NEW Tyranids v Custodes

Golden Boys v Crusher Stampede 2.0, bring it on!

The Tyranids Codex is so hot off the press that it hasn’t even been released yet, but we’re taking these leaked rules and running with them. To that end, I decided to test the faction out against the constant menace of the metagame, Emperor’s Chosen Custodes. Of note, we were playing on the assumption that Crusher Stampede and the Leviathan supplement are still legal, because there’s nothing that we’ve seen that says otherwise and it would align with past precedent. It’s entirely possible that this isn’t going to be the case though, so take all of this with a grain of salt. Thankfully, if there’s one thing that the online 40k community is never short of, it’s salt.

Tyranid Crusher Stampede (Hive Fleet Leviathan)

Patrol

Hive Tyrant with Gestalt Commander, heavy venom cannon and Shardgullet                          190

Neurothrope with Synaptic Tendrils                                       100

3 Warriors with deathspitters and dual boneswords                         75

3 Zoanthropes                   150

2 Maleceptors                                  340

3 Raveners with rending talons and deathspitters                            90

 

Patrol

Hive Tyrant with two heavy venom cannons, Strategic Adaption                 190

2*3 Warriors with deathspitters and dual boneswords                    150

Exocrine                                                                                         170

3 Venomthropes                              105

2 Harpies with heavy venom cannons, one with Synaptic Enhancement and the other with Voracious Ammunition   365

1925 points

I like big bugs and I cannot lie...

The first thing you’ll probably notice about this list is that it’s only 1925 points. That’s right ladies and gentlemen, I'm so confident in my superior generalship that I decided to play with a points handicap. Alternatively, I meant to bring an extra Warrior squad and totally forgot to deploy them. One of those two possibilities. 

In hindsight, using those Warriors would actually have meant I had too many 'small' bugs and not enough monsters to run Crusher Stampede, so I’d probably have just had to upgrade one Warrior squad to some Tyrant Guard and add a Ravener instead. Oh well, it’s not like these listbuilding mistakes are being written down for several thousand people to read or anything.

More seriously, I think this list looks awesome. It’s got a crazy psychic contingent, with so many psykers I didn’t even bother to write their powers down on the list. Alongside the massive amount of mind bullets are an Exocrine and a heap of heavy venom cannons, taking advantage of their outrageously pushed profile to hopefully outshoot whatever I’m facing and make them come to me. If not, the Harpies will swoop in and start killing stuff and dropping bombs, theoretically giving me a bit more reach and capacity to kill hidden stuff. Once the enemy do commit they’re going to run straight into a wall of -1D, -1 to hit, -1S and army-wide invulnerable saves, letting me hopefully just counterattack them right off the board. Finally, the Warriors and Raveners are there to hold objectives and fight around the edges of the board, letting my big stompy bois go straight up the middle. Is it good? Honestly, who knows, I mostly wrote this part of the article before the game, maybe the Custodes are going to dunk on it like they’re dunking on most everything else at the moment.

 

Emperor’s Chosen list

Battalion

Trajann                                              160

Shield-Captain on jetbike with Tip of the Spear, Auric Exemplar, Superior Creation and Auric Aquilas  180

3*3 Custodian Guard, with each squad having two shields and one spear               435

Contemptor-Achillus with flamers                           180

Contemptor-Gallatus with Eternal Penitent           170

Vexilus Praetor in Allarus Armour with Vexilla Magnifica                115

3*3 Vertus with salvo launchers                               765

2015 points

In hindsight, again, we realised that the Custodes list is fifteen points over because Matt had meant to give one squad of Vertus hurricane bolters then forgot about it. So I was actually playing with a 90-point disadvantage! In reality, he’d have just dropped the flamers off the Achillus, which would have made exactly zero difference to how the game played out. Again, so glad no one else will ever read about our multitude of minor mistakes.

