, whether walking or flying. 12 Str 6 shots that are twin-linked, just can not be beaten.
--Stranglethorn Cannon
While not a strong option for the tyrant, it can be useful for walking Tyrants to pin their targets as they charge forwards. Not our best gun option, but not the worst either.
--Heavy Venom Cannon
A rather poor weapon choice simply due to it having no chance of blowing up a vehicle, and a combination of it only being able to slowly glance targets to death due to the AP of 4. It does have a very high Str, which does help against higher T units.
-Tyranid Prime
The Tyranid Prime is a decent option to act as a secondary HQ. He is rather over costed for his statline, which is kind of bad. He can be used to make a very hard to kill warlord, being that he is our only independent character, and can hide in large gant broods. He is a beast in CC when equipment right as well.
Options
--Fleshhooks
A good upgrade as it lets the Prime ignore terrain's initiative penalty. However it is very situational as the Prime is not often loaded out for CC, or with a CC unit. But if you plan on running him as a CC unit, then it is the way to go.
Biomorphs
--Acid Blood
A meh option that does not really give back its points worth. Points are better spent on the next upgrade.
--Adrenal Glands
A solid option if running a melee Prime. Being that the Prime does not have fleet, it makes it hard to really have a consistent CC unit.
--Regeneration
A absolutely poor option as it costs the same as a MCs upgrade. This option is just too over priced to justify the purchase.
--Toxin Sacs
If running a melee Prime, this is a ok option. Generally the Prime will be fighting large groups of infantry or elite infantry, which typically don't have higher T then 4, which allows rerolls in CC. This is also good when attacking/hunting higher T units.
Weapons
--Scyting Talons
In terms of effectiveness, this is a poor option to go with. In terms of saving points with a Prime being your hide away warlord, you can't go wrong with them.
--Rending Claws
Rending claws can be a ok option on the Prime as they are cheap and if points are spent elsewhere, this little upgrade can help the Prime stay alive in CC. These are so a good combination with Lashwhip & Bonesword, as it gives you the option to use the claws against vehicle targets, and the other weapon for infantry slaying.
--Boneswords
If running a CC prime, these are a decent choice. If you can't spare the points for the Lashwhip & Bonesword combo, then definitely go for this option.
--Lashwhip & Bonesword
If running a CC Prime, this is the weapon to have. Almost ensures he will strike first, and also gives a solid chance of ID on the target. Combine this with another CC weapon set, and you have a solid 6 attacks on the charge.
--Devourer
Not really putting out a lot of damage, but as a stock weapon, it is not bad.
--Deathspitter
For the points, this can definitely help pack a strong shooting punch. It is a cheap upgrade and if your not set on a full CC Prime, this is a decent way to upgrade him.
--Spinefists
Being that this upgrade is free, it is not a bad option if you want volume of fire rather then a bit higher Str weapon with fewer shots.
-Tervigon
Even with the points increase in the current codex, the Tervigon is still a solid option. The ability to spawn gants is invaluable, and also the chance to get a decent psychic power is nothing to snuff at. Also the fact this guy can be made into a troops option with objective secured is just nice.
Biomorphs
--Acid Blood
Overall a poor option on this guy, as he really does not want to be in combat with things that can wound him easily.
--Adrenal Glands
A strong option as it helps increase the Str of the Tervigon, and give fleet to allow it to maneuver quickly.
--Regeneration
On the Tervigon, it is actually a decent option to provide regeneration. Being that the Tervigon is often the back/mid field anchor, he takes wounds more periodically then say threats such as a Flyrant, of Carnifex brood lumber down the table.
--Toxin Sacs
Without the buffing power that the Tervigon provided in the previous codex, this upgrade is just not worth it.+
--Thorax Swarms
As with the Tyrant, having the electroshock grubs can prove invaluable and make the Tervigon a real threat as it advances upon vehicles.
Weapons
--Stinger Salvo
Being that it is free and comes with the model, this is a decent option to dish out some AP 4 shots.
--Cluster Spines
Being that this weapon is a blast weapon, it does have a lot of room for error with the Tervigon being only BS3. However when it does work, it works!
--Scything Talons
Being that they add nothing to the model, it simply is a matter of, do I want to upgrade for vehicle killing power, or spend points elsewhere?
--Crushing Claws
A solid option for the Tervigon as it allows it to have some consistent hitting power against vehicles, and when in combination with adrenal glands, it almost guarantees a nice pen.
-Deathleaper
A cool unit in theory, however he remains very situational. If there is decent terrain on the board, this guy can be rather survivable and extremely useful, and the fact that templates can not target him, makes him popping up by some blast popping vehicles very fun! When use properly this guy is a solid choice, who can impact the game effectively, and mess with enemy characters LD value.
-Old One Eye
A model that just can't get a break rules wise. Old One Eye is extremely hard to use on the table as he gets blasted away before he can ever touch anything. Combine this with the fact that he takes up a valuable HQ slot, and it makes OOE rarely seen on the table.
-Swarmlord
A strong looking guy on paper, who should be a total badass, but however on the table it is a different story. Swarmlord requires at least +2 Tyrant Guard which is a huge points sink. The big disadvantage to this guy is that he is slow and has no invul to protect him. On the flip side, he gives out amazing buffs and has a solid chance of rolling some decent powers. When he hits combat, he is a fiend and it makes fielding him so worth it. But going into the game understand he is tough to use and requires some finesse.
Tyrant Guard
These guys are a good option for protecting your Tyrants or your Tyranid Prime. They can be equipped to take down even the toughest infantry units in CC. A must take with Swarmlord or a walking Tyrant.
Biomorphs
--Adrenal Glands
A good choice for the Guard as it puts their str up to 6, which when combined with crushing claws, makes then extremely effective at killing whatever they run into.
--Toxin Sacs
Generally not something you would want to use on Tyrant Guard, as the points can be better spent elsewhere in the army or the Guard.
Weapons
--Scything Talons
A ok option if you don't have points to spare on extra weapons. It adds nothing to the model itself, but it is one of the stock options for the guys.
--Rending Claws
It is sweet that these come stock on the Guard, as it really increases their effectiveness in CC vs infantry and vehicles alike.
--Lashwhip & Bonesword
A rather situational upgrade, as the Guard initiative is rather low, and the chance for ID is great, but overall you are better off with the crushing claws.
--Crushing Claws
This upgrade here is amazing as it lets the guard have the ability to really crush vehicles, and also gives them AP attacks. However it does make them strike at I1, so as long as they weather the storm, they will hit back furiously.
Elites
Hive Guard
One of the top contenders for our elite slot. Their ability to ignore line of sight and cover is invaluable on the impaler cannon, and its high Str makes it a ideal vehicle hunter. Their high T is a huge boost as well. Their only downside is them being BS3 however.
Weapons
--ShockCannon
A rather meh option. In theory it is decent, but the poor range, and the chance of scatter make it very hard to be a consistent weapon. Also the fact it requires line of sight as compared to the impaler cannon, makes it less desirable.
Zoanthropes
While the offensive power of Zoanthropes took a hit in 7th edition with the changes to psychic powers, the Zoanthrope still remains a solid elite slot choice due to its buffing abilities. Being that the Zoanthrope helps us against psychic powers, also for psychic buffs, and the fact it is a synapse creature make the Zoanthrope a good choice for your elite slot.
Venomthropes
The Venomthrope is a must have in most lists. With the ability to grant shrouded to everyone near it, it ensures your swarm remains fairly unharmed on the table! However they are very vulnerable to ignores cover shooting, so they are best kept out of LOS.
Lictor
The poor lictor still suffers from poorly executed rules. The Lictor is not survivable, nor has much effect on the table, as it is not until at least turn 3 before he can do a thing. However he can guarantee you linebreaker if you just hide him away. He can have a good game every now and then, but I just want to point out that it is not a consistent unit on the table.
Pyrovore
Simply just nope. This guy is awful. If you bought one, just use it as a Biovore. It sounds overly negative I know, but it really is that useless on the table. But model is cool though !
Haruspex
This guy is a decent elite option. There are definitely some better options available, but this guy is the king of tarpits. He is also effective vs elite infantry, and also does very well against vehicles too. Overall he is a situational unit, that needs to be used properly for maximum effectiveness.
Options
--Thresher Scythe
Tail weapons are just bad and not worth the points. Points are better spent on useful biomorphs.
Biomorphs
--Adrenal Glands
A must take on the Haruspex. This combined with crushing claws puts this guy at Str 8 on the charge, which almost guarantees pens on vehicles, and ID on most infantry combatants.
--Regeneration
A situational option at best. The points cost is just really high, but due to the volume of fire this guy may take going into combat, it may be worth it to help him clear the gap.
--Toxin Sacs
A not so effective choice on this guy. Points better spent elsewhere.
Weapons
--Crushing Claws
--Being the stock weapon, it simply is just awesome to have. They really make the Haruspex a strong threat to vehicles, and infantry models alike.
Malanthrope (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION | OR | Imperial Armor: Apocalypse)
Troops
-Termagants
One of the most decent troop options in our codex. They work well at providing screens for the rest of our swarm, and when equipped with specific weapons, they can pack a rather big punch.
Biomorphs
--Adrenal Glands
Not an overly strong option for Termagants, however it can help them glance vehicles with rear AV 10 better. It is just a situational upgrade that needs to be thought over in regards to the role the unit is going to play on the table.
--Toxin Sacs
This can be a good upgrade to stick on termagants you want to use to tarpit and chip away at tough targets, such as wraithknights, or riptides.
Weapons
--Devourer
Though this weapon costs the same amount as the termagant itself, the punch it packs is more then worth it. Each devourer pumps out 3 shots at st4, which when combined in a brood of gants of 15-20 for example, that's up to 60 shots! Hive commander from a Hive Tyrant can help get these guys in behind key vehicles you need to take out.
--Fleshborer
The stock weapon on a termagant. It is essentially a bolt pistol. This is a good option to stick with if you need to spend points elsewhere in your army, and your gants will not be hindered by just sticking with this weapon.
