The 6 classic Hive Fleets each received a new Psychic Power in Blood of Baal – let’s see how they stack up!
Tyranids typically have at least a couple Psychically inclined units on the tabletop so an extra power option is always welcome. Today, we’re taking a closer look at each power of the 6 OG Hive Fleets to see if the can be useful in your army. Let’s dive in:
Behemoth: Unstoppable Hunger
This one adds 1 to the melee wound rolls for a friendly Behemoth unit within 9″ of the Psyker. That could push some of those heavy hitters into the “wounds on a 2+” territory or it could also push a swarm from wounding 6s to 5s. Ever wanted to take out a Knight with 30 Hormaguants?
Leviathan: Hive Nexus
This one seems a little underwhelming at first glance – but look a little closer. It extends the range of Synapse from 12″ to 18″…for ALL friendly Leviathan units. That’s the entire table, baby! Now I can understand why you’d want to spend the chance on tossing this one out there for your Leviathan armies.
Hydra: Death Shriek
Death Shriek is one of those abilities that can generate a ton of mortal wounds…if you roll hot. I suppose if you were going to toss a big unit of cheap bugs into a meat grinder unit they have a chance at generating a couple mortal wounds on a 6. I’m not a huge fan of this one however.
Jormungandr: Lurking Maws
This ability basically puts a target on a unit’s back for “Deepstrike” attacks from Jormungandr units. Pick an enemy unit and any friendly units that were set up this turn can re-roll hit rolls vs that enemy unit. Note that it’s not JUST melee attacks either, shooting attacks count, too.
Kraken: Synaptic Lure
Synaptic Lure also puts a bullseye on an enemy unit – but this one is for charging Kraken units. It allows you to get a re-roll on charge attempts which could up your chance of successfully charging. Too bad you have to re-roll the entire result vs “any number of dice” – that would have made this power even better!
Kronos is the “shooty” Tyranid list and Symbiostorm leans into that theme. You pick a unit within 12″ of the caster and all their ranged attacks get “a hit roll of 6+ scores 1 additional hit.” The right unit can really pump-out the shots for sure!
Gorgon: Poisonous Influence
Gorgon’s power ups the AP of
target unit’s (edit) any friendly models within 9″ melee weapons by 1. Depending on what models you’ve got in range vs what units you’re fighting, this could be a game changer. That extra AP could go a long way on the right models and make mincemeat out of a tougher target.
Well there you have it Tyranid Players – are you going to bust out your old Hive Fleets and try out some of their new tricks?