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Made in us
Tunneling Trygon






I encourage veryone to check out my blog, where this was originally posted! http://knighthammer40k.blogspot.com/

So, the Tyranids are finally getting an update, old news. I just got access to the book, and after much reading, have decided to pen my initial thoughts. My blog was intended for tactics just as much as Battle Reports, but I've not really lived up to that. So, I aspire to do more with the new codex. This is an initial, math-hammer/theory-hammer only review of the codex, pre-playtest. It'll come in six sections: General Review, and the five Force Org slots, which I'll break into several articles. Bare in mind, I plan to rewrite this entire series in three months or so with a "play tested" edition of the same stuff. Many people are raging that this codex is the worst release since the last release. Seriously though, every book gets bad press, but Tyranids have gotten more than most it is true... How much of this is true, and how do we work with it? Read on... Note, that I will refer to points costs in number of Hormagaunts usually. Because multiples of five are nice. All purchasable units and upgrades will get a 1-10 number on how good I think it is. Remember, these are opinions. You won't agree on everything with me, nor I with you.



Part I:

General Review: Here I will cover the basics of the codex that aren't exclusive to single units. Basically, it will be the Biomorphs, bioartifacts, Psychic Powers, Warlord Traits, and army special rules, etc...

First, Synapse: This is exactly what you think it is. No Eternal Warrior, no Feel no Pain, just Fearless. The only changes to this are that it may be extended by various upgrades... more on this later. A minuscule buff over the last edition just because of extension possibilities.

Shadow in the Warp: This one is new, and arguably improved. But, it is arguably nerfed. The basics are that Psychic units with 12" are at -3 leadership. Note that this is NOT just for Psychic Checks! So a Farseer led unit of guardians is much more likely to run away now, plus his Psychic checks are limited. So, Psykers are usually 9 or 10 Leadership. in old Synapse, a Leadership 10 Psyker had exactly 108/216 possible results end in Success, or 50%. Now, there are 21/36 that end in success, or 58.3%. Leadership 9, before, had 81/216 pass, or 37% chance of passing. Now, they have a 15/36, or 41.7%. So yes, our Psychic defense is not quite as good as before. However, factor in deny the witch and any malediction in Shadows has a less than 50% chance of passing. In exchange, we lower Psykers Ld all the time, which will help with morale, spirit Leech, etc. (Don't forget Daemonic Instability in CC! That's going to hurt.) Also, laugh at Grey Knights. Overall? Very minor nerf. And other benefits mean we really can't complain, especially seeing what happened to Eldar runes. We by far have the best anti-psyker of this edition, with only Space Wolves beating us. My question is, does Shadows extend with Synapse range? Nothing says it does, but it really should. Hopefully an FAQ will fix this.




Instinctive Behavior: Ok, here comes some bad news. There are three charts now, not two. Feed, Lurk and the new Hunt. We now have tables, which you roll on if you fall back. Here you are!

Lurk: 1-3 fall back as if you failed morale.
4-5 may move freely, but is not slowed by terrain. May only shoot if in terrain. Can't charge.
6 Same as 4-5, gains stealth.

Not great. A 1-3 blows clearly, and is a nerf. Yikes. However, the 4-5 and 6 are better than it was in the old book, as we now have better choice of movement and potentially stealth, plus cover benefits. Get that 6 and go to ground an objective in cover for a 2++! Still, the bad outweighs the good here, and thus there is a minor nerf to instinctive behavior lurk. This is the most important table in my mind, as our support units/objective holders use it.

Feed: 1-3 Inflict hits on unit equal to number of models, at average strength and Ap -, and can't do anything.
4-5 Can't run or shoot, must declare charge if in range.
6 See above, but gain rage.


This one is a clear nerf. Literally none of the results are as good as feed was last time, when it really didn't hurt. Sadly, swarm cannibalism is a sci-fi stereotype, so we must suffer. Limiting movement also sucks too. But, can move out of charge range oddly enough in the movement phase if you don't want to charge at least, you aren't forced to move anywhere. Also, one man units treat a 1-3 as a 4-5.

Hunt: 1-3 Go to ground immediately. If fearless, see 4-5.
4-5 Move as you want, must shoot closest unit if you can. No Run/Assault
6 See 4-5, gains preferred enemy.


Not too harsh. All of these are ok other than the loss to fearless really. This is clearly the best compared to the other two, where 1-3 is meh instead of murderous, and 4-5 is basically just "no fearless" while 6 is pretty decent. This is by far the best for objective holders... if only we had any of those with Lurk. Sigh.

Instinctive Behavior overall: Undoubtedly a nerf overall to us. This ain't pretty folks, as none of these are real benefits. Too many bad results to be happy. Basically, this means you MUST have Synapse, and it is more important than ever, or you will lose the unit's effectiveness.

Close Combat Weapons: Not a new rule, but a note. Each PAIR of weapons counts as one weapon now, so two pairs = plus one attack. Two pairs of Scything Talons, etc. Not bad, but many units lost attacks so this essentially does nothing. Also, can't use effects of two weapons. Only place this matters is can't rend while using a Bonesword basically.

