![]() You can re-roll hit rolls of 1 in the Fight phase for attacks made by your kill team. This is a handy way to keep your team on their feet (claws?) for longer, and probably the best defensive boost Tyranids have. In additional, while your models are within 6″ of a friendly SYNAPSE model they don’t take a penalty to hit rolls from one flesh wound they’ve suffered. On a 6, the damage is ignored and the model doesn’t lose a wound. Roll a D6 each time a model in your kill team loses a wound while it is within 6″ of a friendly SYNAPSE model. ( Shane: I prefer Kraken over Behemoth myself, simply for the increased mobility advances.) It’s pretty solid, though re-rolling charges is better. Not so much the advance rolls part, but the charge part means that you can continually re-charge an enemy unit falling back from you, pressing the attack and staying in range. Additionally, if a model in your kill team starts its Movement phase within 1″ of an enemy model but when you pick it to move there are no enemy models within 1″, that model can make a charge attempt instead of falling back or remaining stationary. When a model from this Kill Team advances, roll 3D6 and pick the highest for your Move characteristic. It’s great on Genestealers, Homragaunts, and Lictors, and possibly the strongest Hive Fleet Adaptation overall. This is a very useful buff for Tyranids, and immediately boosts the effectiveness and reliability of the faction’s melee units. You can re-roll charge rolls for models in your kill team. The Hive Fleet Adaptations are all pretty good, though most focus on melee combat. With the release of Kill Team: Elites, Tyranids got access to the ability to designate Hive Fleets for their teams, which give them additional bonuses. Tyranids models automatically pass Nerve tests while within 12″ of any friendly models with this ability. Unless a model with this rule is within 24″ of a friendly SYNAPSE model, they get -1 to any hit rolls when shooting at a target that isn’t the closest, and -2 to charge rolls if they charge a model that isn’t the closest. ![]() There are a few special rules that are specific to the Tyranids and affect how they play. They are able to control the board state with bodies easily, which racks up points in all tournament formats easily. Tyranids are one of the top competitive teams. Most of your models have a 5+ save or worse, and with the exception of Tyrant/Hive Guard, you’re also looking at T4 for most of your larger bugs.
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