Otherwise, not much to say about the list, it’s obviously pretty standard fare. The Gallatus has been a little out of fashion in favour of a second Achillus recently, and the Vexilus and heavier complement of Guard is kind of interesting I guess. It’s just a lot of really tough models with good profiles, and that’s why we like to use this as a first test for any new army.

 You know 'em, you... probably don't hate 'em as much as T'au or Harlequins I guess

Scenario and Secondaries

Retrieve the Relics is an interesting scenario. On the one hand, I probably have a ranged advantage, which means the Hammer and Anvil deployment is to my advantage. On the other, my psychic onslaught is going to be totally blunted for the first turn, and I don’t really like the setup for objectives here. It kind of encourages two separate forces going up each flank, whereas I’d prefer one big blob in the middle. At least it might mitigate the impact of the Vexilla a little.

I could have sworn this map said it was for Retrieve the Relics, but it honestly doesn't feel set up for Hammer and Anvil Deployment. Maybe we misread the mod or something

For Secondaries, Matt went for Bring it Down and Abhor the Witch, both of which he can max against my list (maybe something I’ll be tweaking for next time), and then Banners because it’s excellent against a fairly slow list on this map. I opted for Stranglehold, reckoning I could keep him off my three through sheer mass while shooting him off his exposed right objective, Warp Ritual because I’d probably be out of range for Psychic Interrogation Turn 1 anyway, and Synaptic Insight. That final choice is pretty unconventional and niche, but almost all my big hitters are Synapse creatures and they only need to kill 4 Custodes or 2 and a Dreadnought/character per turn in order to max it. The alternative was Banners, which honestly might have been a better idea, but I wanted to try out the cool new thing.

Banners, Abhor and Bring it Down v Ritual, Synaptic Insight and Stranglehold

Deployment

The board we were using had a lot of terrain and was theoretically created for Hammer and Anvil deployments, but both Matt and I still found it a little hard to hide our bulkier units. As such, both Dreadnoughts were in positions that I could potentially draw LoS to them, while most of my monsters were left relying on range control to at least force the bikes to advance if they wanted to melta me in the face.

Custodes hope to weather the storm

Winning first turn, I used my Leviathan redeploy to fling the Exocrine and a Maleceptor a little closer, hopefully getting me in range for a good load of plasma death on Turn 1.

My deployment before I redeployed

Tyranid Turn 1, 14:10

I opened proceedings by using the Zoanthrope Synaptic Imperative and barrelling all the big stuff forward, hoping to get off some big hits with my shooty bugs early. The Harpies both spawned Spore Mines, which floated ominously forward to try and bomb some Custodes. 

Spore Mines on the move

We actually weren’t sure whether the Mines could move/advance after being set up, but we didn’t see any reason that they couldn’t: they aren’t Reinforcements and the Movement Phase is still going when they’re set up. If people know how that rule used to work for Biovores/if the wording is still the same, I'd love to hear from you in the comments.

A Hive Tyrant reduces the Gallatus to a single wound

Either way, the Tyranids opened up, hoping to kill both Dreadnoughts using Synapse creatures to score an early three on Synaptic Insight. Alas, it was not to be, with the Shardgullet Hive Tyrant nuking the Achillus but the Gallatus surviving on a single wound. That 4++ was coming in clutch already!

I scored one on the Tertiary and three on Stranglehold, but now Matt would get to hit back with everything.

 The bugs move up, ready for the Custodes attack

Pretty slow start to scoring for the 'Nids
Custodes Turn 1, 14:10

Matt moved up somewhat cautiously this round, aiming to range control to be just within 24” of my lead bugs. Banners went up across his three objectives and a handful of Spore Mines died brave deaths before the salvo launchers opened up. 

 The jetbikes swarm forward and unleash a volley of melta missiles, but the power of the Hive Mind will not be denied

But between -1 to hit, -1S and my 4++ (plus a CP reroll), only a couple of hits actually made it through on the lead Maleceptor, and the combination of -1D and Catalyst saw it live with 10 wounds remaining. My investment in defensive buffs had definitely paid off!

