Astra Militarum/Imperial Guard "Wiki"

Ave Omnissiah!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Draconis III, the Imperial Guard...I mean, Astra Militarum regiment trained there, the Draconian Armored Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

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Horus Heresy Janus Campaign

I had a great weekend at the Horus Heresy Weekender, which was organized by the Frozen North Horus Heresy group - thanks to all the organize...

Sunday, May 21, 2017

Faction Focus: Tyranids

I remember Jesse Sinclair is a Tyranids player, so I decided to add a post to let him know about the Faction Focus on Tyranids. Rejoice, Jesse! Your Tyranids are a lot more lethal and stronger in 8th Edition, or so it seems.



I probably won't repeat everything Reece has said - you can read the article yourself - but long story short, Tyranids are better at Movement, they are awesome in melee and can tear everything apart, and they charge in faster. And no more relying on 4-5 Flying Hive Tyrants (seriously, I was bummed when my opponent fielded those against my Imperial Knights - then again, considering that I was fielding a Knightly House of 3 Imperial Knights, I'm in no position to criticize him).



Too long, didn't read? Swarmlord is bigger, better and badder. He tears thing up in melee, and has invulnerable saves that make him more durable. And he has a whooping 12 Wounds too. Not to mention, even though he's cheaper than an Imperial Knight (15 power rating compared to 23), he will utterly destroy an Imperial Knight in combat. Oh, and he's a freaking Psyker too.



I mean, just look at him. 2+ WS, 7 Attacks, each of which deals D6 Damage at AP -3. Yeah, he'll absolutely destroy an Imperial Knight in combat, no questions asked.

Oh, and he apparently has a Hive Commander ability that allows a single unit to move in the Shooting phase, allowing them to double the distance they cover. Over to you, Jesse.



Genestealers are better and badder. My Guardsmen were already afraid of them before and now even my Imperial Knight quakes at the thought of facing these things in combat. Ugh. Let's see...8" Move. Charge after advancing. 5+ invulnerable save. If you take 10 or more of them in a single unit, they get Flurry of Claws, which gives them 4 Attacks each. Throw in a Broodlord, and their WS becomes 2+. Rending Claws - we've been waiting to hear about this, Jesse! - deal AP -4 on a roll of 6 to wound. Yeah, that's just brutal. Very brutal. Suddenly I'm very, very scared of playing against Tyranids. Ugh. My Guardsmen, tanks, vehicles, Skitarii and Imperial Knights are going to be ripped apart.



Tyranid Warrior is tougher, but I don't know how. He's still a Synapse creature who can shoot and melee. Is there any change? You tell me, Jesse. If I'm not mistaken, Synapse is still the same, which essentially makes your Tyranids Fearless when within range of a Synapse creature. So, yeah, not much change there, right?



Then Reece teases us with Pyrovores, but doesn't say anything specific about them other than dumping them inside a Tyrannocyte. Huh. I have no idea. Maybe Jesse can provide some enlightenment on that.

Anyway, this article is for you, Jesse, so I hope you enjoyed it and I'll see you guys next time.