Tactics Discussion - Instinctive Behavior

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”    -Sun Tzu, The Art of War

If all goes to plan, I hope to spend my blog time for one day each week discussing some tactics-related aspect of the Warhammer 40,000 hobby. For the foreseeable future these will mostly revolve around Tyranids, since they are my current army. By fleshing out thoughts about specific aspects of the book, I hope to improve my own mastery and understanding of the army. In addition, I hope my discussions will be beneficial to the reader in their own pursuit of the hobby.

The first topic I’d like to cover is Instinctive Behavior. This is one of the primary rules regarding the Tyranids, coupled very closely with Synapse as an army-wide function that affects nearly all aspects of successful Tyranid play. Because of this, we will occasionally slip into discussion of Synapse throughout this article, although my intention is to cover Synapse as a separate article.

If Synapse is functioning perfectly throughout the game, then Instinctive Behavior is a completely moot point. However, since this perfect function relies on a tremendously large and variable number of conditions, it is safe to assume that the Instinctive Behavior rule will have a somewhat regular impact on your games. The models that provide Synapse are just as killable as anything else in this game, and a smart opponent will frequently use maneuver and firepower to eliminate your Synapse Creatures. It is safer to take a good understanding of how Instinctive Behavior works to each battle, rather than assuming your Synapse network will always remain intact.

There are multiple types of Instinctive Behavior that could come into play, depending on when and where your Synapse network collapses. The three different types of Instinctive Behavior are Lurk, Feed, and Hunt. While Tyranid players do have to deal with the random nature of each Instinctive Behavior chart, we do at least know which chart will affect which Tyranid unit. This gives us a clearer picture of how a failed Instinctive Behavior test will affect the unit, in terms of overall battlefield efficiency.

Memorization of the three charts is helpful for more than just quick play. In addition, it allows you to easily know in advance how a failed test can affect your unit. This becomes more crucial in the later stages of a game, when the Synapse network may be heavily damaged and failing. If you can only cover one of two units for the upcoming turn, which unit will you provide with Synapse coverage? Which unit will be more completely taken out of play by a bad result on their Instinctive Behavior chart? Which unit do you need to have an optimum combat efficiency, given the battlefield circumstances?

Some of these choices are easier than others, which brings us to our next point: not all units are affected equally by Instinctive Behavior, even by the same chart. For example, a Hive Crone who succumbs to Feed cannot be affected by the worst result on its chart. However, a unit of Hormagaunts will be immediately crippled by the same roll. This is where the memorization comes in handy; knowing that Hormagaunts are more intrinsically vulnerable to Instinctive Behavior than a Hive Crone makes the decision of Synapse cover easier.

Leadership values are also a very significant aspect to become familiar with. If you follow the “fluff” aspect of the Tyranids with any degree of passion, most of them are pretty commonsense. However, knowing ahead of time which Tyranids are more prone to failure on Instinctive Behavior tests can be very significant to the decisions you make in the Movement Phase.

As much as possible, these factors should be considered when maneuvering your Synapse units to provide coverage. Don’t assume that a unit is safe because there is a Synapse Creature nearby. Double coverage can be key here, as the destruction of one lynchpin unit can break down your ability to control the army. For the same reasons, Dominion’s importance as our Primaris Power cannot be overstated.

With the basics of Instinctive Behavior laid out, it is also important to discuss the specific results on each chart, and how they interact with the units that are subject to them.

Lurk

Units subject to Lurk:
-Deathleaper
-Lictor
-Termagant
-Venomthrope

As seen in this list, there is a very small number of Tyranid units affected by Lurk. Each of these should be considered in regards to their battlefield role, and how Lurk affects their competency in that role.

Units subject to a failed Instinctive Behavior: Lurk test will be subject to one of three random results. One result is detrimental in almost all circumstances; the unit immediately makes a Fall Back move, with all the usual negatives that come from such a move. This result is usually the worst result you can roll, because the unit is left out of position and their Shooting Attack suffers heavily from firing only Snap Shots. The second result allows them to move and fire normally, although they cannot fire unless the firing models are in area terrain or a building. The final result matches the second, except that the unit also gains Stealth. In the latter two instances, the unit may not assault.

As discussed above, it is important to consider how each unit is affected by the results. By doing so the Tyranid player can plan accordingly with Synapse units. The first result will almost always be negative; for that turn, you have essentially lost control of the unit. While this move could potentially be helpful (the unit is about the be charged or overwhelmed with close-range firepower), it cannot be counted on to work to the Tyranid player’s favor. This is a strong reason to maintain Synapse control over Lurking units whenever possible.

