Building an Army
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Starting Your Own Tyranid Army
OK, it's high time I put this down somewhere. I have been
playing off and on since May 2001, but I am an analytical
guy, some might say too analytical. :-) If you want to play
with a buddy, you can pick any point level you like. I recommend
no less than 1500. Below that you have to worry more. This
is a swarm army. No swarm = less fun. If you want to play
in local cons and such, you will need to field a list of 1500-1750
points to even compete. Below I have
some sample specs on a list I created.
For a bare minimum, I recommend [Prices updated as of 2004.01.16]:
- 1 Hive Tyrant ($40) that will cost about 140-200 points
- 4 boxes of Gaunts ($120, that's 32 of each type) that
will cost about 550 points if you field them all in the
usual Hormagaunt and Termagant configurations, more if
you have a lot of one-off mutants.
- 1 box of Genestealers ($30, that's 12 models) that will
cost about 200 points
- 1 Carnifex ($35) that will cost about 100-150 points
- You will have 22 Rippers, which can make seven bases at
3 per base. With 2 Rending Claws mutants, that would be
82 points.
- Total: $225 which gives you as much as 1200 points.
I strongly recommend 1500 points as a minimum with Tyranids
because you have a swarm army and with small points the swarm
is hard to execute. I also personally believe once you get
below 1500 points you greatly increase the chance that you
and your opponent will show up with completely mismatched
armies, leaving one of you with an unfair handicap and that's
no fun.
For further purchases you need to read up on the units and
decided yourself. For 1500 points, You need:
- More HQ - Hive Tyrant or Warriors? Your choice.
- Tyrant Guards? For some a must have, for others a waste
of points.
- More Troops - A few more Genestealers to allow two almost
full broods, more Gaunts to allows more cheap fodder. Maybe
more Ripper Swarm bases, but I like to stick to just one
brood of them.
- Flank harassment - I would recommend at least one Lictor
of Biovore. They can help punish an enemy that just sits
there and shoots.
In closing, feel free to read my battle
reports and see how things work out when the dice start
rolling...
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Which Hive Fleet Mechanics To Use?
There are basically three major flavors of Tyranid Armies,
with increasing orders of complexity:
- Basic species list. Basically, everything in the Codex
before pg. 36.
- Custom Hive Fleet. Pages 36 & 37. This
includes one-off mutations (see above for examples).
- Custom Hive Fleet with mutated species.
This is the most advanced choice and, from what I have
seen, the most
popular. This adds the extra versatility of being able
to create
custom species from the five mutable species - Gaunt,
Warrior, Ripper
Swarm, Hive Tyrant, and Carnifex.
Basic Species List
This entails constraining yourself to the species choices
worked out in the basic list. This DOES NOT allow you to
take one-off mutations such as Hivenodes,
Acid Blood, Exceptional Size, and Weapons Beasts. The most
critical implication of this, in my opinion is the low leadership
value of the standard Gaunts and the limitation that all
Synapse creatures in the basic list can only walk (no Leaping
or Wings). With a Ld 5, you will likely end up failing a
number of critical morale
tests and end up with an uncomfortably high probability of
experiencing the following situation:
- The bulk of your force rushes forward, leaving Synapse
range. Consider that in a single turn, if an opponent is
in striking
range, a unit of Hormagaunts can travel as much as 24"
(including assault); since the Hormagaunt is going to be
engaged as quickly as possible, the Synapse creatures are
likely
still
walking
into battle, so they will only move 6" (no assault). That's
an 18" gap, compared to 12" Synapse. This spread worsens
with each turn of movement preceding the fight, due to
the Gaunt's Fleet of Claw.
- Your gaunts
get shot or engaged in close combat.
- Morale check failed.
- Force runs away (although I admit there is a 1/3rd chance
of "Attack!")
You need to be happy with this possibility if you take this.
Another "problem" is the termagant. Most folks
don't feel it is worth the points. Low rate of fire (ROF
1), no AP, you have to forego Fleet of Foot to use the
gun, and it does not help in hand-to-hand combat. Finally, as
mentioned, all of your Synapse will be walking. This means
that if you are lucky, it will take most of the
game to reach objectives, let alone the enemy. Ultimately,
this choice has much less variability. There are also less
opportunities for cool conversions (can you say "Wings"?).
