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Tyranids · Subterranean Assault · Disruption

501

Event

106

players

Rounds

6

GT

Games

6

played

Date

2026-09-11

event start

Invasion 2026 40k

Roster

Full army list

Shocking Disruption (1995 points)

Tyranids
Subterranean Assault (3 Detachment Points)
Disruption
Strike Force (2000 points)

Attached Units
Attached Unit 1

Tyranid Prime with Lash Whip (75 points)
• Attached as: Leader (Character)
• 1x Lash whip
1x Rending claw
1x Scything talons

Hormagaunts (70 points)
• Attached as: Bodyguard (Battleline)
• 10x Hormagaunt
• 10x Hormagaunt talons

Attached Unit 2

Neurotyrant (130 points)
• Attached as: Leader (Character)
• 1x Neurotyrant claws and lashes
1x Psychic scream

Zoanthropes (190 points)
• Attached as: Bodyguard
• 1x Neurothrope
• 1x Chitinous claws and teeth
1x Warp Blast
• 5x Zoanthrope
• 5x Chitinous claws and teeth
5x Warp Blast


CHARACTERS

The Red Terror (130 points)
• Warlord
• 1x Gaping maw
1x Scything talons

The Swarmlord (210 points)
• 1x Bone sabres
1x Synaptic pulse


OTHER DATASHEETS

Biovores (60 points)
• 1x Chitin-barbed limbs
1x Spore Mine launcher

Hive Guard (160 points)
• 6x Hive Guard
• 6x Chitinous claws and teeth
6x Shockcannon

Maleceptor (180 points)
• 1x Massive scything talons
1x Psychic overload

Maleceptor (180 points)
• 1x Massive scything talons
1x Psychic overload

Mawloc (135 points)
• 1x Distensible jaw
1x Mawloc scything talons

Mawloc (135 points)
• 1x Distensible jaw
1x Mawloc scything talons

Neurolictor (80 points)
• 1x Piercing claws and talons

Neurolictor (80 points)
• 1x Piercing claws and talons

Zoanthropes (90 points)
• 1x Neurothrope
• 1x Chitinous claws and teeth
1x Warp Blast
• 2x Zoanthrope
• 2x Chitinous claws and teeth
2x Warp Blast

Zoanthropes (90 points)
• 1x Neurothrope
• 1x Chitinous claws and teeth
1x Warp Blast
• 2x Zoanthrope
• 2x Chitinous claws and teeth
2x Warp Blast

Exported with App Version: v2.5.0 (140), Data Version: v931

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I'm an uppie downie shooty army with charge from 6" DS.

My detachment rule is to re-roll 1s to hit, and to make tunnels:
- The Red Terror and the Mawlocs make a 40mm tunnel marker within 1" when they arrive from DS.
- Other units in reserve can DS wholly within 9" of tunnel markers, and then arrive outside 6" of your units.
- Charging is allowed.
- If on of your units end a move within 3" of a tunnel marker it dies.

My strats are, in order of importance:
- Uppie downie, either both Mawlocs or any one unit
- On board teleport between tunnels
- Sus 1 and ignore cover on unit arriving from reserves
- 6" re-roll charge aura on a monster that arrived from reserves
- Heal/rez d3+1 wholly within 9" of a tunnel
- Synapse on a Mawloc

Important tricks:
- The Red Terror has innate uppie downie if unenganged, on _both_ player's turns
- Swarmy has vect
- Maleceptors have a 6" aura of -1 to hit, also -1 to wound if you are below half strength.
- Neurolictors cause a command phase BS test within 12", and give battle-shocked units within 12" -1 to hit and +1 to be wounded.
- On arriving from DS, Mawlocs roll a d6 for each unit within 12" and deal mortals. 1: nothing, 2-4: d3, 5+: 3 and a BS test.