The other two results are not nearly as disruptive, although they will still limit the unit’s overall effectiveness. It is important to note that there is nothing forcing you to make a direct move towards terrain. While you cannot fire without reaching area terrain, it might be more beneficial to simply move the unit towards an objective that is in the open. Even gaining ground to close the gap between a unit you need to assault in future turns could prove to be the best option.

With these considerations, it is easy to see which units are most affected by the Lurk special rule. Lictors and Deathleaper will be heavily impaired if they fail an Instinctive Behavior test, but their Leadership makes failure HIGHLY unlikely. Termagants are significantly impacted by the worst result, since they are a Troops choice and this likely means they’ve been taken out of position to control an objective. With that in mind, though, the other two results will not affect their battlefield position. With smart objective placement (in or near terrain), you can also make it likely that the second two results can only have a positive impact on the unit. Devourer-equipped Gaunts with Stealth on an objective are no laughing matter!

The final unit that simply cannot be overlooked in this category is the Venomthrope. The unit is very important to how the Tyranid army functions in the new rules set, so it is vital that they are kept in position by the will of the Hive Mind. Their Leadership is incredibly poor, and a Fall Back result on the Instinctive Behavior test will pull them out of their incredibly vital position. This is one of the last units you ever want to leave without Synapse coverage.

Feed

Units subject to Feed:
-Carnifex
-Haruspex
-Hive Crone
-Hormagaunt
-Mawloc
-Old One Eye
-Pyrovore
-Raveners
-The Red Terror
-Ripper Swarm
-Trygon
-Tyrant Guard

One of the first things to notice in regards to Feed is the high number of units that are subject to the chart. This is the largest category by far, so it is worth spending some time determining how it affects our plan of action.

A unit that becomes subject to Feed will either inflict Wounds on itself or go into a berserke rage to reach combat. It is worth going into each of these in detail.

The first result is immediately devastating, as each of the models in the unit attacks the other models. In addition, the squad can do nothing else for the turn. In some instances this result is overwhelmingly bad. The most immediate example is Hormagaunts, who will end up destroying half of their own number and remaining in position for the rest of the turn. This is also a very bad result for our fast movers in this category, such as Raveners.

The only good news for this result comes in the form of single-model units; they cannot be affected by this result, and instead treat it as the second result on the chart. This means our Monstrous Creatures are safe from a result of doing nothing. The only exception is Carnifex broods that include additional models; be very careful that they remain in Synapse, as their attacks will almost always cause Wounds, and their Leadership is only low average.

It is also worth keeping the other results in mind on a model-by-model basis. In the latter two results on the Feed chart, the models may not Run or Shoot, but they must launch an Assault if it is possible. The third result also gifts the unit with the Rage special rule. For some of our Monstrous Creatures, losing the ability to shoot is not a huge deal. This is particularly true for the Trygon and the Haruspex, as the little shooting they have will not have a tremendous impact on the opponent. However, not being able to Run can be very detrimental, since those few extra inches can often mean another turn before you reach close combat.

As before, consider these results before you apply them. While the first result for Hormagaunts is terrible, the other two are not as much of a loss. You must charge if possible, but nothing says your Movement Phase must be spent getting closer to the enemy. As a result, you could simply move away to occupy an objective. The Hive Crone can also avoid most of the negative influence of this chart, as nothing stops him making a Vector Strike, going into Ongoing Reserves, or both. Since he returns from Reserve, this result means he can effectively ignore Instinctive Behavior during the next turn.

Hunt

Hunt is the new chart for Tyranid players, and is worth considering closely due to the impact it has on some of our support elements. Tyranid shooting is somewhat limited and is also very vital to battlefield presence, so controlling the units that are affected by this chart can be crucial.

Units subject to Hunt:
 -Biovore
-Exocrine
-Gargoyle
-Harpy
-Hive Guard
-Tyrannofex

As with the other charts, the most likely result is the most damaging. There is a 50% chance that models with Hunt will Go to Ground. Since the units in this list are primarily in place to cause damage via shooting, this result has a high impact on their battlefield role. Snap Shots will nearly always prevent the necessary application of firepower for the task at hand. Even worse, some of the units on this list fire blast and large blast weapons, which means they will not be able to fire at all if they become subject to this result.

With all the negative aspects covered, it is worth noting how Tyranid players can turn this result to their advantage. If the enemy has Flyers or Swooping Monstrous Creatures, this is the best time to target them with the unit in question. This result also counts as one of the more positive results if the affected unit is Fearless, which means the Exocrine and the Tyrannofex have nothing to fear from this result.

The other two results will affect all of the models in the category, with a widely varying impact on their effectiveness. The unit cannot Run and cannot charge, and they must target the closest visible enemy unit in the Shooting Phase. With the best result rolled, the unit also gains Preferred Enemy.

