Alien Hives Quickplay Armies: Difference between revisions

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(Updated the 1000 pts quickplay list to match the rules for 3.4.1.)
 
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{{OPR-Faction
|Faction = Alien Hives
|Image = AlienHives.webp
|Setting = Grimdark Future
|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Species = Alien
|Version = 3.4.1
}}
Below you will find quickplay army lists for Alien Hives from Grimdark Future.
Below you will find quickplay army lists for Alien Hives from Grimdark Future.
''Note: as v3.4.1 is in constant development the following might not be accurate.''


== Combat Patrol (1000pts) ==
== Combat Patrol (1000pts) ==
This is a v2.50 list you can build using the '''Combat Patrol: Tyranids''' box from '''Games Workshop''', or any other models of your choice.
This is a v3.4.1 list you can build using the '''Combat Patrol: Tyranids''' box from '''Games Workshop''', or any other models of your choice.


The quintessential swarm faction, its a bit baffling that GW decided to not include the Hormagaunt/Assault Grunt, arguably the most iconic Tyranid unit. Luckily, the Hives have many other excellent melee options on offer. Your Hive Lord can deal with any vehicle or group of Tough models necessary, and your Hive Warriors are a more generalist unit, although they should be sent after any Defense 3+ or 2+ infantry that you are facing, as their Rending and AP(4) weapons will be most cost-effective versus those.
The Prime Warrior and Shadow Leapers are Ambush units and should pair up to hit a vehicle or heavy infantry unit, respectively. The Shooter Grunts are extremely resilient and will have to be killed off completely before they stop being a danger to an objective - one unit has a Sniper weapon for dealing with any medics or special weapon carriers. Hive Guardians are probably best to sit down on a central objective and just Hold and hope for exploding 6s. their weapons are fairly short ranged but the objective they camp on will have to be moved toward eventually, so it isn't too much of a downside. They can deal with the last few wounds on a vehicle if your Warrior and Leapers failed to deal with it.


The Bio-Spiner-equipped Grunts can freely go back to the Bio-Borers they started with, as the swap is free. I simply chose to use the Spiners as I think Spinefists look really funny and would offer an armor-piercing option for the Grunts, although with such a short range, it is very questionably useful.
No real fancy buffs here. Good for a younger or more inexperienced player to pilot, as kids love bugs (and thus every kid loves Tyranids), and "push models towards enemy" is a nice, straightforward army concept.


No fancy buffs here. Just pure go-face with some bugs. Good for a younger or more inexperienced player to pilot, as kids love bugs (seriously, every kid I've ever played Warhammer with loves Tyranids, even the ones who run away when you try to hand them a spider), and "push models towards enemy" is a nice, straightforward army concept.
{| class="wikitable"
{| class="wikitable"
!++ Alien Hives [1000pts] ++
![https://army-forge.onepagerules.com/share?id=s88O8bmQtffh&name=Alien_Hives <nowiki>++ Alien Hives [GF 1000pts] ++</nowiki>]
|-
|-
|'''Hive Lord'''<nowiki> [1] Q3+ D2+ | 365pts | Fear, Fearless, Hero, Tough(12)</nowiki>
|
 
'''Prime Warrior''' [1] Q4+ D4+ | 170pts | Fearless, Hero, Tough(6), 1x Wings(Ambush, Flying), 1x Bio-Recovery(Regeneration)<br>
2x Sword Claws (A3, AP(2), Deadly(3))
2x Serrated Blade (A4, AP(4))
 
1x Stomp (A4, AP(1))
 
'''Shooter Grunts''' [10] Q5+ D5+ | 130pts | Strider
 
10x Bio-Spiner (6", A2, AP(1))
 
10x Razor Claws (A1)
 
'''Shooter Grunts''' [10] Q5+ D5+ | 180pts | Strider
 
10x Bio-Ravager (18", A2)


'''Shooter Grunts''' [10] Q5+ D5+ | 145pts | Strider, Adrenaline(No Retreat)<br>
1z Bio-Spiker (18", A1, AP(1), Sniper)<br>
9x Bio-Spiners (12", A2)<br>
10x Razor Claws (A1)
10x Razor Claws (A1)


'''Shooter Grunts''' [10] Q5+ D5+ | 130pts | Strider
'''Shooter Grunts''' [10] Q5+ D5+ | 140pts | Strider, Adrenaline(No Retreat)<br>
 