--Spike Rifle
The spike rifle is a direct swap out for the fleshborer as it costs no points to use this weapon. Sacrificing weapon str for range is the trade off here.
--Spinefists
Another direct swap for the fleshborer. The spinefist sacrifices str for a single twin-linked shot. On a whole the Str 4 of the fleshborer will yield just a bit better results on the table.
--Strangleweb
A fairly expensive upgrade that can be extremely situational. The only real purpose is to try and pin your opponent with this weapon if you are lucky enough to wound as it is very low Str.
-Hormagaunts
Hormagaunts can be harder to use as they generally get targeted a lot quicker on the table due to their speed to get across the table. They are very effective on the table when you go all in (Several large broods), so that way they can cross the table and still hit hard once they arrive in combat.
Biomorphs
--Adrenal Glands
A good upgrade to take on Hormagaunts as it allows them to gain furious charge, which In turn makes them a very real threat to most vehicles. The Str boost is also good against other units as well too.
--Toxin Sacs
A good upgrade to ensure the Hormagaunts can always hurt their target so long as it is not a vehicle. With their speed, they make catching those tough to catch units like Riptides just that much easier.
Ripper Swarms
Being that now in 7th edition rippers have become scoring, it has raised their usefulness on the table a bunch. Rippers are a great troops option as they are easy to conceal and hide away from your opponent, while holding that key objective. They are weak when fired upon by higher str weapons, but their pros outweigh the cons.
Options
--Tunnel Swarms (Deep strike)
A good option to upgrade rippers with if you plan on sending them in to steal key objectives on your opponents side of the table. This can also be used to disrupt key backfield units such as Devastators, or other sit-back and shoot units.
Biomorphs
--Adrenal Glands
This is a ok option to put on rippers as it allows them to gain more str on the charge. However rippers are generally not used to be overly offensive, but if you plan on using them this way, then the upgrade may be worth it.
--Toxin Sacs
Same idea as above, if you plan on using them offensively, this upgrade will help to ensure they do as many wounds as possible with their large number of attacks per base.
Weapons
--Spinefists
Taking spinefists on rippers is best done when combined with the tunnel swarm upgrade. This allowed rippers to come up and fire massed shots at say an opponents unit on top of the objective, weakening them for the oncoming charge. This is not as effective when just running rippers on the ground, as they tend to die off quickly trying to get in range to fire this weapon.
Tyranid Warriors
Tyranid Warriors are one of the better options in our troops section, which is mainly due to their synapse role. Warriors have two main builds, which are melee, or shooty. Currently in 7th edition, the shooty platform edges out the CC build simply due to 7th favouring towards shooting. However melee builds can and do work, but not without high risk as Warriors are vulnerable to S8+, which can some their way as they advance forward and become bigger threats.
Options
--Flesh Hooks
If running Warriors as a melee platform, this upgrade is a must as it lets them strike at their own initiative, plus even gives a shooting option on melee builds.
Biomorphs
--Adrenal Glands
The addition of fleet with this upgrade is the key here, due to Warriors having neither Move Through Cover, or Fleet. This helps to ensure they can make charge distances, and also the +1str on the charge is not a bad thing either.
--Toxin Sacs
Toxin sacs on a Warrior are not overly effective as they often do not see combat really, and even if a melee build, adrenal glands will benefit more then the TS when in combination of boneswords for example. Toxin sacs certainly do have their uses, but on the Warrior platform, they are not a ideal upgrade.
Weapons
--Scything Talons
Not a bad option to keep on the Warrior if running as a shooting platform, due to them just being free. Duel scything talons should be avoided, as if melee builds are desired, better weapons are available, since the talons only offer AP6, and a bonus attack, which can be achieved with any other weapon.
--Rending Claws
One of the better options if running a melee Warrior build. The rending claws allow the Warriors to pen vehicles, and also increases their effectiveness against +5sv models.
--Boneswords
The go to weapon for hard hitting melee based Warriors. Giving AP3 and ID on rolls of 6 is a solid option for these guys. Especially when stuck with adrenal Glands, these guys can pack a solid punch.
--Lashwhip & Bonesword
While this upgrade is nice, it is fairly expensive to warrant kitting out a full Warrior unit with the swords, as often they do not make it into combat consistently.
--Devourer
The stock weapon for Warriors, which is not a bad option, nor a overly good option. While devourers shine on Termagants due to having several of these weapons at a time, the Warrior platform is not quite as solid with them due to less volume of shoots. However if trying to keep Warriors cheap, it is a decent path to take.
--Deathspitter
A decent option for shooting Warriors as it gives them solid light anti-infantry capabilities for shooting.
--Spinefists
A bit of a downgrade from the Devouer weapon as it sacrifices range and str to gain twin-linked. It does not have the advantage of a higher volume of shots over the devourer as it gets the same number of shots. Even though it is a free option to swap out for, the devourer typically yields better results.
--Barbed Strangler
One of the must have options on a Warrior unit if running as a shooting platform. This weapon excels against light infantry, and can potentially pin targets as well. The long range is another big bonus to the weapon.
--Venom Cannon
While appealing on paper, the venom cannon is lacking due to the low BS of the Warriors, and being only a small blast. This leaves room for a bit of error with the weapon. However the higher Str and AP of the venom cannon, can make it ideal against some armies.
Genestealers
The Genestealer is a stable of the Tyranid race, however on the table, these guys are very hard to work with. They, like a lot of our codex, suffer from being a melee unit existing in a shooting dominant edition of Warhammer. This is not to say they can't be used effectively, but they are very hard to get across the table with strong enough numbers to make an impact.
Options
--Broodlord
The Broodlord is a good upgrade for a Genestealer unit, as he is a more durable and hard hitting model. This combined with his psychic power, allows the Genestealers to try and pin their target. The Broodlord however suffers from the same issues as the Genestealer itself, which are mentioned above. As a upgrade, he is definitely worth it, but that is not without his downsides that should be considered also.
---Acid Blood
A fairly iffy upgrade, where the payback does not quite live up to the points cost. Points can be better used elsewhere.
---Adrenal Glands
Adrenal glands are rather situational on the Broodlord, as he already comes at a solid strength for facing most opponents, and he already has fleet.
---Regeneration
This upgrade should be avoided simply due to the cost, and also the vulnerability of the Broodlord himself. If he is taking wounds, generally regeneration won't be able to save him in time.
---Toxin Sacs
Toxin sacs are another one of these situational upgrades. Typically the Broodlord is wounding on a nice +3 or +2, but gaining the rerolls to wound can be a attractive draw to this upgrade.
Biomorphs
--Toxin Sacs
While the biomorph itself is a decent one, on the Genestealer platform, it is hard to justify the positive value of this upgrade. This is due to the Genestealers being very easy to kill, and not making it across the table without loosing a fair amount of casualties typically. Points could be better spent on another body to the unit.
--Adrenal Glands
Suffers from the same points as above.
Weapons
--Scything Talons
This upgrade suffers just the same as both biomorphs above. However the plus side is the bonus attack the Genestealers receiver by having two weapons, as they are stock with Rending claws. This somewhat tips the balance of this weapon option, but again points could be better spent on more bodies.
Fast Attack
-Gargoyles
Gargoyles are one of our best fast attack options due to their speed and ability to act as a screen in our army. This allows the rest of the swarm to gain a good cover save, especially when combined with a Venomthrope. Their blinding venom attack also works effectively against high T units that the Gargoyles can not hurt. Their speed also makes them ideal a ideal tarpit unit.
Biomorphs
--Adrenal Glands
A good option for Gargoyles, as this gives them fleet, as well as the ability to harm vehicles on the charge with the +1 str from furious charge.
--Toxin Sacs
Another good option for Gargoyles, as their speed makes them ideal for catching high T units, and then tying them up in a tarpit. The poison then lets the Gargoyles slowly grind away at their target.
-Harpy
The Harpy is one of our good anti infantry units. Simply due to him being a FMC, that alone is a huge boost to make the Harpy a viable option. The Harpy does lack in anti-vehicle power, but when it comes to infantry killing, the Harpy greatly excels.
Biomorphs
--Acid Blood
Being that the Harpy wants to be out of combat at all costs, this upgrade is rather useless, and a waste of points.
--Adrenal Glands
While the upgrade of furious charge is not overly beneficial for the Harpy, gaining fleet is the real boost here. This can help the Harpy gain better positioning on the table. Though this is a situational upgrade, that may or may not be worth its points on the table.
--Regeneration
Though this upgrade is indeed expensive, it does have a value to the Harpy. Being that Harpies as FMCs, are generally very survivable, this upgrade can come into play at some point in the game. Do keep in mind it is a fair bit of points to spend.
--Toxin Sacs
Just as with acid blood, the Harpy is looking to avoid combat, which makes this a relatively pointless upgrade.
Weapons
--Twin-linked Stranglethorn Cannon
In combination with the Harpies spore mine bombing ability, the stock stranglethorn cannon is a great weapon as it truly maximizes anti infantry effectiveness.
--Twin-Linked Heavy Venom Cannon
The TL Heavy Venom cannon is a decent option, but the downside is due to being a small blast, and only AP 4. The ability to ID elite infantry is a solid bonus, however when against vehicles, at most it can only cause 1 HP per turn.
--Stinger Salvo
The stinger salvo is a situational upgrade in the fact that the Harpy can only fire two weapons per turn. Since the bombing run takes up one of the weapons, this upgrade may not get its full use. However depending on movement, and opponents deployment, this upgrade may get some solid use as the Harpy sets up for its run.
--Cluster Spines
Same issues/potential benefits as above.
-Hive Crone
The Hive Crone is one of our best options for AA. With S8 vector strike, and haywire missiles, the Crone is able to deal very solid damage out to other fliers. The Crone also works as a strong anti-infantry model with its S6 ap4 flamer weapon. Over all the Crone is a durable model, with a duel role and AA and anti-infantry equally.
Biomorphs
--Acid Blood
Being that the Crone wants to be out of combat at all costs, this upgrade is rather useless, and a waste of points.