To me, the biggest impact here comes against the Hive Guard. Due to the nature of their weapons, they will frequently be deployed without line of sight. This means that they will frequently be left with less-than-optimal shooting attacks. It will also disrupt the targeting of the Exocrine and the Tyrannofex, since the closest target will rarely be optimal for their weaponry.

Considering these three results in relation to the units they affect, it seems that Hunt is the most debilitating of the Instinctive Behavior charts. However, there are still some tricks you can use to overcome these last two results. They do not affect your Movement Phase, so make sure that you position to get the best target possible. A Harpy’s maneuver gives it plenty of room to find a good target, and if nothing else it can always just Vector Strike and drop a Spore Mine Cyst attack. If there are two Dire Avengers nearest your Hive Guard and a Wave Serpent slightly further away, use your move to put a wall between the Hive Guard and the Infantry if possible, leaving the Wave Serpent as the nearest visible target.

As noted above, the units affected by Hunt are extremely valuable to the Tyranid efforts, so do everything you can to make sure they aren’t exposed to Instinctive Behavior.

Additional Thoughts

The following are a couple of quick thoughts that did not fit well into any of the information above. First, Instinctive Behavior does not take place if you are locked in close combat or have Gone to Ground. These are direct ways that you can impact the overall effect the special rule has on your army. You cannot force your opponent to shoot at your units, but you can choose to Go to Ground if you see that an Instinctive Behavior test is likely. You can also lock units in close combat if you have a reasonable chance of holding them there, since this allows you to maintain board position without fear of the negative consequences of your Instinctive Behavior chart.

Secondly, Instinctive Behavior takes place at the start of your turn, which is also when the Psychic Power Dominion is cast. Since they occur simultaneously, nothing yet prevents you from casting Dominion to gain control of units on the fringe of the network. This is important to keep in mind; by centering the Psykers that roll Dominion as one of their powers, you will be able to augment areas of the swarm where your Synapse is destroyed by the enemy.

While I’ve discussed many of the ways we can turn Instinctive Behavior to our advantage, do not be fooled. Instinctive Behavior should never be forgotten or taken lightly, because there are many ways the game can be taken out of our control by a few failed Instinctive Behavior tests. The rule is, by and large, a punishment for allowing your Synapse network to fall apart. We cannot forget the value of five and six point Troops that are also Fearless, which is why we must deal with this potentially crippling aspect of the army.

Examples in Play

To drive home some of the points, I’ll discuss an example game in which my Synapse network fell apart, and how I worked to control the bleeding as much as I could. Through a little luck, it allowed me to hold the army together long enough to squeak by with a win.

During my first few games with the Codex, I was more concerned with trying out new units than I was with overall army stability. This led me to play an army with only five Synapse models: three Zoanthropes, a winged Hive Tyrant, and a Tervigon. Since the mission used Vanguard Strike deployment, I left the Zoanthropes in Reserve, to come on and threaten a distant objective with my Gaunts.

Everything started to go south during the top of Turn Two, when my opponent brought on his two Stormtalons and immediately killed the Hive Tyrant. When the Zoanthropes arrived, I got greedy and continued with my initial plan, bringing them on my left flank with the Gaunts and proceeding with their initial mission. The Stormtalons then advanced, and after a bout with some pathetic dice, my Tervigon was reduced to a corpse.

The vast bulk of my army was left with no coverage at all. My opponent saw this and quickly jumped my Zoanthropes with a squad of Scouts, holding them in place for a couple of combats until the nearby Gaunts could work through them. In the process, my entire army was forced to take multiple Instinctive Behavior tests.

By this point I was suffering badly. There were five objectives total, and before the Tervigon fell I had firm control of three, putting pressure on the fourth and fifth. The next turn the Gaunts on my most secure objective broke and ran off the table, leaving me with no Troops even close to control it. The Hormagaunts on another objective failed a Morale check from shooting and fell back into the open, where they were cut down in the next turn by Bolter fire. This left me with the objective the Zoanthropes were helping control, and a second objective controlled by five Termagants, way outside of Synapse range. The Space Marines controlled one, and were moving on a second.

At this point I started going to ground with the squad in the middle each time he tried to remove them. The cover wasn’t great, so I was mostly getting a 6+, but it was helping to keep me in place. I also launched my second squad of Hormagaunts into a close combat they really couldn’t win, just to make sure they stuck around and had some impact on the game. When the last turn finally rolled to a close, I controlled two objectives, and Deathleaper was contesting one of the two he controlled. I had barely squeaked through.

Hopefully, the above example illustrates two points. The first is that you should plan a thorough Synapse network into every army list. The second: if your network does fail, stay calm and use the Instinctive Behavior rules to whatever advantage you can.

 Now, get back out there and consume!

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