Great news for Space Wolves! more Tyranid rumours have surfaced and while things look bad for other armies, it's not so worrying for the Sons of Fenris.Having read the new Tyranid rules, it's becoming more and more apparent that the Space Wolves Codex was carefully written with the coming Tyranid invasion in mind.
Saga of the Beast Slayer is certainly going to come into its own, as will the Lone Wolves and Rune Priest.
Having read through the new Tyranid rules, there are a few units that concern me, but not many. Overall, it's the difficulty of wading through a sea of little creatures to clobber the big ones which could prove the most taxing for the Space Wolves.
The good news is that Eternal Warrior is gone for Synapse creatures. Finally, krak missiles, melta guns, lascannons, battlecannons, demolisher cannons, powerfists and anything else with a suitably high strength can instantly kill Tyranid Warriors, Zoanthropes and Lictors!
New Tyranid RulesListed here is the worrying stuff. If you want to read the whole thing, go and trawl through Warseer, or wait for the new Tyranid Codex when it's all set in stone.
Cataclysm is a range 24" S'X' AP1 Large Blast psychic attack. Strength is equal to his number of wounds. After using it he suffers D3 wounds. Every wound he inflicts, he gets a wound back. So his wounds and the strength of his power can go up to a maximum of 10!
For just 90pts everyone is going to take this guy!
As you can see, that's a lot of nasty stuff. There's more in the new Tyranid Codex from the deadly Swarm Lords (280pts) to the lumbering Tyrannofex gun platform.
So the question is, what are we Space Wolves players going to do about it?
SMASH THEM!Well, first of all, we're going to sit safely inside our transports to avoid the acid, puke and tentacles that are flying around until the Tyranids get a bit closer.
While we're waiting, our Long Fangs can pour lots of cheap Krak Missile fire into the coming swarm.
Now that Tyranid Warriors and the like no longer have Eternal Warrior because of Synapse, we can take them out more easily.
The same goes for many of the monstrous creatures who are now restricted to a 3+ armour save.
Then we're going to unleash melta guns. Lots of melta guns! Anything that's left -let it charge us if it dares! With Counter Attack we have more than enough to strike back with. Couple it with powerfists galore, Mark of the Wulfen, Wolf Banners to reroll any 1's for an asault phase and we can give the bugs a good kicking.
We have the guns, we have the ferocity and we have the Rune Priests with their ability to nullify any psychic attack on a 4+. We even have Wolftail Talismans to nullify Psychic attacks on a 5+.
There's much to be feared in the new Tyranid army. But let's not forget that a tournament sized Tyranid army will not be able to field all of those horrible units!
There's nothing to fear but fear itself. And I think a few practice games to get around the typical Tyranid trickery will put any player in good stead to best this alien menace.
Come January, my Space Wolves will be ready to slay the mightiest of Tyranid beasts and have an barbeque when they're done!
I think a whole roasted Trygon might appease the appetite of my Wolf Lord
...as a starter.







8 comments:
December 11, 2009 at 4:33 PM
Good thing I don't know any tyranid players!!!
December 11, 2009 at 6:12 PM
Yeah, because Tau are going to have a really hard time against Tyranids.
December 13, 2009 at 6:03 AM
I think peoples initial reactions to this codex will be the same as the Space Wolves codex. But as you've already said lots of goodies but good luck fitting them all into a 1500pt list. It looks likes theres a lot of one trick pony stuff in there as well which we can adapt to quite easily.
I did notice that Stealers have been toned down slightly, outflank will be a staple deployment for them and we can make sure this happens with our Choosers to stop them infiltrating.
Theres a ton of Physchic stuff in there which makes our Rune Priests worth taking even more, I reckon Living Lightning, Jaws of the WW and saga of the Beastlslayer will be my "auto take" HQ from now on.
I am going to take a second look at Lone Wolves again as a back field monster slayer to deal with all those jumpy outy gribblies that will be crawling all over my Long Fangs.
December 13, 2009 at 7:12 AM
I forgot about Chooser of The Slain. Good call Bradimus!
The Doom of Malantai is the only unit that really bothers me at the moment because it's so cheap for what it does.
The rest can be easily BBQ'd by melta guns or smashed apart in close combat.
Hormagaunts losing their 12" charge is a massive relief as well. It means that my stronger units are less likely to be held up by a swarm of little creatures when they want to be killing the big things.
December 13, 2009 at 9:14 AM
It is rather scary but it is a Physchic attack that our Rune Priests can shut down easily due to its 24" range.
And lets not forget if its got Tyranid warrior stats and no eternal warrior a melta in the face is gonna hurt no matter how many wounds you have.
December 13, 2009 at 9:23 AM
Further to my last a couple of things not mentioned here which worry me. Carnifexes look to be INT 2 but can get INT 4/STR 10 on the charge and can charge through units to get to others. Good bye guardsmen and drone screens.
Second is the Ymgarl Genestealers who can morph stats each turn and can deploy in a pre determined piece of terrain. A very useful tool to deny a peice of cover in your opponents deployment zone.
December 13, 2009 at 7:20 PM
Lots of scary stuff. I think I will need to reformat my all comers list. Probably need to add some whirlies. I'm happy for nid players tho. looks like they are getting some nice goodies. I don't mind sharing in goodness.
December 14, 2009 at 2:21 PM
It's going to be interesting to see if gunline guard can kill them fast anoth.
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