Why should you take it? Well, it is irrefutably the easiest
option. There is less modeling work, less worries about conversions,
and
you might like the random factor of low Leadership (many Ork
& Gobbo WFB players do). There is also a lot less decision-making
because you don't have to decide on the best mutations for
your list choice.
Custom Hive Fleet (basic)
A lot of folks skip right past this option and are not very
aware of it. However, you can take a Custom Hive Fleet without
taking mutable genus creatures. Why? Well, it allows
you to take
one-off mutations, such as Hivenodes, Weapons Beasts, Acid Blood,
Exceptional Size, and so on. The most popular reasons for this
have to be Hivenodes and Rending Claw Weapons Beasts (usually
with gaunts/gargoyles). The former plugs the huge gaping Leadership
hole and the latter
adds some
wildcard ability to take down powered armor more effectively
and possibly pop lightly armored vehicles.
Custom Hive Fleet with Mutable Genus
Now you have opened the whole can of worms! It may not seem
like a lot at first glance, but the ability to mutate just
5 species adds incredible dimension to our list. The most common
things done with this are:
- Hive Tyrants
- Wings - Fast-moving Synapse and TMC
- Enhanced Senses - Wow, as accurate as a basic Space
Marine!
- Extended Carapace - Cheaper and more fun because you
can actually model it
- Gaunts
- Spinegaunts - Gaunt + Spinefist; cheap and uses contents
of gaunt box efficiently
- Scythegaunts - Gaunt + Scything Talons; not quite as
cheap as Spinegaunt, but double Attacks. The biggest
limitation is that you will want to use your Scything
Talons on Hormagaunts or some other Leaper variation,
speaking of which...
- Pumped Up Hormagaunts - Gaunt + Leaping + Scything
Talons + Toxins Sacs (+1 S) + Adrenal Gland (WS or Init,
depends on tastes); this gives you a Gaunt that can have
a chance of popping AV10 vehicle facings.
- Warriors
- Wings - Fast-moving Synapse and tough close combat
units
- Fast killing machines - Basic Warriors stats + RC
+ ST + Wings/Leaping
- Heavy Weapons Warriors - Entire units of Venom Cannon
Warriors; great for dropping light vehicles, but too
expensive for some (including me)
- Rippers
- Leaping and Wings seem the most popular variation because
they are so bloody slow.
- Carnifex
- Econofex - Carnifex + STx2 + Adrenal Gland (WS) = 90
pts. Sure, he's "only" S9, but if you want to field a
cheap monster, he's not bad.
- Shooty Venomfex - Carnifex + ST + Venom Cannon + Enhanced
Senses = 127 pts.; basically saving 16 pts. on biomorphs
that may never matter because he'll be gunned down long
before he reaches close combat. :P
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A Sample List
Here I will explain why I made a typical list for my hive fleet.
Headquarters
"Thunder" Mutable Hive Tyrant
Biomorphs: Enhanced Senses, Toxin Sacs, Scything Talons
(x1), Venom Cannon.
Tyrant Guard x 2
|
228
|
"Lightning" Mutable Hive Tyrant
Biomorphs: Adrenal Glands (In), Adrenal Glands (WS),
Extended Carapace, Toxin Sacs, Wings, Scything Talons
(x2).
Hive Mind Powers - Warp Blast.
|
181
|
Elites - I did not take any in this list.
Troops - My favorite.
Thymid Stealers (Genestealers) x 9 |
144
|
Thymid Stealers (Genestealers) x 9 |
144
|
Spinegaunts x 32 Mutable Gaunts
Biomorph: Spinefists.
One-off mutants (see page 37 of Codex): 1 Hive Node.
|
170
|
Spinegaunts x 32 Mutable Gaunts
Biomorph: Spinefists.
One-off mutants (see page 37 of Codex): 1 Hive Node.
|
170
|
Phagocytic Swarm (Ripper Swarm) x 8
One-off mutants (see page 37 of Codex): 2 Weapon Beast
(Rending Claws) Mutants. |
92
|
Lysogaunts x 24 Mutable Gaunts
Biomorphs: Leaping, Toxin Sacs, Adrenal Glands (In).
