First published at 20:30 UTC on August 25th, 2019.
TYRANIDS
Tyranids exist only to feed, to reduce living matter into thick, nutrient-rich gruel to sustain the hive fleet in its nomadic voyage across the stars. There is no common cause to be struck; no negotiation to be attempted. You either fight …
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TYRANIDS
Tyranids exist only to feed, to reduce living matter into thick, nutrient-rich gruel to sustain the hive fleet in its nomadic voyage across the stars. There is no common cause to be struck; no negotiation to be attempted. You either fight the Great Devourer until you can fight no more, or yield to its hunger.
Tyranid bio-ships are numerous, fast, and expendable. Few individual vessels pose a substantial threat, but when arrayed in overwhelming numbers they are almost impossible to defeat through conventional tactics. Tyranid vessels are at their most dangerous at close range, where they can devour enemy ships whole. The foe's only hope is to take advantage of their weak armour as they close, because once the feeding begins, nothing can stop them.
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ORKS
Orks live for the violence of war, for the ceaseless contest to prove themselves 'da strongest'. Once an ork Waaagh! gets underway, there can be no hope of peace until every last greenskin is slaughtered. Even then, they will soon return…
Ork ships are rusty, ramshackle, and assembled from whatever parts the mekboy had to hand rather than a grand design. Nonetheless, they are every bit as potent as any ships used by other races. Orks offer little threat at long range but are festooned with heavy guns and grow increasingly dangerous as they close the distance. Moreover, the "Big Red Button" offers the prospect of heavy ramming damage to anyone foolish enough to be caught in their path.
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