Tag Archives: datasheet

Leviathan – Tyranids

I have already taken a quick look at the other contents in the box, now it is time to takea look at the models, starting with the Hive Mind’s offering. I will not be putting the full datasheets into this article so if you would like to look at them in full for yourself then here is the Link.

Winged Tyranid Prime

The new variant and apparently a replacement for the original ‘Lieuntenant’ of the swarm, the Tyranid Prime. The datasheets for Tyranids that recently dropped appear to mix the original Prime into the Warriors datasheet so no longer a standalone unit.

One key thing to notice here is yes, this is a character but NO it does not appear to have the Lone Operative keyword. This means the Winged Prime can be targetted unless it is leading a unit, which it can do as it has the Leader keyword.
It is also fairly squishy with only 6 wounds, toughness 5 and a 4+ save (no natural invulnerable save). So if you intend to use one of these I suggest mixing it into a unit. I personally will be trying Gargoyles first to retain the movement. The other options are the two Tyranid Warrior squad types but I feel it’s mobility is the Winged Prime’s biggest advantage.

Damage wise, it is making 6 Attacks at Strength 6 and AP of -1 so nothing too special but at damage 2 and combined with the sustained hits it gains when part of a unit I could see big chunks being taken out of infantry squads. If all non gene-enhanced infantry are still toughness 3 then that’s an average of 8 damage before saves (unfortunately only 4 single wound models though). That is 6 damage against your standard issue marine (toughness 4) so 3 dead marines before those annoying save rolls.


Very much a strategic unit who, again, will need to be embedded to stop it being too squishy. Less so than the Winged Prime at toughness 8, 4+ save (with a 4+ invulnerable built-in) and 9 wounds but still not the most survivable.

Damage wise, you are going to be mincing up some squishy brains here. A swingy Psychic Scream doing 2D6 attacks at strength 5 and AP -1 can be good against infantry, especially as it auto-hits. At 2 damage per attack that is an average of 9-10 damage (or 5ish marines) against a toughness 4 opponent before save rolls.
In melee it is almost the same – 6 attacks at strength 5 hitting on 3’s and no AP so less average output than the scream. Basically keep everything at arm’s tentacle’s length and scream like an angry toddler.

I would suggest surrounding it with some chaff like the neurogaunts to take a few bullets until you use it to buff your Shadow in the Warp ability. Battleshock seems to be the big thing this edition so don’t underestimate it.

Von Ryan’s Leapers

The new boy’s in the box (which I wanted to be Lictors) who come with a weird name – I am sure they will be just called leapers by the community at large. I see these as shock troopers, filling the role that genestealers did in the last edition (and doing it slightly better).

With 6 attacks each, hitting on 3s and strength 5 they are enough to scare most infantry squads. Deploying them deep will act as a deterrent to your opponent from committing anything squishy to objectives early on. The fight first ability will especially work in your favour here if you don’t get first turn.
However at toughness 5 with a 4+ save (6+ invulnerable) they are squishy, even with the addition of Stealth giving them -1 to hit so make sure they are well hidden.

Another option is to use them defensively, using their Pouncing Leap (heroic intervention) and high mobility to intervene on behalf of units that aren’t so good at melee.


I do like me a monster, and this one I particularly like. The Psychophage is perfectly designed to get right into the mix. In fact, as it is only toughness 9, 10 wounds and a base save of 3+ (no invulnerable), you will want to get into combat and away from shooting fairly quick (or be good at hide and seek).

The Psychoclastic Torrent is a psychic flamer, doing D6 attacks at strength 6 and AP of -1. Then, getting into close combat, it’s Talons do D6+1 attacks at strength 6. These do hit on a 3+ but if you can reduce your target below starting strength using the torrent before charging this becomes a 2+. It will also gain +1 to wound if the target is below half strength, this may be an incentive to let another unit hit the target first. The damage output will be swingy but combined with Devastating Wounds on melee the Psychophage should be tearing up some squishy infantry with no issues.

