Post by niiai on Mar 30, 2022 12:36:33 GMT
Silly rabbit. Trix are for trix. But ever since the hivemind ate that rabbit trix are also for us.
Hopefully a compilation of cool trix from the codex. Feel free to ad.
Flying hive tyrant charge and return (yoyo trick): Charge with the flying hive tyrant. Use overunn to return to the hive guards. Now he stil can not be shot. Use trampling charge, adreal surge or voracius aptetite to enshure the unit dies. (You can really assassinate anything if you do all 3.) Buy adrenal gland for +1 to move and to unlock adrenal surge. If you showhow pile in to far or are stuck in vcombat do encircle the prey to return next turn.
Tyrant guard hide: Hide the tyrnat guard out of line of sight. But keep the hive tyrant within 3". You are stil protected. Also good on shooting hive tyrants.
Charge from reserves: With Shard lure we have a really good chance to charge from reserves. If you buy 'the passanger' relic also it is almost guaranteed.
Zoanthrope smite drop: Encircle the prey lets is pick up ay flying unit. Including zoanthropes. If they are stil 3+ units they have a very good chance of getting a strong smite vs anything you need mortal wounds on. Either something strong or something holding an objective.
Gargoyles nachmund data: Gargoyles can perform nachmund data. If they do not get shot you can easaly do two quarters with them. Use encirle the pray to remove them and place them near the zones you have not performed in. (Keep in mind their terrible leadership.)
Leadership bomb: Tyranids actually have some good leadership interaction rules. (The first codex to do it?) Use psycathropic venom and the horror pshyckick power. Both give -2 to leadership and -1 to combat atriction tests. Together it is -4 and -2. If they are below half strenght they have -3 on the combat atricion test menaing they run on 1 to 4. Even if they use insane braverly to stand it is limited to one per game. And you trade 1 CP to 2 CP.
Harpy/hive crone heroic interveene: Slap predator instinct (15 points) on a harpy and hive chrone. A double edge sword, you can now heoric intervene with them. Allowing you to change the angle they are facig. However, they can only fight if the enemy unit has fly. But they can only attack the flyer if they can fly. It is a bit cool. Especially on the harpy who has the bombing runs. The ambush predator (green) biomorphology also helps with this.
Mawlock - objective secure: Get acess to the lurk biormphologics. Take teritorial instinct. The wording on the mawlock terror from the deep can get them to land within engadgement range. Meaning you often can force opponents of objectives. (This is a trick GSC pay 20 points to do, limited to one per game. It is very strong.)
Leviathan smite bomb: Other fleets can do this as well for one turn, but the psycick power of leviathan lets you do it every turn. Use malaceptors psycick oversight. You can not perform psykick actions and cast psycick powers. You can get psyckick overload off 3 times, that is 12 aditional mortal wounds. With Power of the Hive Mind stratagem that unit can cast one more psykick power. (15 mortal wounds.) So strong! Be shure to boost the malaceptor with your neuronthrope so that it actually gets 7 on casts. Ither it's abilaty (3d6) or it's synaptic iperative rule.)
Johrmundguard defense: Jormunguard are strong already (-1 to hit vs them.) Grab naturalised camuflage (purple) from biomorphology and stand in actual light cover range. Now they are -1 to hit you and +2 to armour save. Quite strong. If you are vs something that has a lot of +1 to hit (like Tau) combine with a venemthrope to give an actual -2 to hit. (Tau are now hitting on 5's.)
Hopefully a compilation of cool trix from the codex. Feel free to ad.
Flying hive tyrant charge and return (yoyo trick): Charge with the flying hive tyrant. Use overunn to return to the hive guards. Now he stil can not be shot. Use trampling charge, adreal surge or voracius aptetite to enshure the unit dies. (You can really assassinate anything if you do all 3.) Buy adrenal gland for +1 to move and to unlock adrenal surge. If you showhow pile in to far or are stuck in vcombat do encircle the prey to return next turn.
Tyrant guard hide: Hide the tyrnat guard out of line of sight. But keep the hive tyrant within 3". You are stil protected. Also good on shooting hive tyrants.
Charge from reserves: With Shard lure we have a really good chance to charge from reserves. If you buy 'the passanger' relic also it is almost guaranteed.
Zoanthrope smite drop: Encircle the prey lets is pick up ay flying unit. Including zoanthropes. If they are stil 3+ units they have a very good chance of getting a strong smite vs anything you need mortal wounds on. Either something strong or something holding an objective.
Gargoyles nachmund data: Gargoyles can perform nachmund data. If they do not get shot you can easaly do two quarters with them. Use encirle the pray to remove them and place them near the zones you have not performed in. (Keep in mind their terrible leadership.)
Leadership bomb: Tyranids actually have some good leadership interaction rules. (The first codex to do it?) Use psycathropic venom and the horror pshyckick power. Both give -2 to leadership and -1 to combat atriction tests. Together it is -4 and -2. If they are below half strenght they have -3 on the combat atricion test menaing they run on 1 to 4. Even if they use insane braverly to stand it is limited to one per game. And you trade 1 CP to 2 CP.
Harpy/hive crone heroic interveene: Slap predator instinct (15 points) on a harpy and hive chrone. A double edge sword, you can now heoric intervene with them. Allowing you to change the angle they are facig. However, they can only fight if the enemy unit has fly. But they can only attack the flyer if they can fly. It is a bit cool. Especially on the harpy who has the bombing runs. The ambush predator (green) biomorphology also helps with this.
Mawlock - objective secure: Get acess to the lurk biormphologics. Take teritorial instinct. The wording on the mawlock terror from the deep can get them to land within engadgement range. Meaning you often can force opponents of objectives. (This is a trick GSC pay 20 points to do, limited to one per game. It is very strong.)
Leviathan smite bomb: Other fleets can do this as well for one turn, but the psycick power of leviathan lets you do it every turn. Use malaceptors psycick oversight. You can not perform psykick actions and cast psycick powers. You can get psyckick overload off 3 times, that is 12 aditional mortal wounds. With Power of the Hive Mind stratagem that unit can cast one more psykick power. (15 mortal wounds.) So strong! Be shure to boost the malaceptor with your neuronthrope so that it actually gets 7 on casts. Ither it's abilaty (3d6) or it's synaptic iperative rule.)
Johrmundguard defense: Jormunguard are strong already (-1 to hit vs them.) Grab naturalised camuflage (purple) from biomorphology and stand in actual light cover range. Now they are -1 to hit you and +2 to armour save. Quite strong. If you are vs something that has a lot of +1 to hit (like Tau) combine with a venemthrope to give an actual -2 to hit. (Tau are now hitting on 5's.)