--Adrenal Glands
While the upgrade of furious charge is not overly beneficial for the Crone, gaining fleet is the real boost here. This can help the Crone gain better positioning on the table. Though this is a situational upgrade, that may or may not be worth its points on the table.
--Regeneration
Though this upgrade is indeed expensive, it does have a value to the Crone. Being that the Crone as FMCs, are generally very survivable, this upgrade can come into play at some point in the game. Do keep in mind it is a fair bit of points to spend.
--Toxin Sacs
Just as with acid blood, the Crone is looking to avoid combat, which makes this a relatively pointless upgrade.
Weapons
--Stinger Salvo
The stinger salvo is a situational upgrade as depending on what the Crone is doing on a certain turn would dictate if it could even shoot the weapon. For example, if the Crone made a Vector strike, then fired its flamer, the stinger salvo would sit unused. Especially if other fliers are present and the Crone uses it tenteclids, there is not much chance to use the stinger salvo.
--Cluster Spines
Same issues/potential benefits as above.
-Raveners
Raveners are one of the tougher units to use in the Tyranid codex. They suffer from a +5 sv, T4, and no way avoid striking at I1 when going through cover. When they do hit combat, they can hit very hard, but having enough of them survive to make it into combat is the challenging part. Raveners require careful and strategic planning to be used effectively. They can be deep striked onto the table, and used in combination with their shooting options to allow them to soften targets for the return fire coming in your opponents turn.
Options
--The Red Terror
The Red Terror is a decent upgrade for a Ravener unit, however it does suffer from costing a fair bit of points. The Red Terror can soak up wounds and protect from ID in the unit. On the flip side though, he costs as much as two Raveners, so you need to decide if having extra wounds and a extra body is worth it or not.
Weapons
--Scything Talons
The stock weapon for the Ravener just simply provides the Ravener with a bonus CC attack due to duel sets, but aside from that, there is nothing else exceptional about the talons.
--Rending Claws
Rending Claws are a good upgrade on Raveners as it allows them to pen vehicles, and also improves their AP, which lets them shred light infantry units with ease.
--Deathspitter
Deathspitters are a ok choice, as it provides some extra light infantry shooting options.
--Devourer
Devouers on Raveners are kind of the same as a Deathspitter, but should be purchased if your on a budget, but want the higher str shooting.
--Spinefists
Of the 3 shooting options on the Ravener, the spinefist is one of the better options as it adds in the twin-linked bonus, at the cost of range and str of course.
-Shrikes
Tyranid Shrikes, like Raveners, suffer from being a +5 sv model with T4. Shrikes are essentially the jump version of the Tyranid Warrior, but with a poorer save. However their speed helps give them a bit of a advantage over normal Warriors, and allows more of a forward field synapse node. They can also be used as fast melee options as well.
Options
--Fleshhooks
When running Shirkes as a dedicated melee platform, flreshhooks help to negate the I1 penalty when charging in cover, which can be invaluable when points are invested to making shrikes excel at melee.
Biomorphs
--Adrenal Glands
If running melee Shrikes, adrenal glands can be rather effective, as it gives them fleet, and furious charge. The +1str from furious charge also helps with their effectiveness as chasing down vehicles.
--Toxin Sacs
A rather situation upgrade due to fragile state of the shrike, and for them typically hitting on 4s most of the time anyways. This can be a points sink into a model that can die extremely quickly when fired upon.
Weapons
--Scything Talons
If using Shrikes as just a forward synapse node, then taking the stock talons is not a bad thing, but it does not have really any offensive power compared to other options.
--Rending Claws
A cheap upgrade that allows Shrikes to damage vehicles much easier, as well as improve their effectiveness vs light infantry.
--Boneswords
While not a bad upgrade option at all, it is a fair amount of points to put into a fragile unit. If you can maneuver them effectively to hit combat, this upgrade can be well worth the points.
--Lashwhip & Bonesword
A bit of an expensive upgrade to put on a fragile model. The boneswords may be a better option as they are a bit cheaper, and can yield the same results.
--Devouer
Not a bad option as it is a free choice. If the points can not be spared to upgrade the shrike, the devouer is a decent enough gun to keep.
--Deathspitter
With the speed of the Shrikes, deathspitters are a ok option to use to harass light infantry units before charging in.
--Spinefists
The spinefist sarifices range and Str for twin-linked. Not a bad option as the Shrikes are quick, and that can help negate the range issues.
--Barbed Strangler
Even though Shrikes are not typically set for a shooting load out, the barbed strangler is always a solid option. Shrikes can use their speed to move around quickly and get the shots they need off. It also helps if they can pin their desired target.
--Venom Cannon
Just like on Warriors, the Venom Cannon suffers from being only a small blast and having Shrikes being BS3. The weapon can damage infantry units decently, but there is a good chance it may not pay out.
-Spore Mine Cysts
Spore Mine Cysts can be used to help distract your opponent and force them to shoot at the mines, which can be used to help with over watch, or to just simply distract your opponent. Though there are many stronger choices in the fast attack slot.
Sky-Slasher Swarm
Sky slashers are just winged Rippers. They are fast, and can act as a tarpit unit to distract and hold up key targets.
Biomorphs
--Adrenal Glands
Adrenal glands are a good choice for sky slashers as it give them fleet to ensure charges are effective, and to also make them a thread to vehicles with rear armour 10.
--Toxin Sacs
Toxin sacs can work very well with Sky slashers as they get a large number of attacks on the charge, and can do a lot of wounds though volume of hits with poison.
Weapons
--Spinefists
Spinefists are a solid choice on the Ripper platform due to the volume of shots they can produce. Though it is low str and has a short range, Sky Slashers make up for this with their wings.
Dimachaeron (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION)
Options
Biomorphs
Weapons
Heavy Support
Carnifex
With the points reduction in our now present codex, the carnifex is now one of our most solid HS options. The carnifex excels best as a forward line breaker, as they can destroy almost any vehicle just with their hammer of wrath attacks alone with some good rolling. The best load out for carnifexes currently is with two sets of BL devourers. Melee builds are less common, but can work, though they suffer as the rest of the Tyranid melee units in that they exist in a shooty edition. It is worth noting as well that fexes are best run in broods simply due to them being only 4W, which can make them easy to kill in lone broods.
Options
--Bio-Plasma
A decent upgrade for the carnifex, which is best used on melee platforms. This allows the Fex to get a bit of shooting, which still have enough CC weapons to gain the +1A bonus.
--Spine Banks
Another shooting option for melee fexes. However when compared to Bio-Plasma, it just is a little underwhelming, though if points are an issue, this can be a option. It is worth noting that this does give you 'assault grenades', which does allow the fex to fight at its own initiative when going through cover.
Biomorphs
--Acid Blood
Acid blood is not a very strong option, as it always comes back to the low payback for points issue.
--Adrenal Glands
A almost must have for melee carnifexes. This gives them the much needed ability of fleet, in addition to making them a whopping S10 on the charge.
--Regeneration
Regeneration is actually a very good option on a Carnifex, but only when they are run in broods. On a single fex, it goes back to being a ok upgrade that is slightly on the side of being just a bit too expensive, especially for a 4W model. However when run in groups, carnifexes can swap positioning with one another to allow their brood bros to regenerate while another fex takes the heat.
--Toxin Sacs
Toxin sacs are not really necessary on a fex, due to it being S9. However it is nice to get the rerolls in combat, so if your going all out on a fex, it may just be worth it. Generally though, this is not a upgrade that is truly needed.
--Tail Weapons
Tail weapons are just simply not worth their points in this edition of our codex. They can be used most certainly, but there are far too many other areas that points can be spent.
Weapons
--Scything Talons
While the weapon itself is not overly good, the main thing is the bonus attack it confers in a set. Which makes it nice as you do not need to dump a lot of points into a fexes melee weapons to make it super hard hitting.
--Crushing Claws
Crushing claws are excellent due to it making the Fex S10, and also giving it armourbane, which almost guarantees a vehicles certain death, even at AV14, they are still shaking on their tracks when a clawed fex approaches.
--Twin-linked Deathspitter
If your going the route of a shooty carnifex, the Deathspitter just comes up a little short when compared to the devourers. Though cheaper by 5 points, it still does not justify the points saved.
--Twin-linked Devourer with Brain-Leech Worms
When going the route of shooting fexes, the TL Devourers are the way to go 100% if you want effectiveness. The high volume of S6 shots can not be competed with, and makes the carnifexes a deadly shooting platform.
--Stranglethorn Cannon
The stranglethorn is not a bad option, though not necessarily a good one either. The pinning and large blast are nice features, as is the AP4 which makes it a solid anti xenos infantry weapon. The bad is it does not live up to the damage output of the devouers.
--Heavy Venom Cannon
On paper this weapon looks decent enough, but the simple fact it can not blow up vehicles, is a small blast, and is on a BS3 model just make it more and more outshined by all other available weapons. The S9 is one of the few pluses of this weapon though.
Exocrine
The Exocrine is one of our many good heavy support choices. The Exocrine is a extremely effective elite infantry killer, with having 6 plasma shots, or one focused large blast shot. The Exocrine can even boosts its BS to 4 when standing still. It is even fairly effective against light vehicles, being it is the only Tyranid shooting weapon that can explode a non-open topped vehicle. The only downside that makes a Exocrine a good unit and not a great unit, is the its range.
Options
--Thresher Scythe
Being a pure shooting platform, the Exocrine does not need any upgrades designed for CC. These points can be better used elsewhere.
Biomorphs
--Acid Blood
Again with the Exocrin being a shooting platform, it does not really need this upgrade. This fact being on top of the biomorph usually does not even pay off its points worth anyways.
--Adrenal Glands
--Regeneration
As with the majority of other MCs, this upgrade can be expensive for a chance of no payout. However it can help in the end, which makes it not a bad nor necessarily good option to purchase on the Exocrine.
--Toxin Sacs
One again, being that the Exocrine is not a melee platform, these points can be better used elsewhere in your army.