8x Bio-Spiners (12", A2)
10x Bio-Borers (12", A2)


8x Bio-Plasmas (12", A1,4)<br>
10x Razor Claws (A1)
10x Razor Claws (A1)


'''Hive Warriors''' [3] Q4+ D4+ | 195pts | Fearless, Tough(3)
'''Hive Guardians''' [3] Q3+ D3+ | 290pts | Relentless, Tough(3)<br>
3x Heavy Ravager Gun (18", A3, AP(2))<br>
3x Razor Claws (A2)


4x Piercing Claws (A3, AP(1), Rending)
'''Shadow Leapers''' [3] Q4+ D4+ | 255pts | Ambush, Fast, Stealth, Strider, Tough(3)<br>
 
1 with 2x Serrated Blade (A2, AP(4))<br>
2x Smashing Claws (A3, AP(4))
2 with 2x Slashing Blade (A2, AP(1), Rending) each
|}
|}


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*[[Alien Hives Miniatures]]
*[[Alien Hives Miniatures]]
*[[Alien Hives Tactics]]
*[[Alien Hives Tactics]]
*[[:Category:Grimdark Future Quickplay Armies|Grimdark Future Quickplay Armies]]
*[[Grimdark Future]]
*[[Grimdark Future]]


[[Category:Grimdark Future]]
{{Faction-Links
|Faction = Alien Hives
|Links =  [[Alien Hives|Overview]] - [[Alien Hives Tactics|Tactics]] - [[Alien Hives Firefight Tactics|Firefight Tactics]] - [[Alien Hives Miniatures|Miniatures]] - [[Alien Hives Quickplay Armies|Quickplay Armies]] - [[Alien Hives Firefight Quickplay Armies|Firefight Quickplay Armies]]
}}
{{GDF-Quickplay-Armies}}
 
[[Category:Grimdark Future Quickplay Armies]]
[[Category:Grimdark Future Quickplay Armies]]
[[Category:Alien Hives]]
[[Category:Alien Hives]]

Latest revision as of 20:19, 28 October 2024

Alien Hives
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Alien
Version: v3.4.1

Below you will find quickplay army lists for Alien Hives from Grimdark Future.

Note: as v3.4.1 is in constant development the following might not be accurate.

Combat Patrol (1000pts)

This is a v3.4.1 list you can build using the Combat Patrol: Tyranids box from Games Workshop, or any other models of your choice.

The Prime Warrior and Shadow Leapers are Ambush units and should pair up to hit a vehicle or heavy infantry unit, respectively. The Shooter Grunts are extremely resilient and will have to be killed off completely before they stop being a danger to an objective - one unit has a Sniper weapon for dealing with any medics or special weapon carriers. Hive Guardians are probably best to sit down on a central objective and just Hold and hope for exploding 6s. their weapons are fairly short ranged but the objective they camp on will have to be moved toward eventually, so it isn't too much of a downside. They can deal with the last few wounds on a vehicle if your Warrior and Leapers failed to deal with it.

No real fancy buffs here. Good for a younger or more inexperienced player to pilot, as kids love bugs (and thus every kid loves Tyranids), and "push models towards enemy" is a nice, straightforward army concept.

++ Alien Hives [GF 1000pts] ++

Prime Warrior [1] Q4+ D4+ | 170pts | Fearless, Hero, Tough(6), 1x Wings(Ambush, Flying), 1x Bio-Recovery(Regeneration)
2x Serrated Blade (A4, AP(4))

Shooter Grunts [10] Q5+ D5+ | 145pts | Strider, Adrenaline(No Retreat)
1z Bio-Spiker (18", A1, AP(1), Sniper)
9x Bio-Spiners (12", A2)
10x Razor Claws (A1)

Shooter Grunts [10] Q5+ D5+ | 140pts | Strider, Adrenaline(No Retreat)
8x Bio-Spiners (12", A2)

8x Bio-Plasmas (12", A1,4)
10x Razor Claws (A1)

Hive Guardians [3] Q3+ D3+ | 290pts | Relentless, Tough(3)
3x Heavy Ravager Gun (18", A3, AP(2))
3x Razor Claws (A2)

Shadow Leapers [3] Q4+ D4+ | 255pts | Ambush, Fast, Stealth, Strider, Tough(3)
1 with 2x Serrated Blade (A2, AP(4))
2 with 2x Slashing Blade (A2, AP(1), Rending) each

See Also

Alien Hives
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons