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Tyranids · Subterranean Assault · Disruption
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 ------------------------------------ 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.