Tyrannofex
The Tyrannofex is one of the strongest Heavy support options. It is a living line breaker unit, that has excellent anti-infantry capabilities. The Tfex can plow right on through an opponents main line, and can be effective at charging towards tanks while taking a beating.
Biomorphs
--Acid Blood
Acid blood is a unnecessary upgrade on the Tfex as you don't want him in combat to begin with. Points better spent elsewhere.
--Adrenal Glands
Adrenal glands are extremely effective on a Tfex, through both increasing speed, and also effectiveness VS vehicles. If points are extra to spend, adrenal glands are well worth the upgrade for the Tfex.
--Regeneration
Regeneration can be a worthwhile upgrade on the Tfex as it generally takes wounds over a period of time. This allows for him to recover with regeneration, and make it worth the expensive upgrade.
--Toxin Sacs
A poor upgrade for the Tfex as it does not want to be in close combat with anything that it can wound with toxin sacs. Tfexes are geared more toward charging vehicles in general. Use points on adrenal glands on the Tfex.
--Thorax Swarm
A thorax swarm on a Tfex is a awesome choice, most specifically the Electroshock Grubs. This allows the Tfex to effectively damage vehicles as he draws close, which help ensures he finishes them off in CC.
Weapons
--Acid Spray
The stock and best option for the Tfex. It gives a strong anti-infantry role to him, and being torrent, it makes him a threat at range.
--Fleshborer Hive
The Fleshborer hive is a poor upgrade as it costs points to upgrade to, and is essentially 20 termagants firing, which cost just almost a third less then the Tfex.
--Rupture Cannon
On paper S10 looks like a good thing. However being that it is on a BS3 platform, with no chance to explode vehicles being a AP4 weapon, the Rupture Cannon is just too lackluster to ever be worth using at this time in 7th Ed.
Biovore
The Biovore is quite possible one of the best anti-infantry units in the entire game. With the long range barrage blast, AP4 on the blast, and the biovore being a 3W model to put icing on the cake. All of this makes for a extremely effective infantry slayer. Best run in broods of +2 to maximize the blast radius.
Trygon
The Trygon is one of the few weak units in the heavy support slot. The Trygon simply is just too slow for what he is meant to do, and easily gets shot apart before he can close the gap. Trygon can tunnel up from below, but it leaves itself vulnerable to shooting in the next turn, as it turns into a high priority target very quickly. If the Trygon can make combat however, it can do massive amounts of damage due to the high volume of attacks it has.
Biomorphs
--Acid Blood
This upgrade just does not give back a solid return for the points spent. Points better spent on the other upgrades.
--Adrenal Glands
Adrenal Glands help make the Trygon hit even harder then it charges into combat. It is a worth while upgrade if your playing vehicle heavy lists as it allows the Trygon to do a lot of damage with the large number of attacks it can make on the charge.
--Regeneration
Not a bad choice at all, though it is just a pricy upgrade. However the Trygon does take a lot of heat going up the table, or when it arrives from below, so the upgrade can be worth the points, but it is very situational.
--Toxin Sacs
Toxin Sacs can make the Trygon a even deadlier opponent in combat vs infantry. It almost ensures rerolls on all wounds against most infantry units.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and points should be used on other upgrades for the Trygon.
Trygon Prime
The Trygon Prime is a bit of a step up from the Trygon due to the bonus of it being a synapse creature. The Prime also comes with the option to wield Bio-Artefacts, which can make for some unique and fun combos, such as tunneling up with the Miasma Cannon. The Prime does however suffer from the same issues as the Trygon, with speed and vulnerability when slugging it across the table.
Biomorphs
--Acid Blood
This upgrade just does not give back a solid return for the points spent. Points better spent on the other upgrades.
--Adrenal Glands
Adrenal Glands help make the Trygon Prime hit even harder then it charges into combat. It is a worth while upgrade if your playing vehicle heavy lists as it allows the Trygon Prime to do a lot of damage with the large number of attacks it can make on the charge.
--Regeneration
Not a bad choice at all, though it is just a pricy upgrade. However the Trygon Prime does take a lot of heat going up the table, or when it arrives from below, so the upgrade can be worth the points, but it is very situational.
Toxin Sacs can make the Trygon Prime a even deadlier opponent in combat vs infantry. It almost ensures rerolls on all wounds against most infantry units.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and points should be used on other upgrades for the Trygon Prime.
Mawloc
The Mawloc can be a extremely effective unit on the table. With the new rules for Terror From the Deep in our latest codex, the Mawloc rules become extremely decent. The only big downside to the Mawloc is he is 100% random and can not be relied on fully, which in the end is why he just does not make the cut as a top dog unit. However if he is combined with something to help with reserve rolls, which at least helps reduce the randomness that is the Mawloc.
Biomorphs
--Acid Blood
Truly no need for this option as the Mawloc does not see combat as often enough to make this a worth while upgrade. The upgrade itself is also can have a low chance of impacting anything.
--Adrenal Glands
On a whole, the Mawloc does not get to do too much charging, so the points spent into this option are generally not worth the time. The Mawloc also already has the fleet USR.
--Regeneration
Regeneration can be a good thing to have on a Mawloc, however the upgrade itself simply is just an expensive one, and can sometimes not be worth the investment.
--Toxin Sacs
Toxin Sacs are a poor option for the Mawloc as he generally is not out hunting things in combat. Points can be better spent elsewhere in the army.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and may not even do anything if the Mawloc is successful with its TFTD attacks. Use points for better investments.
Lords of War
Heirophant (Rules found in: Warhammer 40k Apocalypse Rule Book)
Harridan (Rules found in: Warhammer 40k Apocalypse Rule Book)
Barbed Hierodule (Rules found in: Warhammer 40k Apocalypse Rule Book)
Scythed Hierodule (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION | OR | Imperial Armor: Apocalypse)
So I decided to piece together our next edition tactica thread, taking up the mantle after the amazing thread Infornography made for our previous dex in 6th edition.
**** THIS IS A WIP FOR THE NEXT FEW DAYS SO I APOLOGIZE IF I MISSED ANYTHING ****
**** ALSO IF I MISSED ANYTHING, OR YOU FEEL SOMETHING SHOULD BE CHANGED, PLEASE POST BELOW AND ALSO WHY IT SHOULD BE CHANGED ****
Color Code:
Green - Strong/Great
Teal - Good
Yellow - Situational/Mediocre
Pink - Hard To Use/Bad
Purple - Rarely Fielded/Awful
About this Tactica Thread, and 'Local Meta'
Hey everyone, thanks for taking the time to read this tactica thread, as it is my goal to carry on these threads from infornography, as it is all his design and we owe him thanks for this.
Now the one thing to point out for newer players is that a lot of the options in here may work well for some, and not well for others. This all comes down to your local gaming scene, and just how tough the competition is. This is referred to as your 'local meta'. Some gamers have a lighter meta that focuses more on the fluffy side to the game, while others focus more on the competitive side of things. My goal for this thread though is to give you a good idea of the basic options and how they are viewed generally in a semi-competitive environment.
I hope this helps a lot of new players feel less intimidated by 40k, and to help people gain a good grasp on the Tyranid codex.
*** Please note that due to fortifications are not covered in this tactica thread at this time. They may be added in the future. ***
Tyranid Codex Review
Psychic Powers
Powers of The Hive Mind
- Dominion (Primaris)
Dominion is a blessing granting us a boost to synapse range. Dominion is a power that Tyranids are going to constantly have possession of, due to us only having access to our own psychic tree. Dominion can be a useful power in the right situation, and could very well save you from your army eating itself/doing nothing. However being that psychic powers are much harder to cast now in 7th edition, you may find this power may be rarely used as you toss more dice towards more key powers like catalyst, or paroxysm.
- Catalyst
A blessing that gives us feel no pain to the caster, and also one other near by unit. Easily our best power as feel no pain can save us, and the fact it goes on caster and target both is extra gravy. Being warp charge 1, this is easily one of our most desirable powers.
- The Horror
The Horror is a malediction that causes the target to take a pinning check at -2 Ld. While this sounds like it could be huge to have, often times it is rarely used due to situations in the battle. You may face armies that are almost completely fearless/unaffected by pinning, which makes the Horror a nigh useless power. However when it goes off, the payoff is excellent. Use it to pin key targets, or simply just to pin a unit and prevent over watch.
- Onslaught
Onslaught is a blessing that can be used to allow the target unit to run and then shoot. This is a extremely effective power as it lets Tyranids gain extra ground, and still take the shots they need. In combination with a Flying Hive Tyrant, this allows them to easily get rear shots on vehicles for example. Overall a super effective power to have.
- Paroxysm
This is a malediction power that causes a target to loose D3 WS & BS. This is a extremely effective power, as it can help us fight against super shooty armies, or even give our MCs the edge in CC.
- Psychic Scream
Psychic scream is a nova power which makes the target take a ld check at -2, and for every point the target(s) fail by, they loose a wound with no saves allowed. This power is very hard to use due to its limited range. The only real platform it would work on would be a Flyrant, due to his speed.
- Warp Blast
Warp Blast is either a small blast or a single high Str low AP shot. While on paper this looks like a nice power, it simply just has a lot of room for error. Being warp charge 2, it can be hard to cast, and also you still need to roll for hit, wound/pen, and then saves come into play. When it works though, it does wonders.
Tyranid Bio-Artifacts
-The Maw-claws of Thyrax
Our cheapest bio-artifact. This one is good to help get preferred enemy quickly, and also give rending to the model. Overall it is not that great due to the only platforms being able to use artifacts being better shooty platforms. However some say that when equipment on a Trygon Prime, there is a bit of success.
-The Miasma Cannon
Our only shooting artefact is the Miasma cannon. Being that it always wounds on a +2, and also has a template or 36" blast option, it makes for some versatile options. This weapon is used to build the Templant load out for the Hive Tyrant. This is also a solid option for the Trygon Prime, and the Tevigon as well. You can come up with the Trygon Prime near a nice densely clumped target and get some decent results.