One-off mutants (see page 37 of Codex): 1 Hive Node. |
298
|
Fast Attack - Although I love Gargoyles, I wanted Heavy
Support more for this list.
Heavy Support - I think that you should always take a Carnifex
unless there a reason not to.
Bursavores (Biovores) x 2
Both with Poison Spore Mines and Bio Acid Spore Mines |
136
|
"Mjolnir" Mutable Carnifex
Biomorphs: Enhanced Senses, Extended Carapace, Scything
Talons (x1), Venom Cannon.
|
137
|
Models in Army: 121
Troop Type |
Count |
Unused |
Points |
Unused |
Percent |
HQ (>=1 unit
<=2 unit) |
2 |
0 |
409 |
1291 |
24% |
Elite (<=3 unit) |
0 |
3 |
0 |
1700 |
0% |
Troops (>=2 unit
<=6 unit) |
6 |
0 |
1018 |
682 |
59% |
Fast
Attack (<=3 unit) |
0 |
3 |
0 |
1700 |
0% |
Heavy Support (<=3
unit) |
2 |
1 |
273 |
1427 |
16% |
Other (N/A) |
0 |
n/a |
0 |
1700 |
0% |
Equipment Summary |
5 |
n/a |
40 |
n/a |
2% |
How Much Money Did it Cost (US dollars)?
- ($80) 2 Hive Tyrants
- ($26) 2 Tyrant Guard
- ($60) 24 Genestealers - I only use 18 above,
- ($200) 64 Spinegaunts & 24 Lysogaunts - You get 8
of each type in a box, so barring trades, this requires
8 boxes of Gaunts and it probably the most expensive part
of my army.
- (N/A) 8 Ripper Swarms - no extra cost, they come in the
box (see my Ripper Swarms comments
for more details)
- ($20) 2 Biovores - You don't *have* to buy more spore
mines, but I did, and that runs another six bucks or so.
In my case, I bought a pack of extra spore mines for each
Biovore.
- ($35) Carnifex.
- Total: $421
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Phage's Spawn - The Spawn Revealed!
"Hive Fleet Phage, as classified by the Magus
Biologis, has the curious characteristic of having evolved
beyond the common strains encountered by our valiant soldiers.
This Hive Fleet has specialized to the point that entirely
different armies have been encountered. The primary force
mix, which has been classified as Beta Response, seems
to have evolved away from the medium-class creatures.
It is composed exclusively of the smaller troop units
supported by monster-class creatures and Biovores."
- Darian Cord, Magos Biologis
"Hive Fleet Phage is unique in that it terraforms
a planet instead of simply stripping it. The remaining
planets are incredibly hostile to humans, but the net
biomass lost is trivial. Our xenobotanists have noticed
a specific plant that occurs on all such converted planets.
We have classified it Barbae Metallicus; it is commonly
called Bronze Thistle. It appears to be an essential part
of their diet and likely contributes to metallization
of their cartilage, creating tough armor plates with less
consumption of biomass. As a result, creatures of Hive Fleet
Phage can often be identified by bronze-colored flecks
in their chitin. A second common marker is bright orange
edging on their dark green chitin plates. Their blood
has a purple hue to it and this color is reflected in
the color of their flesh."
- Mortimer Senik, Xenobiologist
"I now know that we are the plague foretold by Those
That Sleep and Hive Fleet Phage is the Great Devourer.
The Great Devourer has come to cleanse the galaxy of our
plague. Their passing cleanses the universe, preparing
it for the awakening of Those That Sleep. Our foul putrescence,
propagated by our putrid Corpse-Emperor and his brainwashed
minions does not deserve to share their universe. We are
barely worthy of consumption. I welcome oblivion."
-Last transmission of Heretic Robert Gadolin, Former
Professor of Necron Studies, Jalis Institute, Morna Prime
-
The Unit Names
-
HQ
- Thunder - Mutable Hive Tyrant with Venom Cannon, Scything
Talons, Enhanced Senses, and Toxin Sacs; usually with
Tyrant Guard (points willing)
- Lightning - Mutable Hive Tyrant with Wings, Scything
Talons (x2), Toxin Sacs, Adrenal Glands (x2), Extended
Carapace, Warp Blast, Catalyst, Enhanced Senses.