My casualty pile after turn 1. I didn't even pay any points for this guy!

Custodes have three Banners up, but I'm hopeful of scoring a lot this turn
Tyranids Turn 2, 35:10

I’d gotten off extremely lightly that round, but with the Zoanthrope imperative spent I knew I needed to hit Matt back hard this turn. So the Stampede moved up, Warriors and Raveners holding the side objectives while the psychic and shooting bugs prepared to unleash hell against the Custodes.

Say what you will about Crusher Stampede, but this kinda thing looks absolutely sick. I'm loving this Zerg LARPing

Same shot from the opposite angle, because I thought those big monsters looming through the dust cloud looked too good not to include

The mind bullets were honestly a little disappointing, with a massive amount of mortal wounds being outputted by my six psykers but only a handful of Custodes falling. That 4+++ against mortals was already making a massive difference. I did manage to get all my key buffs off though, and the central Malaceptor successfully completed my first Warp Ritual.

Custodes casualties after my psychic phase. This is missing a bit more chip damage, but it's still nothing too crazy

Shooting started exceptionally well, with my Hive Tyrant with the relic heavy venom cannon killing two Vertus and reducing a third to 1 wound. That guy hits hard! 

That relic may not be optimal in all matchups, but it is crazily good against Custodes bikes

A hail of plasma and heavy venom cannons from the Harpies, other Hive Tyrant and Exocrine added to the tally, downing two more bikes and the whole squad of Guard on Matt’s exposed left objective.

Lots of dead Custodes

After a quite successful second turn, I scored my first points on Warp Ritual and Synaptic Insight, as well as racking up 3 more on Stranglehold and the Tertiary. I had also managed to create a nice little screen of Spore Mines which would add a bit of extra attrition if the Custodes tried any charges next turn.

A somewhat tattered Custodes force ready to swing back at me 

Custodes Turn 2, 35:27

Scoreline at the end of the Custodes Command Phase

Matt knew that this turn had to be fairly decisive, he couldn’t afford to trade blows with me for much longer. 

All the bikes about to dive into melee

So in went the bikes and characters, almost everything launching assaults straight into my centre. The bombardment of salvo launchers again disappointed, stripping wounds from a Harpy and taking my lead Maleceptor down to 4 but otherwise whiffing. 

Of particular note, two Vertus rolled snake-eyes to hit, then rerolled thanks to Trajann into another snake-eyes

At the end of Matt’s second shooting phase, my casualty pile was still just filled with Spore Mines!

He keeps murdering my poor explosive babies :(

Combat went somewhat better, with Trajann decapitating the Maleceptor, but it managed to roll a 6 for Death Throes and wound him three times! The two Vertus that had charged my Venomthropes were forced to fight last, and the thrashing tendrils of the spore-beasts managed to drag one from his saddle before he could fight. Finally, two Vertus attacked the wounded Harpy and stripped a couple of wounds, although its fightback managed to wound one of them in return.

At least the last Vertus from that squad did kill a Venomthrope and nearly a second. That's some small mercy

First real casualties

Matt had scored a few points this turn, but was definitely on the defensive and was haemorrhaging units fast. Time to see if I could tighten the screws and throw back his counterattack.

 Board at the end of Custodes Turn 2

Tyranids Turn 3, 59:27

This turn would be a big test to see how well the Tyranids can clear out their lines from a powerful assault. It started well, with Harpy Spore Mines plinking wounds off across the Custodes lines, including wounding Trajann twice. We’d realised by this point that if Spore Mines can move after being deployed then they can actually detonate in the turn they’re dropped, making them a more efficient method of harassing lone Custodes than actually bombing them conventionally. Not sure if that’s the way the rule is intended to work, but it felt pretty strong here.