You will also want to keep it mixed into your swarms as every friendly unit within 6″ gains a 6+ Feel No Pain courtesy of the Bio-stimulus aura.

The steadfast cannon fodder of the hive mind. Some use them purely as a shield or objective holder but I have always liked bringing these in decent numbers and buffing them to become a real pain to my opponent.

I personally take the Fleshborers on my termagants for the additional strength. Being strength 5 means typically a 3+ to wound roll against most infantry types and the addition of the assault keyword allows decent mobility and board presence.
They are only 1 wound and toughness 3 so if you do want to use them as more than a meat shield I suggest pairing them with a Tervigon, for the regular respawn, or the Psycophage, for the 6+ Feel No Pain.

Ripper Swarms
Rippers are getting a brand new model. In the past these have been used for holding your own home objective or dropping in late to steal one. I can see them being used for this still however I can see an additional use as an objective denial. They have an Objective Control characteristic of 0 themselves but they have an ability called Chitinous Horrors which halves this in engaged enemies. My thinking is they can deepstrike and charge in to interfere with a contested objective, denying your opponent victory points in their next command phase.

They are not to be relied upon for damage, as they only hit on a 5+ in both melee and shooting, so they are probably just going to be used for objective control or denial.


Another unit similar to Ripper Swarms in that they have a specific purpose but will likely not do any damage to your opponent. I would likely use these as shields for characters, like the Neurotyrant, or as a synapse extender. They could even do both with some clever positioning, just remember to comply with unit coherency.

With no shooting available these guys rely on their single melee attack hitting on a 4+ at strength 3. In large numbers they could do some damage to infantry but they will only be a meat shield for your character against tougher opponents.


As an anti-infantry artillery unit the Barbgaunts can play a key role in maintaining board control. The Bio-cannon is fairly decent against typical infantry but will be swingy as it is D6 shots. Though with hitting on a 4+ and strength 5 any hits that are made should be effective. My suggestion (depending on points value) is to go for 10 of these, or two squads of 5, to maximise shots.

However the best value from these is their Disruption Bombardment ability – giving a reduction of 2″ to movement values, charge rolls and advance rolls. This only takes a single hit to an infantry unit and especially frustrating to your opponent if combined with the Fire Overwatch stratagem to stop that deep striking unit amking a clutch charge.


I love this model and I cannot wait to get my hands on it. As for it’s use on the battlefield this unit will be very good against infantry, with it’s high number of attacks, whilst also being strong enough for the more elite models.

The Bio-plasmic Scream is only strength 8, so less useful against Dreadnaughts (Toughness 10), and slightly swingy with it’s D6+3 attacks but with AP-2 you should do some damage. However the nice thing about this weapon is that a single hit will force a battleshock test. Failing this will cause your opponent to lose buffs and that key Objective Control characteristic, allowing you to steal a contested objective.

Melee will be the most deadly use for the Screamer-Killer. Having 10 attacks, hitting on 3s at strength 10. Add in an AP of -2 you are only looking at a probable 5 damage to something like the Ballistus Dreadnaught. However put him against a squad of Terminators and you are looking at an average of 3 dead in a single round.

That would be my way to use it, send it after the objectives secured by elite or normal infantry and either clear it out or take it by battleshock.

So, in summary, there are a lot of beautiful xenomorphs in this box and each of them with a viable role. I hope this is indicative of the new edition, with more viable competitive list options to give some variety in the opponents you face. But we shall see.
As always, hop on over to our Discord and let us know what you think!

Where to Buy
GW have announced it will be available for a two-week preorder from Saturday 10th June, I have included GWs times below. I always advocate supporting your local independent stockists, following the idea of Pay where you play, but if you are looking for somewhere, and would like to support Woehammer, we do have a couple of affiliate links:

Not Just Gamin’ will be offering the Leviathan box with a 15% discount!

Element Games will also be offering the Leviathan box at 15% below the RRP

Warhammer 40k Datasheet Changes

One of the major announcements for 40k’s Tenth Edition was the changes to the datasheets and the production of data cards with all the unit information included. One of my favourite parts of Age of Sigmar, and other similar games, is having as much information on the table top in front of you as possible, so you don’t have to constantly look at apps and books. So this is a very welcome addition!

Let’s take a closer look at what is included on the cards:

The unit stats appear to stay mostly the same in regards to Movement, Toughness, Save, and Wounds. Leadership is still present, but there is talk of a new way of applying Battleshock, which will be revealed in the coming weeks. What we know so far is that it will be included in the command phase and will affect how the unit acts rather than killing models.

There is also a brand new stat included, which is listed as “OC”. According to the FAQ article, on the Warhammer Community site, this stands for Objective Control and is ‘a measure of how good a unit is at holding a contested objective’. Now, will this be a measure per model? As a unit of 20 termagants could have an OC score of up to 40 if they sit around an objective (to be fair, not much else will get on the objective if that is the case!). We shall see!

Interestingly, the Strength, Ballistic and Weapons Skills and the Attacks characteristics have been moved to the specific weapons instead of being in the unit stats. I imagine this is to remove the weapon modifiers and instead have the given characteristic in the weapon information. For example – a marine with a thunder hammer currently has a WS of 3+, and the hammer’s weapon abilities state “Subtract 1 from the attack’s hit roll”. I can see this instead of just saying WS 4+ on the weapons stat line. This can also apply with weapons like the Astartes Chainsword (+1 attack) and the Power Sword (+1 strength). I personally welcome having these modifiers included in the stat line as it will be easier to apply stat changes to help balance weapon profiles.

I have also noticed that there doesn’t appear to be a space for specific weapon abilities outside of the keywords listed alongside the weapon name. This must mean they are going to make full use of their new “Universal Special Rules” application to simplify this. I am intrigued to see more on these moving forward!

The abilities section is also useful as having all the unit abilities listed for reference will make it much easier to remember everything that is going on.

Apparently, a lot of the abilties and stratagems are going to become reactive. The example given on the Termagant card, “Skulking Horror”, appears to be a good example of this as it allows you to move the termagants, once per turn, up to D6 inches away from an approaching enemy.

I like this approach as it will make you feel a lot less helpless when you see that a mistake you made, or perhaps an advance roll that didn’t quite get you enough movement, is about to cause you a lot of pain. This particular rule also requires some thought on your opponents side. Let’s say those Termagants are not quite on an objective, your opponent moving a unit within 9” of them could give you the extra few inches to take control and gain some valuable victory points in your next command phase (assuming scoring works the same way).

The last section is the Key Words, split into unit and faction specific. This appears to work in the same way as the current edition.

I, personally, am quietly hopeful that these changes will make the game much more playable with less time flicking through books and less of a heavy reliance on remembering all these stats. My only concern is the frequency at which GW amend rules with FAQs, will it make those shiny datasheet cards you purchased obsolete quickly (I am thinking of the existing datacard packs and how often the wording is changed). There are ways around this such as FAQ sticker packs that could allow you to stick the new wording or stat line over the existing printed card but I see this as being more of a third party item than something GW will produce. But we shall see!

Let me know your thoughts, are you excited for this, cautiously optimistic or do you have a slight feeling of dread for these changes?

Datasheet Review – Astra Militarum Bullgryns

Bullgryns are essentially the only reliable close combat option when it comes to the armies of the Astra Militarum. These units come as groups of three, but you can and probably should pay for more. You have the option to have units of up to nine of these bad boys running round.

With simple equipment options of either a maul or gauntlet in one hand and a slab shield or brute shield in the other.

The gauntlet isn’t anything to write home about, with an average of three shots per bullgryn, only half of which is likely to hit the target due to their ballistic skill. Plus with strength four in a new world where there are some armies with toughness 5 it means you could be wounding on 5’s against creatures such as Orks. Far better to be taking the maul in my opinion and leave the shooting to your regular infantry.

