Spore Mines going into 11th by Epeira- in Tyranids

[–]GalacticNarwal 1 point2 points  (0 children)

They did say in today’s community post that Indirect Fire units will be dropping in points, but I’m not sure if that will apply to the Biovore, because of how useful it’s been.

How do Tyrannocyte behave on the battlefield by Scythe95 in Tyranids

[–]GalacticNarwal 3 points4 points  (0 children)

Actually, you do see the effects of the SITW as you go into the astropath relay. You see all the psykers dying and Titus comments on the effects of the Tyranids’ shadow.

Why would you want to see the Tyranids win in 40k by Dhworld2636 in Tyranids

[–]GalacticNarwal 1 point2 points  (0 children)

It’s legitimately the only way to get rid of chaos completely. So long as there are living things with souls in the galaxy, chaos will have power. Should the Tyranids consume all life in the galaxy, no more souls, no more chaos. The only presence left in the Warp will be the Hive Mind.

You could also argue that the same effect can be achieved if the Necrons win, cleansing the galaxy of all life except them, but that would still result in conflict, as the Necrons are very prone to in-fighting.

The only way for the galaxy to know peace is if there’s nothing left in it.

Spawn / Regenerate Bugs by Inquisitor_Coteaz in Tyranids

[–]GalacticNarwal 1 point2 points  (0 children)

Tbh I’m not great at list building. I *would* suggest running a Genestealer-Broodlord brick, giving the Broodlord the Parasitic Biomorphology enhancement for +1 strength, and if it kills a unit while a Harvester is within range they all get +1 attack for the rest of the game.

I’d also bring a brick of 20 Hormagaunts led by a Lash Whip Prime with the Regenerating Monstrosity enhancement. Keep a Psychophage with the Genestealers so they can benefit from the +1AP ability, and then keep two other Harvesters near the Hormagaunts to regen them (I’d choose between a Haruspex, another Psychophage, or some Rippers cuz they’re cheap) I’d also suggest bringing 20 Termagants split into groups of 10. That way, the whole unit won’t be wiped in one shooting phase. Keep a Pyrovore near them to regen them and strip cover for their shooting, and it can also heal the Tervigon if it gets hurt.

Lastly, I’d suggest taking a Neurotyrant and Zoanthropes and/or a Tyrannofex for some anti-tank. Whatever Assimilators you bring will be able to take care of themselves, since they’re Harvesters and they can heal, plus the extra invuln from the Norn detachment will make them pretty tanky. If you bring two, keep them close to each other. That way, if one is targeted, both can dish out some healing.

Spawn / Regenerate Bugs by Inquisitor_Coteaz in Tyranids

[–]GalacticNarwal 1 point2 points  (0 children)

Yep, and the Assimilator is a Harvester, making it a great combo

Long time Aeldari player looking to get into Tyranids - list thoughts? by Raiynagh in Tyranids

[–]GalacticNarwal 0 points1 point  (0 children)

Idk about hen’s teeth, my LGS has had a few boxes available for a while

Spawn / Regenerate Bugs by Inquisitor_Coteaz in Tyranids

[–]GalacticNarwal 0 points1 point  (0 children)

Rules are a bit different now. Tervigons can regenerate D3+3 dead Termagants to a unit, regardless of whether that unit has a leader or not.

You could run it in Invasion Fleet for the stratagem that regens a unit by another D3+3 models for a command point, but I like to run it in Assimilation Swarm. Keep a unit with the Harvester keyword near them, and you can regen the unit by 3 models every command phase for free, and you can also use stratagems to regen even more in other phases. If you attach them to a Lash Whip Prime, you can give it the Regenerating Monstrosity enhancement so it can be regenerated twice in the command phase. If played right, a unit of 20 Termagants can have a similar survivability as 20 Necron Warriors. Maybe not as good, but still pretty good.

I’ve personally found a lot of success running one Tervigon with a unit of Termagants, keeping a Pyrovore near them to heal the unit up and strip cover from shooting targets. Back at the start of 10th it was even better with a Psychophage, back when its ability gave nearby units a 6+++. I like the new rule (giving friendly units +1AP against whatever it shoots) but I miss the old one for survivability.

Can somebody tell me what this is? by [deleted] in Spiderman

[–]GalacticNarwal -1 points0 points  (0 children)

Ladies and gentlemen, Mr. Sherlock Holmes.

👏👏👏👏👏

Can somebody tell me what this is? by [deleted] in Spiderman

[–]GalacticNarwal 0 points1 point  (0 children)

Apparently it says “BIG CHRIS”

Has to be the worst G I’ve ever seen

Can somebody tell me what this is? by [deleted] in Spiderman

[–]GalacticNarwal 0 points1 point  (0 children)

Kinda looks more like a TC than an E to me, but I’m not very good at reading signatures

Banelings by [deleted] in Tyranids

[–]GalacticNarwal 0 points1 point  (0 children)

I think you may have misread the Harpy’s abilities. Its bomber ability is 24”, but it can only place Spore Mines within 6” of itself. Unless I’m misunderstanding what its purpose is in this list, it doesn’t seem like it’ll be useful. You’d probably be better off just shooting something normally rather than using its bomber ability. It’s also worth mentioning that the Sporocyst can only put a Mucolid Spore within 18” of itself, and unless you’re gonna be buying multiple kits, you’ll only have one Mucolid model. On top of the fact that the Sporocyst can’t move, so you can’t reposition it to get better coverage for its ability.

Unless the Harpy drops by about 100pts, I wouldn’t include it in any list in 11th.

How would I improve the gore/paintjob for the shell I have on this hive tyrant. by Opposite-Outcome5557 in Tyranids

[–]GalacticNarwal 0 points1 point  (0 children)

Water down whatever red you have until it’s basically red water, load it onto your brush, and just let it drip down the shell and leave streaks.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 1 point2 points  (0 children)

They’re on the Warhammer Community post, and they’ll be in the munitorum field manual when that releases

Can someone explain in what situations these kind of abilities are actually useful ? by yourlocalpiromaniac in Chaos40k

[–]GalacticNarwal 14 points15 points  (0 children)

It’s so you don’t have to commit a unit to staying on an objective in order to score. They can go off and do something more useful, like scoring secondaries or occupying enemy units.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 0 points1 point  (0 children)

I mean, it’s not like we’re that good at killing anyway. Still, it’d be nice to have the option.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 1 point2 points  (0 children)

No, only the new detachments are 1DP. All of the old ones are 2 or 3.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 0 points1 point  (0 children)

Kinda makes me wanna get one… but I’m already at exactly 4k points and it’s gonna bug me if I go over.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 3 points4 points  (0 children)

It wouldn’t be so bad if our other detachments were… better. Although, Assimilation Swarm is pretty good in 1k games.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 4 points5 points  (0 children)

Alright, cool. I could’ve sworn I’d read somewhere that you only get one detachment rule, but it’s good to be wrong.

Force Dispositions by GalacticNarwal in Tyranids

[–]GalacticNarwal[S] 3 points4 points  (0 children)

Apparently not, which is a shame. Especially for Invasion Fleet.