-The Norn Crown
While on paper this artefact looks like a good choice, it is very over costed for what it does. Giving you bonus synapse range is decent, but with the new rules of always having Dominion on all of our psykers, you can almost save these points and put it somewhere more effective.
-The Ymgarl Factor
This option is another over costed artefect. While it does have some cool rules of being able to switch from +1Sv, +1S, and +1T in close combat, it is tough to use as most of the time the units with this upgrade don't live to see combat. It can be a fun option to use for sure, but in terms of overall effectiveness on the table, not so much.
-The Reaper of Obliterax
This option suffers from most of the same issues as the above option. A little over costed and most platforms not seeing combat too often can make it hard to use. However it can be used on a flying Tyrant effectively to make a mean hunting machine. Others report success on Trygon Primes, which it could work on. Overall, not a strong competitive or strong option to take.
Units
HQ
-Hive Tyrant (Flyrant, Walkrant, Dakka Flyrant, Templant)
By far the strongest unit in our codex. This guy packs a MEAN punch when equipped with wings and x2 TL Brain-leech devourers. The walking version is not quite as effective, but some have had good results. Overall, if there is a must take/have for every Tyranid army, it is the Flying Hive Tyrant.
Options
--Hive Commander
A solid upgrade option for the Tyrant if you have a durable/effective unit to outflank behind the opponents deployment. However with the risks of the unit not coming in and the points cost for the upgrade, it can become very situational.
--Indescribable Horror
A terrible option to take. It is rare for anything to be charging your Tyrant, and if it is charging your Tyrant, then it generally is not scared and wants to be there.
--Old Adversary
This upgrade used to be effective when it granted preferred enemy to shooting & Melee. In our new book it only affects melee, which the Tyrant honestly does not see often. However if you run the Tyrant as a melee walkrant, and do catch a target, the points COULD pay off.
--Prehensile Pincer
Quite simply put, tail upgrades are a absolute NO on a Hive Tyrant. Points better spent almost anywhere else.
--Wings
The best option the Tyrant can take. This option turns the Tyrant into a FMC (Flying Monstrous Creature). This creates our strongest unit in the codex, and is almost a must use on the Hive Tyrant.
Biomorphs
--Acid Blood
A ok upgrade in theory, however due to Tyrants not seeing combat overly often with the rules changes to FMCs and the slow speed of the Tyrant itself on the ground, this is a overcosted option that general has little to no payback.
--Adrenal Glands
This is actually a OK option to take with the changes to adrenal glands in our new book. Having fleet is the big boost, as when combined with onslaught, this can ensure your Flyrant gets to where he wants to do what he wants.
--Regeneration
A actual solid upgrade. However the downfall is the cost in points for the upgrade, and this can sometimes be tight to fit in when compared to other more desirable options.
--Toxin Sacs
With the changes to poison in 7th Edition, this is not an overly attractive upgrade to take on a Tyrant. Points are better spent elsewhere.
--Thorax Swarms
This upgrade can be a invaluable one on the tyrant. One of the three options for the swarms is Electroshock grubs, which is a haywire weapon. With the nerf to smash attacks and our limited high Str shooting, this option can help greatly vs armour +12. The other swarms are decent as well, but electroshock is the golden egg of this basket.
Weapons
--Scyting Talons
Being that the talons offer nothing to the model aside from cool looks, this should be a rarely taken option.
--Boneswords
A poor choice as the Tyrant is slow, has a better AP being a MC. The ID is appealing, but the Tyrant probably will never catch the intended target(s) as your opponent will simply just avoid this guy.
--Rending Claws
Suffers from the same points as above. However definitely it is worth nothing that rending claws can help VS AV14 vehicles and it allows the Tyrant to not have to smash to get a pen result vs the tank.
--Lashwhip & Bonesword
A improvement over the boneswords as this ups the Tyrants initiative, and ensures he almost strikes first. Aside from this though, it is still not a strong option, but can potentially pay off.
--Twin-Linked Deathspitter
Simply just no. This is almost the same cost as the next weapon we will look at, and the next weapon does literally twice as much as this on. If your going to go shooting on a Tyrant, walking or flying, this weapon just does not pack enough of a punch to warrant the points unfortunately
--Twin-Linked Devourer With Brain-Leech Worms
The absolute best weapon you can take for the Tyrant, whether walking or flying. 12 Str 6 shots that are twin-linked, just can not be beaten.
--Stranglethorn Cannon
While not a strong option for the tyrant, it can be useful for walking Tyrants to pin their targets as they charge forwards. Not our best gun option, but not the worst either.
--Heavy Venom Cannon
A rather poor weapon choice simply due to it having no chance of blowing up a vehicle, and a combination of it only being able to slowly glance targets to death due to the AP of 4. It does have a very high Str, which does help against higher T units.
-Tyranid Prime
The Tyranid Prime is a decent option to act as a secondary HQ. He is rather over costed for his statline, which is kind of bad. He can be used to make a very hard to kill warlord, being that he is our only independent character, and can hide in large gant broods. He is a beast in CC when equipment right as well.
Options
--Fleshhooks
A good upgrade as it lets the Prime ignore terrain's initiative penalty. However it is very situational as the Prime is not often loaded out for CC, or with a CC unit. But if you plan on running him as a CC unit, then it is the way to go.
Biomorphs
--Acid Blood
A meh option that does not really give back its points worth. Points are better spent on the next upgrade.
--Adrenal Glands
A solid option if running a melee Prime. Being that the Prime does not have fleet, it makes it hard to really have a consistent CC unit.
--Regeneration
A absolutely poor option as it costs the same as a MCs upgrade. This option is just too over priced to justify the purchase.
--Toxin Sacs
If running a melee Prime, this is a ok option. Generally the Prime will be fighting large groups of infantry or elite infantry, which typically don't have higher T then 4, which allows rerolls in CC. This is also good when attacking/hunting higher T units.
Weapons
--Scyting Talons
In terms of effectiveness, this is a poor option to go with. In terms of saving points with a Prime being your hide away warlord, you can't go wrong with them.
--Rending Claws
Rending claws can be a ok option on the Prime as they are cheap and if points are spent elsewhere, this little upgrade can help the Prime stay alive in CC. These are so a good combination with Lashwhip & Bonesword, as it gives you the option to use the claws against vehicle targets, and the other weapon for infantry slaying.
--Boneswords
If running a CC prime, these are a decent choice. If you can't spare the points for the Lashwhip & Bonesword combo, then definitely go for this option.
--Lashwhip & Bonesword
If running a CC Prime, this is the weapon to have. Almost ensures he will strike first, and also gives a solid chance of ID on the target. Combine this with another CC weapon set, and you have a solid 6 attacks on the charge.
--Devourer
Not really putting out a lot of damage, but as a stock weapon, it is not bad.
--Deathspitter
For the points, this can definitely help pack a strong shooting punch. It is a cheap upgrade and if your not set on a full CC Prime, this is a decent way to upgrade him.
--Spinefists
Being that this upgrade is free, it is not a bad option if you want volume of fire rather then a bit higher Str weapon with fewer shots.
-Tervigon
Even with the points increase in the current codex, the Tervigon is still a solid option. The ability to spawn gants is invaluable, and also the chance to get a decent psychic power is nothing to snuff at. Also the fact this guy can be made into a troops option with objective secured is just nice.
Biomorphs
--Acid Blood
Overall a poor option on this guy, as he really does not want to be in combat with things that can wound him easily.
--Adrenal Glands
A strong option as it helps increase the Str of the Tervigon, and give fleet to allow it to maneuver quickly.
--Regeneration
On the Tervigon, it is actually a decent option to provide regeneration. Being that the Tervigon is often the back/mid field anchor, he takes wounds more periodically then say threats such as a Flyrant, of Carnifex brood lumber down the table.
--Toxin Sacs
Without the buffing power that the Tervigon provided in the previous codex, this upgrade is just not worth it.+
--Thorax Swarms
As with the Tyrant, having the electroshock grubs can prove invaluable and make the Tervigon a real threat as it advances upon vehicles.
Weapons
--Stinger Salvo
Being that it is free and comes with the model, this is a decent option to dish out some AP 4 shots.
--Cluster Spines
Being that this weapon is a blast weapon, it does have a lot of room for error with the Tervigon being only BS3. However when it does work, it works!
--Scything Talons
Being that they add nothing to the model, it simply is a matter of, do I want to upgrade for vehicle killing power, or spend points elsewhere?
--Crushing Claws
A solid option for the Tervigon as it allows it to have some consistent hitting power against vehicles, and when in combination with adrenal glands, it almost guarantees a nice pen.
-Deathleaper
A cool unit in theory, however he remains very situational. If there is decent terrain on the board, this guy can be rather survivable and extremely useful, and the fact that templates can not target him, makes him popping up by some blast popping vehicles very fun! When use properly this guy is a solid choice, who can impact the game effectively, and mess with enemy characters LD value.
-Old One Eye
A model that just can't get a break rules wise. Old One Eye is extremely hard to use on the table as he gets blasted away before he can ever touch anything. Combine this with the fact that he takes up a valuable HQ slot, and it makes OOE rarely seen on the table.
-Swarmlord
A strong looking guy on paper, who should be a total badass, but however on the table it is a different story. Swarmlord requires at least +2 Tyrant Guard which is a huge points sink. The big disadvantage to this guy is that he is slow and has no invul to protect him. On the flip side, he gives out amazing buffs and has a solid chance of rolling some decent powers. When he hits combat, he is a fiend and it makes fielding him so worth it. But going into the game understand he is tough to use and requires some finesse.
Tyrant Guard
These guys are a good option for protecting your Tyrants or your Tyranid Prime. They can be equipped to take down even the toughest infantry units in CC. A must take with Swarmlord or a walking Tyrant.
Biomorphs
--Adrenal Glands
A good choice for the Guard as it puts their str up to 6, which when combined with crushing claws, makes then extremely effective at killing whatever they run into.
--Toxin Sacs
Generally not something you would want to use on Tyrant Guard, as the points can be better spent elsewhere in the army or the Guard.
Weapons
--Scything Talons
A ok option if you don't have points to spare on extra weapons. It adds nothing to the model itself, but it is one of the stock options for the guys.