Use these guys as intended and counter punch. Each Bullgryn with a maul will have three attacks (four in any turns in which they charge due to Avalanche of Muscle) hitting at strength 7. Okay the AP isn’t great but these guys are good for taking out infantry units and light armour. You could also run them with a cheap 40pt priest nearby to give them another +1 attack through their War Hymns.

The slab shield and brute shield both have their uses with the former giving the model a 2+ save and the latter a 4+ invulnerable save. If you do choose a larger unit if these then choose to have an almost 50/50 split between brute and slab shields, as one will allow you to save against high ap weaponry while the other will be good for small arms fire. This makes this unit very survivable and able to trudge up the field under heavy fire to smash face.

As well as this, if you use the Stratagem Take Cover! You can add a further +1 to their saving throw, which if already in cover can mean you’re almost always saving on 2+.

Their drawback is the inability to use transports, but they more than make up for this with their survivability. With three wounds each and toughness 5 most enemy players will need 5’s to wound you most of the time, and with your choice of either 2+ saves if they choose small arms or 4+ invulnerable if they choose something heavier you have an answer for most things.

I’d even be tempted to run two units of nine, but that can be expensive with a single model running at 35pts.

9x Bullgryns – 315 points
4x Bullgryns with Slab Shield and Maul
4x Bullgryns with Brute Shield and Maul
Bullgryn Bone ‘ead with Brute Shield and Maul

Datasheet Review – Astra Militarum Manticore

In my summary post of 2021 I promised that we would be posting more tactica and army lists in the coming year. What better way to start that than with a kit I received for Christmas?

So the first question is what should you build? As with all tank kits I personally feel they’re way to expensive to build as a single kit with set loadout so like with all my other kits I will be magnetising the kit to make both the Manticore and the Deathstrike – I’ll post a how to once I’ve figured it out myself! 🙂


Courtesy of the GW 40k app and Warhammer+

The Manticore is almost a standard go to unit for competition Militarum lists, with board wide range not needing line of sight and 2D6 shots hitting at S10. You only have four rockets per game, but on average a single rocket can deliver 3 hits and will wound T5 targets on 2+. But you’re probably not going to want to expend your ammo on troops, but the enemies much loved tanks however are a different kettle of fish. This will wound most tanks on 3+ meaning out of your seven shots, two to three will wound on average, with one or two of those likely to get through the targets armour after the -2 AP. With D3 damage per hit which can be improved to a flat 3 damage if you give Tank Aces: Full Payload, this will mean you’re taking on average between two to three wounds off your target in the turn (or 6 with Full Payload).

Target Toughness/SaveAv ShotsHitsWoundsUnsaved
T6+ with 3+ Save73.52.31.5
Up to T5 with 3+ Save73.52.91.9

Now that doesn’t sound ground-breaking, but remember that’s average, if you’re rolling well and you have Full Payload equipped the tank will do a further three wounds for each unsaved hit, that’s some serious punch.

The drawback is the Militarum ballistic skill, with 4+ only half your shots may hit your targets. You can improve this, firstly with an additional five points you can purchase an Augur array which will allow you to re-roll a single failed hit roll per battle for that Manticore, well worth the points if successful.

For one CP you can also use the Direct Onslaught stratagem from Psychic Awakening: The Greater Good. This allows the Manticore to add 1 to its hit roll if it can see it’s target.

I would take two Manticores in any list where I’m looking to include them. Keep them out of sight and just use them to bombard enemy high toughness targets. You’re taking two for redundancy options as your opponent will soon destroy them once he realises what they can do.

Make sure you include the 5pt Hunter-Killer missile for the single S10 shot that’s AP-2 and can do D6 damage (or flat 6 if you have Full Payload equipped). Worth the points! I then choose the Heavy Flamer and Stubber for defensive purposes in case anyone decides to charge it.

Manticore (160 points)
Augur array
Heavy Flamer
Heavy Stubber
Hunter-Killer missile