- Elite
- Hemagogues - Standard Warriors, Extended Carapace,
Flesh Hooks; mixed weapons - Rending Claws & ST,
Venom Cannon & ST, and STx2.
- Lictors
- Troops
- Thymid Stealers - Standard Genestealers
- Lysogaunts - Mutable Genus Gaunts with Leaping, Toxin
Sacs, Adrenal Gland (usually +1 I), and Scything Talons;
Mutant - Hivenode
- Spinegaunts - Mutable Genus Gaunts with Spinefists;
Mutant - Hivenode
- Phagocytic Swarm - Standard Ripper Swarm; Mutants
- Rending Claws Weaponbeasts
- Fast Attack
- Heavy Support
- Mjolnir - Mutable Carnifex w/ Venom Cannon and Scything
Talons, Enhanced Senses, and Extended Carapace
- Gungnir - Mutable Carnifex w/ Venom Cannon and Scything
Talons, Enhanced Senses, and Extended Carapace
- Hemagogues Type II - Standard Warriors, Extended Carapace,
Flesh Hooks; mixed weapons - Rending Claws & ST,
Venom Cannon & ST (multiples of these, hence HS),
and STx2
|
The Current Contents of the Hive
Ship
Here's what I own. The numbers in parenthesis show the
acceptable brood sizes.
- Headquarters
- Hive Tyrant 2 (1)
- Tyrant Guard Brood 6 (2-3)
- Elites
- Lictors 3 (1-3). Maximum of one unit in an army,
or maximum of 3 models in an army.
- Warriors 18 (3 to 9)
- Troops
- Genestealers: 48 (6 to 12)
- Termagant 48 (8 to 32)
- Ripper Swarm 65 pieces [I need to decide how many
pieces per stand] (3 to 10 stands)
- Hormagaunt 48 (8 to 32)
- Fast Attack
- Ravener 6 (1 to 6)
- Gargoyles 36 (8 to 32)
- Heavy Support
- Carnifex 4, 2 new and 2 old (1)
- Zoanthropes 3 (1 to 3). Maximum of one unit in an
army, or maximum of 3 models in an army.
- Biovores 3 (1 to 3). Maximum of one unit in an army,
or maximum of 3 models in an army.
- Poison x 9
- Fragmentation x 9
- Acid x 9
- 1 Red Terror
- 1 Old One Eye
|
Tyranid Value - Unit Costs [Prices
updated as of 2004.01.16]
Unit |
Cost per unit |
Points |
Points/Dollar |
Hive Tyrant |
$40 |
102-220 |
2.55 - 5.5 |
Tyrant Guard |
$13 |
45-52 |
3.5 - 4.0 |
Lictor |
$20 |
80 |
4 |
Warrior |
$30/3 = $10.00 |
20-64 (w/ mutations) |
2-6.4 |
Genestealer |
$30/12 = $2.5 |
16-22 |
6.4 - 8.8 |
Termagant* |
$30/16 = $1.88 |
7 |
3.7* |
Hormagaunt* |
$30/16 = $1.88 |
10 |
5.3* |
Ripper Swarm** |
$8.50/4 = $2.13** |
10 |
4.7** |
Ravener |
$10 |
45-53 |
4.5 - 5.3 |
Gargoyle |
$4.50 |
10 |
2.2 |
Carnifex |
$35 |
100-170 |
2.9 - 4.9 |
Zoanthrope |
$10 |
39-59 |
3.9 - 5.9 |
Biovores*** |
$10*** |
50-78 |
5.0 - 7.8*** |
Red Terror |
$25 |
104 |
4.2 |
Old One Eye |
$40 |
164 |
4.1 |
* - a box Gaunts give 8 of each and one Ripper Swarm,
for about 146/$25 or 5.8 points per dollar. Also, note
that may folks take more or less expensive Gaunts.
** - based on the old Ripper Swarm price of $8.50 for 12
and assuming 3 per base. See my Ripper
Swarms comments for more info.
