Tyranid Carnifex Null Deployment Tactics


Ah the holy grail of the Tyranid codex- finding an actual use for such an iconic model- the carnifex. Let’s continue the null deployment analysis and how the use of carnifexes has evolved surgically in my list.

I first tried them walking across the table as part of my main wave advancing towards my opponent to keep them in place so my outflankers and deep strikers could come in and hit them. Two or three ‘fexes running at you kind of get your attention…so much attention that they have to be dealt with.



Used like this they rarely made it across the table. Their combination of only four wounds and huge size made getting cover saves, and they were just to slow even with running. At 2K the armies I was facing had more than enough firepower due to their codex design to deal with the ‘fexes AND the rest of my army. Heck, I couldn’t’ even use them as sacrificial models meaning my opponent was shooting at them and not the rest of my army- which I could at least work with even if it wasn’t optimal.

So the next evolution was to shift them to the null side and deep strike deliver them with pods- usually meaning only taking two at this point since I had to include the pod in their cost analysis.



I tried the dakka variant and the dual talons variant and found the talons the better of the two. When the pod lands I want to at least shake/stun a vehicle to suppress fire so the ‘fex is around next turn, but there are other elements in the null list that should be taking care of this- the dual talons combined with the strength of the ‘fex is where they shine.

The optimal combo for me was then adding bio-plasma since the bug is up for close range work. Ideally I’d drop the pod in next to a vehicle, try to blow it up with the pod tentacles first and then other elements second so when the guys inside dump and cluster the ‘fex can vomit plasma all over them. Failing this, he can always just puke on a vehicle or before an assault to thin some numbers. Of course it has scattered onto my own ‘fexes from time to time, but nothing I can do about that.

That is the ideal, and what I try and set up, but of course it doesn’t always work- sometimes I have to drop the ‘fex mid field and he has to go in on foot- which works because of two reasons- first he isn’t walking across the entire table, and second, because he has a host of other bugs supporting them. Most of the time warriors and h-gaunts.



For this to work all the bugs in the group need to be assault bugs- they are moving and running each turn- shooting means not getting that extra d6 of movement. Gaunts provide cover to the warriors, warriors cover to the carnifex- no way to argue it not happening which is very important since guys never want to give you a cover save. The unit as a whole attracts firepower which is good since some element of it will survive.

I use the guants to tie things up as the fex kills the weakest thing it can since it is in a race against time with dying, while the warriors then support or go off on their own- while also providing that synape link.

Tyranid Termagant Tactics


In the null deployment model I first experimented with dropping large groups of termagants in a spore pod in support of my larger elements and genestealers. A nice big group was relatively cheap, could lay down a few anti- infantry shots- maybe killing a marine or two, and the big swarm could spread out and grant cover to my second wave of genestealers. This worked well, but what I found was that gaunts just tend to die against everything and anything. Not a big deal if you have a bigzilla list with five tervigons gestating them- they are there to die, but in a null deployment list where your bug numbers are finite, you tend to lose them at the start of the game or mid game.



I then tried the super-gaunt: pumping them up with adrenal glands and toxin sacks. Their effectiveness for the points was still rather poor due to their low number of attacks, lack of frag grenades for cover, and the pathetic armor save. Again, spawned gaunts getting the buff off the tervigon is one thing, but finite guants are another.



So in this capacity the optimal use of Termagants in a null deployment list is as a screen and cheap and game scoring unit. I use a medium sized unit to grant cover saves to my hormagaunts, and warriors that advance as the main wave, and then the gaunts break off and just lurk/go to ground on an objective. In this capacity I don’t expect much and they really don’t let me down- which is about right for a 50-60 point unit. They are kind of the guardians of the Eldar craftworld in use, a scoring marker really.