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Will of The Hive Mind
ARMY BUILDING FOR HIVE MINDS

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TIM'S PLAN

Tim Huckelbery
Tim Huckelbery
The last edition of Codex: Tyranids allowed for all sorts of customisation in my Tyranid forces, but I always had trouble with a few things.

My biggest trouble was with my favorite brood: Genestealers. They were the first Citadel models I ever painted, and I love pretty much everything about them, from the background story to the actual models. The rules in the old codex, though, rendered them fairly slow for Tyranids, and weak-armoured. Soon, I found my Genestealers dying in droves as they crept across the table into enemy fire lanes, unless I was lucky enough to Infiltrate them. It didn't take long for me to place my wonderful Genestealers back on my shelf rather than in my army carrying case. Poor guys!

Genestealers
Genestealers

I also had trouble with my Gargoyles in the last edition of the codex. Back then, you could only Deep Strike as many models as you could fit on a large blast template – which isn't a large number. Thus, again, I had to leave models that I really liked at home because the rules didn't work well for me.

So what did I field? Lots of plastics at the start – tons of Warriors as Elites and HQ, and hopefully in too large a number to be killed off by Turn 2. I had swarms of Gaunts in all forms, and Rippers to soak up some shots. I kept my Biovores in the far rear to crank out Spore Mines that might help keep the enemy's head down. For heavy blasting, I used Zoanthropes. Plus, like most players, I had lots of Hive Node mutants to keep the non-Synapse Creatures in line. Obviously, these mutants were needed as the Synapse Creatures and other mid-sized members (Raveners especially) died very quickly. My goal was to avoid any one "shoot me first" unit in the army, like a Carnifex or Hive Tyrant, since enemy players could always pick out their Tyranid targets.

Now, though, with the newly revised Codex: Tyranids and cool new models... whoa-boy! I'm going to risk sounding like too much of a fan-boy here (which I am at heart), but I am seriously energized to field my good ol' Tyranids once more!

Carnifex
Carnifex
First off: the Carnifex. Even if the new rules weakened this unit, I'd still field two or three just because the new plastic model rocks so hard. Luckily, the rules are just as good as the model. With all the different heads and other parts, you can customise your 'Fex like crazy. What's more, you can take up to six of them, which opens the door to a powerful "lots of big guys" army now! The Hive Tyrant's new model also makes me want to take it no matter what – a great "classic" look to it that really appeals to me as a long-time Tyranid player.

Of course, I can't overlook the Genestealers – easily the "most-improved creature" all around. The new multi-part models are a delight to assemble and paint with lots of different heads and even complete sets of scything talons and other bio-upgrades on each sprue. While the old plastic 'Stealers are still nice, they were beginning to show their age (at the time, they were the oldest plastic models still in active use). The new ones, with their separate arms, allow each modeller to create his own unique action pose. Plus, with all the leftover bitz, you can do some nice conversions on other models, too. I plan on fielding a couple dozen of these babies in most of my new armies.

The revised Deep Strike rules now allow for bigger units to come into play, so Gargoyles are worth taking again. Fleshborers, with their Living Ammunition rule (in itself a great new addition), add to their worthiness as well. Synapse Creatures can now survive Instant Killing Wounds, so Raveners (which can also Deep Strike now) are more appealing. Zoanthropes can now have up to three powers, allowing me to make a Synapse Zoanthrope that also has another nasty power while forming less of the "one-trick pony" it could be before.

Broodlord
Broodlord
Which brings us to the Broodlord, the new entry in the army list. My thought: anything that has a limit on it like 0-1 must be worth taking, right? This guy is almost as powerful as a Hive Tyrant, but isn't Monstrous and thus more survivable. He can Infiltrate with a brood of Genestealers as well. Plus, the model has lots of conversion possibilities including scratch-building up my own variants. What's not to like? I plan on always taking one – heck, I plan on fielding armies where he's my only HQ choice (see below).

I could go on here (hey, I can field Spore Mine Broods again and Deep Strike them to boot!), but I don't want to panic our Editor [Too late. – Ed.], so I'll move on to my army concepts based on the new Tyranids.

STEALERS RULE!

The all-'Stealer army (very reminiscent of the old Genestealer Invasion Force army from Rogue Trader days), led by a Broodlord of course (ah, if only I could take two of these baddies). He gets a big retinue to hopefully Infiltrate with, all kitted-out with scything talons, toxin sacs, implant attacks, and extended carapaces. These guys will be expensive but should strike fear in pretty much anything out there. After that, more Genestealer broods – most with Scuttling (another great push they get now – Scouting is a great thing to have!), but at least two "plain" big broods to either draw fire or to get stuck-in to keep fire away from the specialized broods. Either way, some 'Stealers will reach the enemy. I know this leaves the army short on firepower, so I'll "cheat" and add as many Carnifexes as I can. "They aren't Genestealers," I hear you say! Well, when I use the Inquisitor-scale Genestealer head on them, they sure will be. Pop some heavy weapons (or even light ones – a Carnifex armed with a pair of twin-linked deathspitters or devourers will make mincemeat of most enemy troops), and they will provide all the ranged support I need.

SPEED KILLS

With so many creatures that can either Deep Strike, have Wings, or just plain move fast on their own (almost every model has Fleet of Claw now), the Tyranids have speed to burn. A Winged Hive Tyrant leads the army, with Winged Warriors in the Fast Attack role, along with Raveners and Gargoyles. Three Lictors serve to pop up in nasty locations (since Tyranids have the Move Through Cover special rule, always put as much terrain on the table as possible). Hormagaunts work as the basic Troops, of course – huge waves of them leaping across the table should worry most enemy players. Biovores can lob Spore Mines into the flank of the enemy forces to keep them from retreating too far back. Perhaps a Broodlord as well, as his Infiltration ability is just too useful to ignore. The goal here is to engage the enemy by Turn 2 at the latest with superior speed and Deep Striking – we know that once that happens, it's usually all over bar the shouting.

Of course, there are the traditional "a couple of everything"-style armies as well – always a classic approach, and they always do pretty well in games. The more things you take, the greater the odds your opponent will forget a special rule or two and pay for it in the game. Of course, that also works in the other direction too, so study your new Codex: Tyranids carefully!

Now I have a new problem: there isn't a single unit in the new Tyranids that I don't want in my army. Choosing my forces will be a lot more difficult, so I'll probably be playing more "themed" armies like the first one listed above. Themes create a selection mechanism and create an army that's appealing.

A Tyranid Broodlord leads a unit of Infiltrating Genestealers into the heart of the enemy
A Tyranid Broodlord leads a unit of Infiltrating Genestealers into the heart of the enemy.

Next: Shaun Clough's Take on the New Tyranids
Previous: Introduction

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