*** - Of course, the spore mines cost extra $7 for a blister
of 6 (2 of each type), or about $1 apiece, and I would need
to have a few more blisters to account for all of the ammo
that might be used in a given battle.
Well, it shows what you knew all along, Gargoyles are
expensive to field in numbers. Genestealers win out as
the most fiscally economical
path to a high point army, with Gaunts coming in a distant
second. Without their need for a Synapse creature and
the
versatility of their rending claws, the Genestealers
are pretty cool. Of course, you can take some Gaunt mutants
that are expensive. The most expensive that you could get
without buying wings would be leaping, toxin
sacs, fleshborer, and bio-plasma attack;
that would cost 18 points each.
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Flexible Biomorphing
So, you can't decide exactly what to have on your miniature,
and you have the Tyranid army, so you have a staggering
number of choices. If you're like me, you want to try out
a biomorph before you permanently affix it to your model.
Well, I have an answer - RUBBER CEMENT.
Yep, it works. Try it out. It will look a little different
because the cement will be a little blobby and shiny, depending
on your glue application skill. You can paint over the cement
if you like. Most importantly, you can just pop off the
piece later if you like. You may need to clean and touch
up the areas, but the other option is permanently affixing
the biomorphs.
What you do:
-
Buy some rubber glue/cement. This is easy.
Even grocery stores will stock this with their school
supplies and stationery.
-
Clean/prep/paint the model and biomorph.
- Set up some way to support the pieces if needed. For example,
if you want to rubber cement a Venom Cannon arm pair onto
a Tyranid Monstrous Creature, then you will want something
to support the weapon at the desired angle while the glue
cures.
-
Dab some rubber cement on the biomorph
or the attachment point. Try not to use more than you
need. Since you can do this over and over with reasonable
safety, you can experiment with how much you need.
- Join the pieces.
- Put support in place as needed. Realize that the rubber
cement gives a little, so there will be a tiny bit of sag
in a long piece joined at a small point, such as a Venom
Cannon arm pair.
- Wait for the glue to dry. I waited for hours, but I have
not experimented to see what the minimum time is.
Idea (not tested): Another, not so straight forward
approach is pins. I haven't tried this with models, but
I have used for parts in research. It's simple, get some
rigid rod, your pin
vise, and a drill bit with the same or slightly larger
diameter than your rod material.
-
Cut off a short piece of the rod to serve
as a pin
- Drill holes in the piece and the mounting joint
- Join the parts with the pin
Depending on how well the pin fits, you may need to file
a taper on it. Ideally, the hole and the pin would match exactly
and you would have a friction fit. This could turn your model
into an action figure of sorts. :-) If the hole is too big,
the arms will just rotate freely. If that was the case, I
might just use a little dab of rubber cement as well to hold
the desired position.
Let me know if you
have any feedback on this.
|
Ripper Swarms "Missing"
Fair Warning! In the Codex Tyranids, there is a claim that
a Ripper Swarm comes on every sprue. Not true. Ripper Swarms
are present on Monster, Termagant, and Warrior sprues in boxed
sets as follows:
|
Short Rippers
|
Tall Rippers
|
My Rippers
|
|
Monster
|
Warrior
|
Biomorph
|
Termagant
|
Tall
|
Short
|
Hive Tyrant (2) |
1
|
|
|
|
|
1x2=2
|
Tyranid Warriors (6 boxes) |
1
|
3
|
1
|
|
1x6=6
|
4x6=24
|
Gaunts (6 boxes) |
|
|
3
|
2
|
5x6=30
|
|
Carnifex (2 boxes) |
1
|
|
|
|
|
1x2=2
|
Old One Eye (1) |
1
|
|
|
|
|
1
|
Totals |
|
|
|
|
36
|
29
|
|
Tyranids Box, Blister and Sprue
Guide
Sprue/Blister/Box
contents
Blister, Biovore (1
Biovore and 3 Spore Mines)
- Body
- Head
- Four legs
- One each of the three different types of mines
that vary among three slightly different models for
each type.
|
Blister, Gargoyles
(2 per blister, by far the most expensive unit in terms
of points per dollar)
- Wings
- Body
- Arms w/ Fleshborer
- Elevated bases
What's Missing? Nothing. They have no biomorphs and
they are not mutable genus. You can do one-off mutation
if you choose a custom hive fleet, though.
|
Blister, Lictors
(1 per Blister)
- 2 Legs
- 1 pair Scything Talons arms
- 1 pair Rending Claws arms
- 2 Flesh hooks
- 1 Body
- 1 Head
What's Missing? Nothing! They have no biomorphs and
are genofixed.
|
Blister, Ravener
- Tail/abdomen
- Torso
- Head (two pieces)
- 1 pair of Devourer arms
- 1 pair of Scything Talons
What's Missing?
