Category Archives: WH40K

Too Many Tyranids

As I sit here by a pool with a Gin and Tonic, I have plenty of time to read and ponder what is next on the huge wargaming backlog.

As we have been enjoying Warhammer 40K again and bought into Kill Team, I have been sorting through old models to see what can be used in Kill Team.

The Tyranids were an easy Kill Team to muster, they did not take much work to get on the table, only needing a handful of models really helps.

To give myself plenty of options, I updated a number of models so I can try out a proper swarm team at some stage. As I mentioned in an earlier post, I just rebased them and splashed on some ink.

I can now field lots to Termagants or a horde of Hormagaunts with a single Tyranid Warrior to keep them in check.

Or I can try the nine Genestealer team…

So now I have more than enough Tyranids for Kill Team, I am wondering how long it would take to update all of my old models an make a small 40K sized army.

These are all the updated models, but there are a few more boxes that I would need to work through to make units of at least ten models. I would also need to build some proxy critters to count as some of the larger Tyranid models that did not exist the last time mine were used, which was most likely back in the 1990’s.

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Imperial Knight Building

For my second Imperial Knight, magnetising the Chainsword/Power Glove options was a little bit more complicated then the ranged weapon options on the first Knight.

The first step was to get all the bits laid out so I could work out where to make the magnetised joint and what spacers were required for the magnets.

I had to do plenty of trimming and drilling on the main arm joint to take a 6mm diameter magnet.

Another magnet was added in the Chainsword join on top of some plasticard spacer.

This should work well when the whole thing is painted and fitted together.

Tyranids vs Marines

My Tyranid Kill Team got a another outing, this time against Mr Steinbergs Marines.

I decided to drop the Lictor this time and use more Hormagaunts and Termagants to see if a horde of eleven models would be effective.

At least it is possible to leave a cheap four poiunt model on an objective and not worry about wasting a model.

Also, the multi-wound Tyranid Warriors are rather good, they stay at full effectiveness long enough to get up close to the enemy. I had originally thought a Lictor would be a key model in a Tyranid Kill Team, but now I am thinking that two Tyranid Warriors with the rest being Termagants, Hormagaunts and Genestealers are the best way forward.

But I do still have to try an all Genestealer Kill Team, nine Genestealers, nasty…

Kill Team Tyranids vs Orks

My Tyranids had their first Kill Team outing against a horde of Mr Steinbergs Greenskins.

I tried out several of the Tyranid model types, obviously a couple of Genestealers got a try out, they are close combat experts and are likely to always get an outing.

A Tyranid Warrior with Boneswords is an intimidating opponent, with three wounds to take off before there is a chance of a fatal flesh wound, it hits hard with plenty of attacks.

Mr Steinbergs Orks have plenty of flamers so charging them is a pretty dangerous undertaking, so using a multi wound model at least gives a chance to fight in melee at full strength.

The cheap points cost of the Hormagaunts and Termagants mean there is usually plenty of them knocking around to attack any nearby enemy models, but with a low strength, they struggle to wound opponents.

The Orks are better in melee than at ranged combat, so it turned into a slug fest as close combat suited both sides.