--Rending Claws
It is sweet that these come stock on the Guard, as it really increases their effectiveness in CC vs infantry and vehicles alike.
--Lashwhip & Bonesword
A rather situational upgrade, as the Guard initiative is rather low, and the chance for ID is great, but overall you are better off with the crushing claws.
--Crushing Claws
This upgrade here is amazing as it lets the guard have the ability to really crush vehicles, and also gives them AP attacks. However it does make them strike at I1, so as long as they weather the storm, they will hit back furiously.
Elites
Hive Guard
One of the top contenders for our elite slot. Their ability to ignore line of sight and cover is invaluable on the impaler cannon, and its high Str makes it a ideal vehicle hunter. Their high T is a huge boost as well. Their only downside is them being BS3 however.
Weapons
--ShockCannon
A rather meh option. In theory it is decent, but the poor range, and the chance of scatter make it very hard to be a consistent weapon. Also the fact it requires line of sight as compared to the impaler cannon, makes it less desirable.
Zoanthropes
While the offensive power of Zoanthropes took a hit in 7th edition with the changes to psychic powers, the Zoanthrope still remains a solid elite slot choice due to its buffing abilities. Being that the Zoanthrope helps us against psychic powers, also for psychic buffs, and the fact it is a synapse creature make the Zoanthrope a good choice for your elite slot.
Venomthropes
The Venomthrope is a must have in most lists. With the ability to grant shrouded to everyone near it, it ensures your swarm remains fairly unharmed on the table! However they are very vulnerable to ignores cover shooting, so they are best kept out of LOS.
Lictor
The poor lictor still suffers from poorly executed rules. The Lictor is not survivable, nor has much effect on the table, as it is not until at least turn 3 before he can do a thing. However he can guarantee you linebreaker if you just hide him away. He can have a good game every now and then, but I just want to point out that it is not a consistent unit on the table.
Pyrovore
Simply just nope. This guy is awful. If you bought one, just use it as a Biovore. It sounds overly negative I know, but it really is that useless on the table. But model is cool though !
Haruspex
This guy is a decent elite option. There are definitely some better options available, but this guy is the king of tarpits. He is also effective vs elite infantry, and also does very well against vehicles too. Overall he is a situational unit, that needs to be used properly for maximum effectiveness.
Options
--Thresher Scythe
Tail weapons are just bad and not worth the points. Points are better spent on useful biomorphs.
Biomorphs
--Adrenal Glands
A must take on the Haruspex. This combined with crushing claws puts this guy at Str 8 on the charge, which almost guarantees pens on vehicles, and ID on most infantry combatants.
--Regeneration
A situational option at best. The points cost is just really high, but due to the volume of fire this guy may take going into combat, it may be worth it to help him clear the gap.
--Toxin Sacs
A not so effective choice on this guy. Points better spent elsewhere.
Weapons
--Crushing Claws
--Being the stock weapon, it simply is just awesome to have. They really make the Haruspex a strong threat to vehicles, and infantry models alike.
Malanthrope (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION | OR | Imperial Armor: Apocalypse)
Troops
-Termagants
One of the most decent troop options in our codex. They work well at providing screens for the rest of our swarm, and when equipped with specific weapons, they can pack a rather big punch.
Biomorphs
--Adrenal Glands
Not an overly strong option for Termagants, however it can help them glance vehicles with rear AV 10 better. It is just a situational upgrade that needs to be thought over in regards to the role the unit is going to play on the table.
--Toxin Sacs
This can be a good upgrade to stick on termagants you want to use to tarpit and chip away at tough targets, such as wraithknights, or riptides.
Weapons
--Devourer
Though this weapon costs the same amount as the termagant itself, the punch it packs is more then worth it. Each devourer pumps out 3 shots at st4, which when combined in a brood of gants of 15-20 for example, that's up to 60 shots! Hive commander from a Hive Tyrant can help get these guys in behind key vehicles you need to take out.
--Fleshborer
The stock weapon on a termagant. It is essentially a bolt pistol. This is a good option to stick with if you need to spend points elsewhere in your army, and your gants will not be hindered by just sticking with this weapon.
--Spike Rifle
The spike rifle is a direct swap out for the fleshborer as it costs no points to use this weapon. Sacrificing weapon str for range is the trade off here.
--Spinefists
Another direct swap for the fleshborer. The spinefist sacrifices str for a single twin-linked shot. On a whole the Str 4 of the fleshborer will yield just a bit better results on the table.
--Strangleweb
A fairly expensive upgrade that can be extremely situational. The only real purpose is to try and pin your opponent with this weapon if you are lucky enough to wound as it is very low Str.
-Hormagaunts
Hormagaunts can be harder to use as they generally get targeted a lot quicker on the table due to their speed to get across the table. They are very effective on the table when you go all in (Several large broods), so that way they can cross the table and still hit hard once they arrive in combat.
Biomorphs
--Adrenal Glands
A good upgrade to take on Hormagaunts as it allows them to gain furious charge, which In turn makes them a very real threat to most vehicles. The Str boost is also good against other units as well too.
--Toxin Sacs
A good upgrade to ensure the Hormagaunts can always hurt their target so long as it is not a vehicle. With their speed, they make catching those tough to catch units like Riptides just that much easier.
Ripper Swarms
Being that now in 7th edition rippers have become scoring, it has raised their usefulness on the table a bunch. Rippers are a great troops option as they are easy to conceal and hide away from your opponent, while holding that key objective. They are weak when fired upon by higher str weapons, but their pros outweigh the cons.
Options
--Tunnel Swarms (Deep strike)
A good option to upgrade rippers with if you plan on sending them in to steal key objectives on your opponents side of the table. This can also be used to disrupt key backfield units such as Devastators, or other sit-back and shoot units.
Biomorphs
--Adrenal Glands
This is a ok option to put on rippers as it allows them to gain more str on the charge. However rippers are generally not used to be overly offensive, but if you plan on using them this way, then the upgrade may be worth it.
--Toxin Sacs
Same idea as above, if you plan on using them offensively, this upgrade will help to ensure they do as many wounds as possible with their large number of attacks per base.
Weapons
--Spinefists
Taking spinefists on rippers is best done when combined with the tunnel swarm upgrade. This allowed rippers to come up and fire massed shots at say an opponents unit on top of the objective, weakening them for the oncoming charge. This is not as effective when just running rippers on the ground, as they tend to die off quickly trying to get in range to fire this weapon.
Tyranid Warriors
Tyranid Warriors are one of the better options in our troops section, which is mainly due to their synapse role. Warriors have two main builds, which are melee, or shooty. Currently in 7th edition, the shooty platform edges out the CC build simply due to 7th favouring towards shooting. However melee builds can and do work, but not without high risk as Warriors are vulnerable to S8+, which can some their way as they advance forward and become bigger threats.
Options
--Flesh Hooks
If running Warriors as a melee platform, this upgrade is a must as it lets them strike at their own initiative, plus even gives a shooting option on melee builds.
Biomorphs
--Adrenal Glands
The addition of fleet with this upgrade is the key here, due to Warriors having neither Move Through Cover, or Fleet. This helps to ensure they can make charge distances, and also the +1str on the charge is not a bad thing either.
--Toxin Sacs
Toxin sacs on a Warrior are not overly effective as they often do not see combat really, and even if a melee build, adrenal glands will benefit more then the TS when in combination of boneswords for example. Toxin sacs certainly do have their uses, but on the Warrior platform, they are not a ideal upgrade.
Weapons
--Scything Talons
Not a bad option to keep on the Warrior if running as a shooting platform, due to them just being free. Duel scything talons should be avoided, as if melee builds are desired, better weapons are available, since the talons only offer AP6, and a bonus attack, which can be achieved with any other weapon.
--Rending Claws
One of the better options if running a melee Warrior build. The rending claws allow the Warriors to pen vehicles, and also increases their effectiveness against +5sv models.
--Boneswords
The go to weapon for hard hitting melee based Warriors. Giving AP3 and ID on rolls of 6 is a solid option for these guys. Especially when stuck with adrenal Glands, these guys can pack a solid punch.
--Lashwhip & Bonesword
While this upgrade is nice, it is fairly expensive to warrant kitting out a full Warrior unit with the swords, as often they do not make it into combat consistently.
--Devourer
The stock weapon for Warriors, which is not a bad option, nor a overly good option. While devourers shine on Termagants due to having several of these weapons at a time, the Warrior platform is not quite as solid with them due to less volume of shoots. However if trying to keep Warriors cheap, it is a decent path to take.
--Deathspitter
A decent option for shooting Warriors as it gives them solid light anti-infantry capabilities for shooting.
--Spinefists
A bit of a downgrade from the Devouer weapon as it sacrifices range and str to gain twin-linked. It does not have the advantage of a higher volume of shots over the devourer as it gets the same number of shots. Even though it is a free option to swap out for, the devourer typically yields better results.
--Barbed Strangler
One of the must have options on a Warrior unit if running as a shooting platform. This weapon excels against light infantry, and can potentially pin targets as well. The long range is another big bonus to the weapon.
--Venom Cannon
While appealing on paper, the venom cannon is lacking due to the low BS of the Warriors, and being only a small blast. This leaves room for a bit of error with the weapon. However the higher Str and AP of the venom cannon, can make it ideal against some armies.
Genestealers
The Genestealer is a stable of the Tyranid race, however on the table, these guys are very hard to work with. They, like a lot of our codex, suffer from being a melee unit existing in a shooting dominant edition of Warhammer. This is not to say they can't be used effectively, but they are very hard to get across the table with strong enough numbers to make an impact.
Options
--Broodlord
The Broodlord is a good upgrade for a Genestealer unit, as he is a more durable and hard hitting model. This combined with his psychic power, allows the Genestealers to try and pin their target. The Broodlord however suffers from the same issues as the Genestealer itself, which are mentioned above. As a upgrade, he is definitely worth it, but that is not without his downsides that should be considered also.