- Rending Claws
- Deathspitter
- Spinefists
|
Blister, Spore Mines
2 of each type of mine for a total of 6; the mines
vary among three slightly different models for each
type.
Which are which? Flip to page 25 of your codex. The
order of the minis in the picture matches the order
of the names in the caption - frag (plates), poison
(ribbed vent and 4 knobs along center), bio-acid (trio
of tubes on either side, short line of ridged plates
on back).
|
Blister, Tyrant Guard
(1 per blister)
- Body & Head
- 2 Legs
- 1 Rending Claw arm
- 1 Lash Whips arm (so that's what is looks like!)
- 1 Shield & arms
What's missing?
- Flesh Hooks
- Implant Attack
|
Blister, Zoanthrope (1
per blister)
What's Missing? Nothing! They have no biomorphs and
are genofixed. Technically, you can make them one-off
mutants, but why?
|
Box, Battleforce
A Battleforce box includes the contents of 2 boxes
of Gaunts, 1 box of Warriors, and 1 box of Genestealers.
That gives you:
|
Box, Carnifex (1 per Box)
What's Missing? Well, they are mutable, so quite a
bit:
- Deathspitter
- Devourer
- Lash Whips - See the Tyrant Guard Image (Pg. 26
Codex Tyranids) to see what this looks like.
- Flesh Hooks
- Implant Attack
- Bio-Plasma Attack - The only example in the 3rd
ed is the Gargoyle's Gieger-esque mouth gun
- Adrenal glands
- Enhanced Senses
- Toxin Sacs
|
Box, Gaunts
(Box of 8 Hormagaunts, 8 Termagants, 5 Ripper Swarm
Pieces)
What's missing? Potentially quite a lot, especially
if you consider mutations:
- Wings - Gargoyles seem to be the only source and
they are the most expensive unit in points per dollar.
- Enhanced Senses - Example in book shows use of
Green Stuff to make them.
- Flesh Hooks
- Implant Attack
- Bio-Plasma Attack - Is that the Alien-like mouth
on the Gargoyles?
|
Box, Genestealers
(12 per box)
Gotta love those geno-fixed species! It's just bodies,
arms, and bases. Each sprue consists of four individual
mini sprues containing a base, body, and two pairs
of arms. Basically, two slightly different Genestealer
bodies/poses. I got bored with that and took advantage
of the fact that they are all plastic to do some
simple conversions for variety.
What's missing? There are no bits to represent the
biomorphs they can take:
- Scything Talons
- Flesh Hooks
- Implant Attack
- Toxin Sacs
- Extended Carapace
|
Box, Hive Tyrant (1 per
box)
What's missing? The things they can take that is not
in the box are:
- Deathspitter
- Devourer
- Spinefists
- Lash Whips - See the Tyrant Guard Image (Pg. 26
Codex Tyranids) to see what this looks like.
- Flesh Hooks
- Implant Attack
- Bio-Plasma Attack - Is that the Alien-like mouth
on the Gargoyles?
|
Box, Tyranid Warriors
(box)
What's missing?
- Lash Whips - See the Tyrant Guard Image (Pg. 26
Codex Tyranids) to see what this looks like.
