Making a Morale check with infantry is no longer a death sentence. Tyrannocytes shooting 30 Barbed Strangler shots into 11+ models? Sounds like fun to me. Heavy Venom Cannons are going to be a lot more dangerous against units of 6+ and are just begging to turbo-murder some Primaris units. On the flip side of that coin, Tyranids have a large number of Blast type weapons of their own now and that could make for some hilarious/useful situations. Especially considering the point bumps across the board, the decisions on model count and deployment are going to be even more important than before. Our precious hordes of mostly weak gribblies are going to get hit with a lot of incoming fire. This one is less specific to the faction but is worth pointing out. As a Hive Fleet Kraken player who used Fall Back moves as a primary tactic, this is the biggest hit to the faction and I’m not thrilled.īlast weapons are going to hurt. This again mostly hurts Hive Tyrants, but the large number of other psyker units are going to feel the hurt here too. More significantly for the psyker-heavy Tyranids, you cannot fall back and use psychic powers. Who’s laughing now? No one, including the Flyers that will likely be seeing more shelf time. Primarily this impacts winged Hive Tyrants, but there were a number of other units such a Harpies and Hive Crones that used to be helpful to tag shooting targets in melee and fly off laughing. Like all other armies, units with the FLY keyword that fall back can no longer shoot freely. This is potentially a very serious hit to Tyranid flexibility. Making Fall Back moves is far less useful. Additionally, Digestive Denial was updated to “eat” both Light and Heavy cover, which is going to be a potentially important option depending on your terrain situation. However, Obscuring terrain works the same as before so you’ll still need to be mindful about hiding every wing and claw if you’re trying to avoid getting targeted by shooting attacks altogether. Nid players will particularly find Dense terrain handy when dealing with their large and often awkwardly shaped monsters, as you draw line of sight to the base instead of the whole model which are much easier to hide. Terrain is now much more versatile and valuable (albeit initially much more confusing). At some point in the future the entire Forge World range is going to get a revamp which will likely be many articles unto their own.Īs a bit of a refresher, let’s first go over the significant changes in 9 th edition and how they impact the Tyranids as a whole: Of note, I’m not really going to address Forge World models in this article, primarily because they aren’t really significant changes there and about the only one you’d typically see on the table is the Malanthrope (it’s still fine). Will it help or hinder our friendly little bugs? In this article we’re going to do a bit of a dive into the individual Tyranids units and how their current codex and Psychic Awakening changes look under the lens of 9 th.
WARHAMMER 40K TYRANIDS UPDATE
8 th edition was a significant improvement for Tyranids, though after the very important “rule of three” update that nerfed Flyrant lists they never really returned to top-tier in competitive circles for a number of reasons. As a long-time Tyranid player, I’ve been around for their ups and downs and am eager to get the bugs back to the table to see how things shake out. Today, PierreTheMime is talking about how Tyranids fare in the new edition.Īs I’m sure you’re aware by now, the advent of Warhammer 40,000 9 th edition is creating some major shakeups within the game generally as well as a rebalancing of factions.
With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favourite armies. 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000.