---Acid Blood
A fairly iffy upgrade, where the payback does not quite live up to the points cost. Points can be better used elsewhere.
---Adrenal Glands
Adrenal glands are rather situational on the Broodlord, as he already comes at a solid strength for facing most opponents, and he already has fleet.
---Regeneration
This upgrade should be avoided simply due to the cost, and also the vulnerability of the Broodlord himself. If he is taking wounds, generally regeneration won't be able to save him in time.
---Toxin Sacs
Toxin sacs are another one of these situational upgrades. Typically the Broodlord is wounding on a nice +3 or +2, but gaining the rerolls to wound can be a attractive draw to this upgrade.
Biomorphs
--Toxin Sacs
While the biomorph itself is a decent one, on the Genestealer platform, it is hard to justify the positive value of this upgrade. This is due to the Genestealers being very easy to kill, and not making it across the table without loosing a fair amount of casualties typically. Points could be better spent on another body to the unit.
--Adrenal Glands
Suffers from the same points as above.
Weapons
--Scything Talons
This upgrade suffers just the same as both biomorphs above. However the plus side is the bonus attack the Genestealers receiver by having two weapons, as they are stock with Rending claws. This somewhat tips the balance of this weapon option, but again points could be better spent on more bodies.
Fast Attack
-Gargoyles
Gargoyles are one of our best fast attack options due to their speed and ability to act as a screen in our army. This allows the rest of the swarm to gain a good cover save, especially when combined with a Venomthrope. Their blinding venom attack also works effectively against high T units that the Gargoyles can not hurt. Their speed also makes them ideal a ideal tarpit unit.
Biomorphs
--Adrenal Glands
A good option for Gargoyles, as this gives them fleet, as well as the ability to harm vehicles on the charge with the +1 str from furious charge.
--Toxin Sacs
Another good option for Gargoyles, as their speed makes them ideal for catching high T units, and then tying them up in a tarpit. The poison then lets the Gargoyles slowly grind away at their target.
-Harpy
The Harpy is one of our good anti infantry units. Simply due to him being a FMC, that alone is a huge boost to make the Harpy a viable option. The Harpy does lack in anti-vehicle power, but when it comes to infantry killing, the Harpy greatly excels.
Biomorphs
--Acid Blood
Being that the Harpy wants to be out of combat at all costs, this upgrade is rather useless, and a waste of points.
--Adrenal Glands
While the upgrade of furious charge is not overly beneficial for the Harpy, gaining fleet is the real boost here. This can help the Harpy gain better positioning on the table. Though this is a situational upgrade, that may or may not be worth its points on the table.
--Regeneration
Though this upgrade is indeed expensive, it does have a value to the Harpy. Being that Harpies as FMCs, are generally very survivable, this upgrade can come into play at some point in the game. Do keep in mind it is a fair bit of points to spend.
--Toxin Sacs
Just as with acid blood, the Harpy is looking to avoid combat, which makes this a relatively pointless upgrade.
Weapons
--Twin-linked Stranglethorn Cannon
In combination with the Harpies spore mine bombing ability, the stock stranglethorn cannon is a great weapon as it truly maximizes anti infantry effectiveness.
--Twin-Linked Heavy Venom Cannon
The TL Heavy Venom cannon is a decent option, but the downside is due to being a small blast, and only AP 4. The ability to ID elite infantry is a solid bonus, however when against vehicles, at most it can only cause 1 HP per turn.
--Stinger Salvo
The stinger salvo is a situational upgrade in the fact that the Harpy can only fire two weapons per turn. Since the bombing run takes up one of the weapons, this upgrade may not get its full use. However depending on movement, and opponents deployment, this upgrade may get some solid use as the Harpy sets up for its run.
--Cluster Spines
Same issues/potential benefits as above.
-Hive Crone
The Hive Crone is one of our best options for AA. With S8 vector strike, and haywire missiles, the Crone is able to deal very solid damage out to other fliers. The Crone also works as a strong anti-infantry model with its S6 ap4 flamer weapon. Over all the Crone is a durable model, with a duel role and AA and anti-infantry equally.
Biomorphs
--Acid Blood
Being that the Crone wants to be out of combat at all costs, this upgrade is rather useless, and a waste of points.
--Adrenal Glands
While the upgrade of furious charge is not overly beneficial for the Crone, gaining fleet is the real boost here. This can help the Crone gain better positioning on the table. Though this is a situational upgrade, that may or may not be worth its points on the table.
--Regeneration
Though this upgrade is indeed expensive, it does have a value to the Crone. Being that the Crone as FMCs, are generally very survivable, this upgrade can come into play at some point in the game. Do keep in mind it is a fair bit of points to spend.
--Toxin Sacs
Just as with acid blood, the Crone is looking to avoid combat, which makes this a relatively pointless upgrade.
Weapons
--Stinger Salvo
The stinger salvo is a situational upgrade as depending on what the Crone is doing on a certain turn would dictate if it could even shoot the weapon. For example, if the Crone made a Vector strike, then fired its flamer, the stinger salvo would sit unused. Especially if other fliers are present and the Crone uses it tenteclids, there is not much chance to use the stinger salvo.
--Cluster Spines
Same issues/potential benefits as above.
-Raveners
Raveners are one of the tougher units to use in the Tyranid codex. They suffer from a +5 sv, T4, and no way avoid striking at I1 when going through cover. When they do hit combat, they can hit very hard, but having enough of them survive to make it into combat is the challenging part. Raveners require careful and strategic planning to be used effectively. They can be deep striked onto the table, and used in combination with their shooting options to allow them to soften targets for the return fire coming in your opponents turn.
Options
--The Red Terror
The Red Terror is a decent upgrade for a Ravener unit, however it does suffer from costing a fair bit of points. The Red Terror can soak up wounds and protect from ID in the unit. On the flip side though, he costs as much as two Raveners, so you need to decide if having extra wounds and a extra body is worth it or not.
Weapons
--Scything Talons
The stock weapon for the Ravener just simply provides the Ravener with a bonus CC attack due to duel sets, but aside from that, there is nothing else exceptional about the talons.
--Rending Claws
Rending Claws are a good upgrade on Raveners as it allows them to pen vehicles, and also improves their AP, which lets them shred light infantry units with ease.
--Deathspitter
Deathspitters are a ok choice, as it provides some extra light infantry shooting options.
--Devourer
Devouers on Raveners are kind of the same as a Deathspitter, but should be purchased if your on a budget, but want the higher str shooting.
--Spinefists
Of the 3 shooting options on the Ravener, the spinefist is one of the better options as it adds in the twin-linked bonus, at the cost of range and str of course.
-Shrikes
Tyranid Shrikes, like Raveners, suffer from being a +5 sv model with T4. Shrikes are essentially the jump version of the Tyranid Warrior, but with a poorer save. However their speed helps give them a bit of a advantage over normal Warriors, and allows more of a forward field synapse node. They can also be used as fast melee options as well.
Options
--Fleshhooks
When running Shirkes as a dedicated melee platform, flreshhooks help to negate the I1 penalty when charging in cover, which can be invaluable when points are invested to making shrikes excel at melee.
Biomorphs
--Adrenal Glands
If running melee Shrikes, adrenal glands can be rather effective, as it gives them fleet, and furious charge. The +1str from furious charge also helps with their effectiveness as chasing down vehicles.
--Toxin Sacs
A rather situation upgrade due to fragile state of the shrike, and for them typically hitting on 4s most of the time anyways. This can be a points sink into a model that can die extremely quickly when fired upon.
Weapons
--Scything Talons
If using Shrikes as just a forward synapse node, then taking the stock talons is not a bad thing, but it does not have really any offensive power compared to other options.
--Rending Claws
A cheap upgrade that allows Shrikes to damage vehicles much easier, as well as improve their effectiveness vs light infantry.
--Boneswords
While not a bad upgrade option at all, it is a fair amount of points to put into a fragile unit. If you can maneuver them effectively to hit combat, this upgrade can be well worth the points.
--Lashwhip & Bonesword
A bit of an expensive upgrade to put on a fragile model. The boneswords may be a better option as they are a bit cheaper, and can yield the same results.
--Devouer
Not a bad option as it is a free choice. If the points can not be spared to upgrade the shrike, the devouer is a decent enough gun to keep.
--Deathspitter
With the speed of the Shrikes, deathspitters are a ok option to use to harass light infantry units before charging in.
--Spinefists
The spinefist sarifices range and Str for twin-linked. Not a bad option as the Shrikes are quick, and that can help negate the range issues.
--Barbed Strangler
Even though Shrikes are not typically set for a shooting load out, the barbed strangler is always a solid option. Shrikes can use their speed to move around quickly and get the shots they need off. It also helps if they can pin their desired target.
--Venom Cannon
Just like on Warriors, the Venom Cannon suffers from being only a small blast and having Shrikes being BS3. The weapon can damage infantry units decently, but there is a good chance it may not pay out.
-Spore Mine Cysts
Spore Mine Cysts can be used to help distract your opponent and force them to shoot at the mines, which can be used to help with over watch, or to just simply distract your opponent. Though there are many stronger choices in the fast attack slot.
Sky-Slasher Swarm
Sky slashers are just winged Rippers. They are fast, and can act as a tarpit unit to distract and hold up key targets.
Biomorphs
--Adrenal Glands
Adrenal glands are a good choice for sky slashers as it give them fleet to ensure charges are effective, and to also make them a thread to vehicles with rear armour 10.
--Toxin Sacs
Toxin sacs can work very well with Sky slashers as they get a large number of attacks on the charge, and can do a lot of wounds though volume of hits with poison.
Weapons
--Spinefists
Spinefists are a solid choice on the Ripper platform due to the volume of shots they can produce. Though it is low str and has a short range, Sky Slashers make up for this with their wings.
Dimachaeron (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION)
Options
Biomorphs
Weapons
Heavy Support
Carnifex
With the points reduction in our now present codex, the carnifex is now one of our most solid HS options. The carnifex excels best as a forward line breaker, as they can destroy almost any vehicle just with their hammer of wrath attacks alone with some good rolling. The best load out for carnifexes currently is with two sets of BL devourers. Melee builds are less common, but can work, though they suffer as the rest of the Tyranid melee units in that they exist in a shooty edition. It is worth noting as well that fexes are best run in broods simply due to them being only 4W, which can make them easy to kill in lone broods.
