Tuesday, 2 August 2011

New to Tyranids.

So to start off the blog, I will be talking a bit about my new 40K squeeze; Tyranids!

After playing Imperial Guard for so many years, I do occasionally fancy a change of pace; be it by playing an army that gets a decent armour save, or has a totally different play-style.

Why Tyranids?
A good question. I think mostly because they are so different to the Guard; completely alien, melee orientated with no armoured vehicles whatsoever. I also love the models and look forward to painting them (very important) and, as a bonus, my little bro gave me all his Tyranids after he stopped playing!

Initial thoughts.
Historically, Tyranids have been the premier close-combat army; rush forward and engage as soon as possible. With the release of the 5th edition Tyranid codex, things seem to be a bit more complicated than that, adding in layers of synergy that need to be accounted for during both the list building element and the actual playing element.
Tyranid shooting seems to have taken a knock from the previous edition however, there is still plenty of it knocking about and needs to be taking into consideration for supression/anti-tank and anti-infantry.

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