Harpies move forward, shooty bugs move back, and psychic bugs continue evaporating Custodes bikes

Those mortal wounds were then joined by a torrent from the psykers, evaporating two Vertus even through some excellent 4+++ saves and a CP reroll. I also managed to tick off another round of Warp Ritual, meaning I only had one more turn I’d need to cast that for.

Trajann fails 4 saves against a heavy venom cannon. Maybe the 5+++ will save him?


Nah

The shooting phase started similarly well, with Trajann being absolutely detonated by one of the Hive Tyrants and a Harpy gunning down the last two Vertus. The Shield-Captain, however, proved much more resilient, shrugging off the firepower of a Hive Tyrant and Exocrine with several wounds still remaining. He finally fell in the charge phase, as the Hive Tyrant procced both Breaking Through and Trampling Charge to bury him under a massive amount of mortal wounds.

This Hive Tyrant doesn't actually have a melee weapon, but what he does have is two mortal wound strats

Finally, on my left flank the Raveners tore apart the Guard squad with ease, taking down another banner and reducing Matt to just two units remaining.

Custodes Guard are wiped by the Raveners

We basically talked it out from there, as the game was clearly over. 

4 Custodes are alive at the end of my Turn 3

After rolling some dice, the Harpies and Raveners would be able to clear his back objective and claim it for me, so he’d only get a single turn more of Primary or Banners. I did manage to kill the Vexillus and two Guards with my Synapse creatures, so I got one more turn of Insight, and obviously Stranglehold and Warp Ritual maxed themselves pretty easily.

The brave Custodes are tabled on my Turn 4

In the end, that gave a pretty devastating final scoreline of 91:33 in favour of the Tyranids!

 We missed one point for Banners for Matt, but it still makes for a grim scoresheet

Post-Match Analysis

I copped a bit of flak last battle report for describing it as a close game, which I think was true in the sense that a slightly better T’au Turn 3 could have seen them run away with it, even if the final scorelines weren’t themselves close. Thankfully there’s no risk of that here: the Custodes got absolutely crushed (Get it? Get it? Come on, I waited 2000 words to make that pun), only really getting points for holding their back objectives and Banners. Their almost total inability to bring down the Tyranid monsters meant I just got to walk my way over them, barely slowing down as I stomped my way up the board.

I made a few minor errors, mostly in order of casting and things like that. I think my strategy was broadly a good one, but ultimately it doesn’t matter much what your strategy is when your opponent can’t kill your stuff. Similarly, a few of Matt’s decisions clearly didn’t pay off, but it’s hard to think of a winning strategy if your army’s shooting and combat can’t kill the giant bugs stomping towards you.

There're still an awful lot of bugs left on that board

As far as lists go, I like mine a lot. The Raveners were shockingly good, I really liked their ability to just zoom from cover to cover then shank a squad on a backfield objective. The other medium-sized bugs were also pretty solid, holding objectives and whittling down Custodes. The Harpies were absolute all-stars, being moderately tough, scary at range and really hard to hide from. Their ability to just carpet the field with Spore Mines also felt extremely strong, Matt kept having to throw chip shooting at them or move in particular ways to avoid their 3” radius of mortal wounds. The fact that they explode in the Movement Phase is also great, as your opponent can’t shoot them out before they get a chance to blow. At this point I think I’m starting all my lists with 2 Harpies, at least in Crusher Stampede.

The Harpies hunt down the final Custodes

The mortal wound spam didn’t really get a chance to shine in this game (army wide 4+++ against mortals will have that effect), but it did kill around 200 points a turn once Matt got closer. That’s pretty decent value from a ~600-point investment, particularly given it would have doubled against Shadowkeepers or probably tripled against Harlequins. They also scored me a Secondary and flung out heaps of utility spells too, which is something I’d have needed to do anyway. Probably the only disappointment was the Exocrine: some people seem to love it, and it should have shined in this matchup, but I just found myself wishing I could take another Harpy or Hive Tyrant instead. Mathematically, they both outperform it against most targets, and they also bring a lot more utility than Mr Stompy Gun can really muster. Of course, I can’t actually take another Hive Tyrant without spending CP, and Harpies are entirely off the table, so maybe he’ll get another chance to prove his worth. Alternatively I'll ditch him for a Carnifex and some more Warriors, who knows.