Options
--Bio-Plasma
A decent upgrade for the carnifex, which is best used on melee platforms. This allows the Fex to get a bit of shooting, which still have enough CC weapons to gain the +1A bonus.
--Spine Banks
Another shooting option for melee fexes. However when compared to Bio-Plasma, it just is a little underwhelming, though if points are an issue, this can be a option. It is worth noting that this does give you 'assault grenades', which does allow the fex to fight at its own initiative when going through cover.
Biomorphs
--Acid Blood
Acid blood is not a very strong option, as it always comes back to the low payback for points issue.
--Adrenal Glands
A almost must have for melee carnifexes. This gives them the much needed ability of fleet, in addition to making them a whopping S10 on the charge.
--Regeneration
Regeneration is actually a very good option on a Carnifex, but only when they are run in broods. On a single fex, it goes back to being a ok upgrade that is slightly on the side of being just a bit too expensive, especially for a 4W model. However when run in groups, carnifexes can swap positioning with one another to allow their brood bros to regenerate while another fex takes the heat.
--Toxin Sacs
Toxin sacs are not really necessary on a fex, due to it being S9. However it is nice to get the rerolls in combat, so if your going all out on a fex, it may just be worth it. Generally though, this is not a upgrade that is truly needed.
--Tail Weapons
Tail weapons are just simply not worth their points in this edition of our codex. They can be used most certainly, but there are far too many other areas that points can be spent.
Weapons
--Scything Talons
While the weapon itself is not overly good, the main thing is the bonus attack it confers in a set. Which makes it nice as you do not need to dump a lot of points into a fexes melee weapons to make it super hard hitting.
--Crushing Claws
Crushing claws are excellent due to it making the Fex S10, and also giving it armourbane, which almost guarantees a vehicles certain death, even at AV14, they are still shaking on their tracks when a clawed fex approaches.
--Twin-linked Deathspitter
If your going the route of a shooty carnifex, the Deathspitter just comes up a little short when compared to the devourers. Though cheaper by 5 points, it still does not justify the points saved.
--Twin-linked Devourer with Brain-Leech Worms
When going the route of shooting fexes, the TL Devourers are the way to go 100% if you want effectiveness. The high volume of S6 shots can not be competed with, and makes the carnifexes a deadly shooting platform.
--Stranglethorn Cannon
The stranglethorn is not a bad option, though not necessarily a good one either. The pinning and large blast are nice features, as is the AP4 which makes it a solid anti xenos infantry weapon. The bad is it does not live up to the damage output of the devouers.
--Heavy Venom Cannon
On paper this weapon looks decent enough, but the simple fact it can not blow up vehicles, is a small blast, and is on a BS3 model just make it more and more outshined by all other available weapons. The S9 is one of the few pluses of this weapon though.
Exocrine
The Exocrine is one of our many good heavy support choices. The Exocrine is a extremely effective elite infantry killer, with having 6 plasma shots, or one focused large blast shot. The Exocrine can even boosts its BS to 4 when standing still. It is even fairly effective against light vehicles, being it is the only Tyranid shooting weapon that can explode a non-open topped vehicle. The only downside that makes a Exocrine a good unit and not a great unit, is the its range.
Options
--Thresher Scythe
Being a pure shooting platform, the Exocrine does not need any upgrades designed for CC. These points can be better used elsewhere.
Biomorphs
--Acid Blood
Again with the Exocrin being a shooting platform, it does not really need this upgrade. This fact being on top of the biomorph usually does not even pay off its points worth anyways.
--Adrenal Glands
--Regeneration
As with the majority of other MCs, this upgrade can be expensive for a chance of no payout. However it can help in the end, which makes it not a bad nor necessarily good option to purchase on the Exocrine.
--Toxin Sacs
One again, being that the Exocrine is not a melee platform, these points can be better used elsewhere in your army.
Tyrannofex
The Tyrannofex is one of the strongest Heavy support options. It is a living line breaker unit, that has excellent anti-infantry capabilities. The Tfex can plow right on through an opponents main line, and can be effective at charging towards tanks while taking a beating.
Biomorphs
--Acid Blood
Acid blood is a unnecessary upgrade on the Tfex as you don't want him in combat to begin with. Points better spent elsewhere.
--Adrenal Glands
Adrenal glands are extremely effective on a Tfex, through both increasing speed, and also effectiveness VS vehicles. If points are extra to spend, adrenal glands are well worth the upgrade for the Tfex.
--Regeneration
Regeneration can be a worthwhile upgrade on the Tfex as it generally takes wounds over a period of time. This allows for him to recover with regeneration, and make it worth the expensive upgrade.
--Toxin Sacs
A poor upgrade for the Tfex as it does not want to be in close combat with anything that it can wound with toxin sacs. Tfexes are geared more toward charging vehicles in general. Use points on adrenal glands on the Tfex.
--Thorax Swarm
A thorax swarm on a Tfex is a awesome choice, most specifically the Electroshock Grubs. This allows the Tfex to effectively damage vehicles as he draws close, which help ensures he finishes them off in CC.
Weapons
--Acid Spray
The stock and best option for the Tfex. It gives a strong anti-infantry role to him, and being torrent, it makes him a threat at range.
--Fleshborer Hive
The Fleshborer hive is a poor upgrade as it costs points to upgrade to, and is essentially 20 termagants firing, which cost just almost a third less then the Tfex.
--Rupture Cannon
On paper S10 looks like a good thing. However being that it is on a BS3 platform, with no chance to explode vehicles being a AP4 weapon, the Rupture Cannon is just too lackluster to ever be worth using at this time in 7th Ed.
Biovore
The Biovore is quite possible one of the best anti-infantry units in the entire game. With the long range barrage blast, AP4 on the blast, and the biovore being a 3W model to put icing on the cake. All of this makes for a extremely effective infantry slayer. Best run in broods of +2 to maximize the blast radius.
Trygon
The Trygon is one of the few weak units in the heavy support slot. The Trygon simply is just too slow for what he is meant to do, and easily gets shot apart before he can close the gap. Trygon can tunnel up from below, but it leaves itself vulnerable to shooting in the next turn, as it turns into a high priority target very quickly. If the Trygon can make combat however, it can do massive amounts of damage due to the high volume of attacks it has.
Biomorphs
--Acid Blood
This upgrade just does not give back a solid return for the points spent. Points better spent on the other upgrades.
--Adrenal Glands
Adrenal Glands help make the Trygon hit even harder then it charges into combat. It is a worth while upgrade if your playing vehicle heavy lists as it allows the Trygon to do a lot of damage with the large number of attacks it can make on the charge.
--Regeneration
Not a bad choice at all, though it is just a pricy upgrade. However the Trygon does take a lot of heat going up the table, or when it arrives from below, so the upgrade can be worth the points, but it is very situational.
--Toxin Sacs
Toxin Sacs can make the Trygon a even deadlier opponent in combat vs infantry. It almost ensures rerolls on all wounds against most infantry units.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and points should be used on other upgrades for the Trygon.
Trygon Prime
The Trygon Prime is a bit of a step up from the Trygon due to the bonus of it being a synapse creature. The Prime also comes with the option to wield Bio-Artefacts, which can make for some unique and fun combos, such as tunneling up with the Miasma Cannon. The Prime does however suffer from the same issues as the Trygon, with speed and vulnerability when slugging it across the table.
Biomorphs
--Acid Blood
This upgrade just does not give back a solid return for the points spent. Points better spent on the other upgrades.
--Adrenal Glands
Adrenal Glands help make the Trygon Prime hit even harder then it charges into combat. It is a worth while upgrade if your playing vehicle heavy lists as it allows the Trygon Prime to do a lot of damage with the large number of attacks it can make on the charge.
--Regeneration
Not a bad choice at all, though it is just a pricy upgrade. However the Trygon Prime does take a lot of heat going up the table, or when it arrives from below, so the upgrade can be worth the points, but it is very situational.
Toxin Sacs can make the Trygon Prime a even deadlier opponent in combat vs infantry. It almost ensures rerolls on all wounds against most infantry units.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and points should be used on other upgrades for the Trygon Prime.
Mawloc
The Mawloc can be a extremely effective unit on the table. With the new rules for Terror From the Deep in our latest codex, the Mawloc rules become extremely decent. The only big downside to the Mawloc is he is 100% random and can not be relied on fully, which in the end is why he just does not make the cut as a top dog unit. However if he is combined with something to help with reserve rolls, which at least helps reduce the randomness that is the Mawloc.
Biomorphs
--Acid Blood
Truly no need for this option as the Mawloc does not see combat as often enough to make this a worth while upgrade. The upgrade itself is also can have a low chance of impacting anything.
--Adrenal Glands
On a whole, the Mawloc does not get to do too much charging, so the points spent into this option are generally not worth the time. The Mawloc also already has the fleet USR.
--Regeneration
Regeneration can be a good thing to have on a Mawloc, however the upgrade itself simply is just an expensive one, and can sometimes not be worth the investment.
--Toxin Sacs
Toxin Sacs are a poor option for the Mawloc as he generally is not out hunting things in combat. Points can be better spent elsewhere in the army.
--Tail Weapons
Tail weapons are flat out just not worth the points. They have a low impact on the table, and may not even do anything if the Mawloc is successful with its TFTD attacks. Use points for better investments.
Lords of War
Heirophant (Rules found in: Warhammer 40k Apocalypse Rule Book)
Harridan (Rules found in: Warhammer 40k Apocalypse Rule Book)
Barbed Hierodule (Rules found in: Warhammer 40k Apocalypse Rule Book)
Scythed Hierodule (Rules found in: IMPERIAL ARMOUR VOLUME FOUR - THE ANPHELION PROJECT SECOND EDITION | OR | Imperial Armor: Apocalypse)