- Rending Claws - Only one pair on the Monster sprue.
|
Sprue, Biomorph - Gaunts
(Enough for 3 models)
- #1 & #2 Devourer arm pairs - 3 pair per sprue
- #3 Toxin sacs - 6 per sprue
- #4-#6 Extended carapace - 3 total per sprue
- #7-#12 Spinefist arm pairs - 3 pair per sprue
- #13 Ripper Swarm - 1 per sprue
- #14 Adrenal glands - 3 per sprue
|
Sprue, Biomorph - Monsters
(one set each of multiple biomorphs)
- #1 & #2 - 1 pair of Barbed Strangler arms
- #3 & #4 - 1 pair of Venom Cannon arms
- #5 & #6 - 1 pair of Rending Claws (somewhat
useless for a Monstrous Tyranid)
- #7 & #8 - 1 pair of Scything Talons arms
- #9 & #10 - Extended Carapaces (checking with
GW customer service)
- #11 - Ripper Swarm
|
Sprue, Gaunts H - The ones you would
use for Hormagaunts or Gaunts with the Leaping Legs mutation.
Each sprue is adequate to make two Hormagaunts.
- #1-#4 - Heads
- #5 & #6 - Bodies with Leaping Legs
- #7-#10 - Pairs of Scything Talons arms
|
Sprue, Gaunts T - The ones you would
use for Termagants or Gaunts without the Leaping Legs
mutation . Each sprue is adequate to make two Termagants.
- #1-#4 - Heads
- #5 & #6 - Bodies
- #7-#10 - Pairs of Fleshborer arms
|
Sprue, Tyranid Warrior
- #1 Tail/pelvis
- #2 & #3 Scything Talons
- #4 & #5 Legs
- #6 Chest
- #7 Back
- #8A & #8B Head with Implant Attack
- #9A & #9B Head (without Implant Attack)
- #10 & #11 Flesh Hooks
- #12 & #14 Deathspitter arms
- #13 Ripper Swarm
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Getting more sprues or
just a few bits
- Ask your buddies!
- Go to your local retailer. They set their own prices
and should give you a better deal than
GW; if not, their greedy wankers and you should contact
GW
- Order from GW. They routinely charge $8 per sprue. Damned
expensive when you realize that some boxes, e.g. Gaunts,
come with seven sprues, so buying piecemeal is more than
twice as expensive.
- Trade with other people via the internet.
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Mutants Not Allowed?
In January 2002, it was announced that in Australian Grand
Tournaments (and I hear the Rogue Trader Tournaments) they
were not allowing mutable genus Tyranids. That specifically
means the variant basic units on page 38 to 40 in the Codex.
That did not include the one-off mutants, such as Hive Nodes
and Weapon Beasts. This was very bad news for those that
were very into converting models and such.
The 2002 United States GT series did allow mutable genus.
With the release of the Chaos Space Marines Codex, it would
be hard to rationalize why one would need to constrain the
Tyranids when faced with the awesome variability of the CSM.
Why did they do this? No one but they will really know,
but one suggestion proffered was that the opponent would
have a hard time keeping tabs on WYSIWYG. That's a lame reason,
IMO, since the Tyranids are actually a lot simpler than a
lot of armies. There are no sergeants with radically different
abilities, no transport vehicle upgrades, nor lots of little
gadgets that completely change their tactical significance.
Another reason proffered was that it would be hard to check
the lists. That's not really adequate. I have helped process
the lists for two convention RTTs and I am working on my
third. It is just as hard to check a Tyranid list as any
other list - you need someone familiar with the list rules
to really do a good job.
Should you worry? Well, now that the Tyranid Codex is not
so new and the new Chaos Space Marine Codex has come out,
it's not a big deal. The CSM codex provides an absurd amount
of customizability, so I suppose in comparison, the Tyranids
are pretty plain.
In January 2003, the word was out it would happen again.
The UK GTs were also going to ban mutants of all sorts. With
a little prodding, players got mobilized and communicated
their problems with it. It turns out that in the case of
the UK, it mostly came down to Pete Haines' concerns about
abuses of Rending Claws Rippers. In the case of Australia,
it turns out that it came down to one of the people that
built the tournament structure in Australia. I suppose my
point is that it's possible to make a difference, so contact
GW. Be sober, be polite, and be intelligent; the fundamental
point is the the Tyranid Codex is a legal codex and thus
should be allowed in its entirety. If rules need to be "clarified",
then the studio can address that in Chapter Approved. It
is not appropriate for tournaments to pick and choose pieces
from a basic codex to the extent that was suggested above.
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Last updated
2004-01-17
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