The gaming community, it seems, has deemed the Tyranids to suffer greatly from their most recent Codex. Whether this be from a friendly game stand point or a Tournament ’meta-game’ one, most Tyranid players & most other players will agree on these two things: 1) Carnifex’s are overpriced & 2) The Pyrovore is poor.
However if you absolutely HAD to take a Pyrovore choice in a game, how would you do so & what use might they possibly be, given the level of synergy that the Tyranids require to be used most effectively?
Let’s look at the Stats & Rules:
WS3 BS3 S4 T4 W2 I1 A1 LD6 Sv4+ 45pts each, 1-3 choice. May take a Mycetic Spore
Flamespurt = Heavy Flamer (Strength 5
AP 4 Template Assault 1)
Acid Blood, Volatile, Instinctive Behaviour – Feed (if a Pyrovore is subject to Feed it may still fire its Flamespurt – which, given their low
LD value, is a good thing).
They do have a great model, so at the very least they have aesthetics on their side…
If I HAD to take them here’s how I might:
3 Pyrovores – 135pts + Mycetic Spore w/Barbed Strangler – 55pts = 190pts
Pyrovores are clearly designed to be a sweep & clear unit & will only ever be of use if you attach a Mycetic Spore, which is, to me, one of the best ‘Transports’ in the game. It Deep Strikes, is not a vehicle, so can fire on the turn in which it arrives (

) & can take a fair few weapons with large templates, as well as being yet another valid target for your enemy to destroy, especially if you place it onto or near an objective. It is also just as ‘Accurate’ as a Drop Pod. I love them. I’d try and get a unit pinned for a turn with the Spore in order to Flamespurt my target unit as much as possible. Hopefully engaging said unit in combat with another unit to try & 'mop' them up, before moving onto a new target.
SHOOTING
Once they disembark a unit of Pyrovores can fire their ‘Heavy Flamers’, meaning in order to use them effectively you’ll need to get a good Deep Strike roll (with things like the Lictor’s Pheromone Trail rule you can get pretty accurate/arrive early on) & position them within range & against a unit you know you can cause casualties to. This happens to be most Infantry units in the game. Even against Marines there’ll be potentially a lot of Strength 5 hits if you include the Mycetic Spore’s shooting as well.
This is really all Pyrovore’s have going for them. They are, more or less, a dedicated strike choice, whether you need them to decimate a unit of Ork Boyz or attempt to kill a 5 man Devastator-type unit hiding in cover towards the back of the board or help to clear a Troop Choice from an objective somewhere.
Against Horde armies like Ork & Guard footslogger lists, the Pyrovores will cause a potentially devastating amount of carnage on any turn in which they arrive, killing most of these types of Troop units on 2’s or 3’s. They can easily kill just as many Eldar/Dark Eldar units (if you can get close to them) and if your Pyrovores manage to wipe out or else cripple an Aspect Warrior-type squad or any form of Troop choice then they’d have done their job. Against the majority of armies Pyrovores & their Spore should be targeting your opponent’s Troops/Infantry Heavy Weapon choices or else small isolated units of Elites (or
IG Command Squads) in the hope of weakening them enough to become less effective. However the majority of armies are Marine/Marine Assault based & Pyrovores are particularly poor against them. Even so they will unlikely make a good return on their points as they will no doubt be killed in the following turn...unles you use the Spore to block some
LOS.
ASSAULT
In combat the Pyrovores aren’t great. Yes they ignore armour saves but have a less than average
WS, just a single attack and an Initiative of 1 to top them off. If an enemy unit engages them in combat they should die fairly quickly but due to their Acid Blood rule may cause at least a couple of instant kill type casualties against most basic Infantry units in return. If they are assaulted by a unit with Power Fists (Terminators or Ork Meganobz) they may stand a slight chance to take one or two down with them and may also explode in a modest fashion, as we will see below…
The only other bonus they have is that they’ll have a Mycetic Spore behind them & if your opponent gets carried away and consolidates towards it then you might get a few more kills.
VOLATILE
This rule is both fluffy & frustrating, for it means there’s only a 50% chance of the rule being implemented & little chance such a chance will even be initiated because they’d have to be killed either by S4(8) Power Fist attacks or by Strength 8 weapons. The chances of this happening & it being effective are slim to none as your opponent is highly unlikely to waste his Anti-
MC weaponry on them when a basic rapid-firing Infantry Squad can do the job.
CONCLUSION
In short Pyrovores have a place against certain types of units. I personally rate Template weapons of all kinds as they often give a solid amount of hits against any unit they’re targeting. However, whilst I think the Pyrovore is a great concept, they fail to deliver value for their points for a lot of players & their rules don’t seem to be quite enough. If Volatile was an instant thing against any final wound caused then that would make them a little better, as would having 3 Wounds or a Toughness of 5 or a Strength 6 Template weapon.
As it is I can only see them of use against certain kinds of soft-footslogging armies/targets or in certain kinds of situations given that, in order to be any kind of threat, you’d have to take them in a unit of 3 with a Mycetic Spore – when for 5pts more a piece I could take a unit like Hive Guard instead. The fact they’re an Elites choice doesn’t help them in comparison to Lictors, Hive Guard, Zoanthropes etc…
I don’t feel Pyrovores to be an expressly ‘bad’ unit for friendly or small games. I actually tried proxying them against Terminators and Tactical Marines several times and they ranged from being unexpectedly superb to completely useless. In general they should kill a few Tactical Marines and, maybe, a Terminator or two, before being shot and/or assaulted to death in the following turn. Against Horde armies they could be devastating if your opponent gets lazy with their coherency…
For any kind of Tournament & the majority of friendly games, Pyrovores are, indeed, poor because they fail to deliver enough, yet are so close to actually being good it’s frustrating. They have a great model & concept, yet they lack just that extra bit of BBQ sauce to make them truly explosive upon the battlefield.
Do you like the concept of the Pyrovore? Have you had any successes with them? Would you consider taking them if they were made slightly better, if so what would they need in order for them to become so?