Heavy venom cannon Hive Tyrants are sneakily the most efficient anti-armour unit in the codex

Matt’s list really struggled in this matchup, and it’s hard to see how to fix it. Two more Achillus are probably back in the army, and a less exposed deployment might have made life easier, but overall it’s just hard to see where to go. He theoretically outfights me in combat, but he’s struggling to actually kill stuff when he gets to me and my mortal wounds can punch him back pretty hard. We weren’t really sure what the answer is there, hopefully more experienced Custodes players see some better solutions than we did.

Finally, the looming question: is my list still good without the Leviathan supplement or Crusher Stampede? Honestly, I don’t think either had that big of an effect on the matchup here. Leviathan almost literally didn’t come up; none of the strats were ever relevant, the redeploy warlord trait just got my Exocrine in range to whiff Turn 1, and Gestalt Commander was just Adaptive Biology every round. I really rate having the potential to switch on ObSec when needed, but otherwise I think you could remove Leviathan’s supplement without really neutering this list at all.

It wasn't Crusher Stampede that saved me here, it was an army-wide 4++. 

Who needs damage reduction when you can just not take damage?

Crusher Stampede was definitely a lot more impactful than that. At least in theory, -1 damage is excellent in this matchup, as is the free 5++. In practice, every time Matt targeted a monster it already had an invulnerable save through the Zoanthrope Imperative or the Leviathan psychic power, and the only time he targeted my littler bugs I forgot to roll any saves for them at all. The damage reduction definitely did matter a bit though: without it there I would have lost the first Maleceptor in his second Shooting Phase, leaving him free to charge something else and do a bit more damage to it. Ultimately though, that probably means my Gestalt Commander Hive Tyrant takes a few damage and the Harpy gets bracketed, then I still wipe him off the field.

Add a free Leviathan reroll to everything and this Dreadnought probably goes down Turn 1

It's also worth looking at what I gave up in order to run as Crusher Stampede. The free reroll to hit or wound from Leviathan is honestly really strong, and combos excellently with all the big guns on my monsters. With that extra clip of reliability, Matt would probably have been losing at least a few more models each turn, which might have made more difference than the -1 damage. The Transhuman for Synapse creatures wouldn’t have come up often in this matchup, but would have helped my Harpy tank the Vertus Praetors a little more easily. It's not as good as damage reduction, and it's not on everything, but it's still a pretty great consolation prize. Finally, the listbuilding constraints for Crusher were definitely somewhat annoying, and being able to slot in some Genestealers, Gargoyles or lone Pyrovores would have been great in this and most other matchups.

So overall, the codex definitely doesn’t feel like it’s leaning on Crusher or the Leviathan supplement to be successful. If it turns out neither are allowed, I think this list becomes a tiny bit worse, but is fundamentally unchanged. You can layer so many defensive buffs up on these monsters already that I think one more is not the biggest deal, and the added offence from getting the Leviathan trait (or something better via Biomorphologies!) is maybe actually more useful. On the other hand, maybe this was just a good matchup and without Crusher you absolutely fold to new Eldar, who knows?

I hope you enjoyed my first battle report with the hyper-new Tyranid book. I’m loving listwriting for the big stompy bugs, whether they’re blasting stuff with venom cannons or the psychic power of the Hive Mind. Let me know what you thought of the report, how you reckon the new ‘Nids will perform, and what impact you think Crusher Stampede being in or out will have on the Codex. As ever, I love a good chat, and will try and respond to your comments as rapidly as you can make them!

Until next time, may your Spore Mines always put at least two wounds onto Trajann!

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