Warlord Traits: These are a new 6th feature, that every new codex has gotten. As always, 6 results are possible...
1. Nature's bane: Every turn, a forest within 12" can become Carnivorous. (Every unit inside takes d3 Strength 5 hits in their shooting phase, on rear armor if vehicles.) This is literally awful. It applies to Tyranids in the forest, and we are more likely to go through them than our opponents are, as no one will advance towards us. If you roll it, don't even use it, unless it gets FAQd to not affect Nids like it should.
2. Heightened Senses: Warlord and units within 12" gain Night vision. Cool? Not useful as none of our warlords can shoot far, and frankly none of our other shooty units. Useful if you have Biovores nearby turn 1, but by 5 you are dead or up the board and close enough anyways. Very minorly useful.
3. Synaptic Lynchpin: Synapse increases to 18". Not great, but always useful at least, so really not too bad. Good for Flyrants. Combo with Dominion and it's pretty good. For a free trait not bad at all. Best one so far.
4. Mind Eater: Receieve 2 points for killing an Independent Character in a Challenge. Pretty good, as it ensures no character will accept your challenge ever, just to not risk it. But if you catch one and whittle his squad down, he'll be all alone eventually and must accept. That's when this gets useful. If you see a Librarian on a Tac squad, it'd be well worth dropping your Flyrant down to assault.
5. Digestive Denial: One piece of terrain in enemy DZ has cover reduced by -1. Can't be used on bought terrain. This is pretty decent, as everyone will be hiding from us. Good for Ruins so our opponent can't have too much cover against the sheer dakka we can lay down at close ranges, so pretty good.
6. Adaptive Biology: Once the warlord takes a wound, he gains FnP at the start of his next turn. A bit annoying that it takes a turn to activate, but realistically not bad at all. FnP is super useful on MCs, so this is a trait worth having.

Warlord Trait final thoughts: I still prefer Strategic. Some of these are downright useless, but a few are kinda nifty. 1-2 are sad, but after that it gets a little more respectable. At the very least it's worth considering this over the BRB traits. I will be rolling strategic however.

Psychic Powers: Many people will complain that the loss of Biomancy is a nerf. They're totally right. But it happened, and now we must look at our now options with eyes unclouded by bias and disappointment. The past is dead, look to the future.

Primaris: Dominion: Extend Synapse by 6". Not game-breaking, but handy occasionally. As a primaris it could be worse, but could be much better. Good if you happened to roll the Warlord trait too for a mighty bubble of Synapse. A lot of people are ripping on this because they look at it with a 5th edition point of view for Synapse. But, Synapse is way more important now than ever, so this is actually not bad. GW is literally telling us "get in Synapse or lose the unit". This is a way to save some units.
1. Catalyst: Give the caster and one unit within 12" FnP. Ok, clearly the best of the bunch. Roll it and grin, as that's two FnP units. Better than endurance honestly. Not much to say, don't drop this for Primaris.
2. The Horror: One enemy within 24" must take a pinning check at -2 Leadership. Situational. This is good against Tau, as many of their units will just drop to the dirt easily. Necrons, Daemons, etc, this is less useful and should be exchanged. Also combos with Shadows on Psykers, just saying. Again, pin Grey Knights with EASE. Many see this as Pseudo-assault grenades on Stealers, but we'll see in their entry.
3. Onslaught: 24" blessing, a unit may run and then shoot. Similar to before, but not great. However, it is useful if cast on FMCs, who gain a 2d6 run. Otherwise, it is useful to keep your bug guns moving, because frankly Nids must advance as a whole Synapse changes means no one can afford to be left behind. Cast on a fleet Dakkafex unit to get them moving fast while blasting away. Usually worth keeping.
4. Paroxysm: 24" Malediction, -d3 to WS and BS of target. I think this is the second best power. It helps a ton against Eldar and Tau especially, and it affects vehicles. Note that this can even target Flyers. So yeah, screw Vendettas and all that. It's best against non-MEQ units, where a 3+ forces BS 3 to snapshot. So Pathfinders, Broadsides, etc beware. If this stacks with itself (talk to local TOs/opponent) then it can combo to bring good shooting units way down, but I think it'd usually be better to hit two separate units. You should never trade this out.
5. Psychic Scream: 6" Nova, enemies roll 2d6+2 and subtract leadership, and take that many wounds. No armor/cover. This is pretty bad to me. Tervigons/Swarmlord/Zoeys will never be close enough to use this. On Flyrants I'd consider it on a low Leadership army, or heavily Psychic army (remember Shadows). Against Nonpsychic/high Leadership, consider the Primaris here.
6. Warp Blast: Same as before, 18" lance of Strength 10 AP 2. Not 1 anymore, 2. Can also be a Strength 5 ap 3 small blast. Warp Charge two, so Tervigons reroll this. I'll deal with Zoeys in their entry, but Flyrants should usually keep this. Good anti-flyer, good anti-vehicle, good anti-Daemon prince if it goes off. Only against a Green Tide type list would I potentially take the Primaris, as it does limit you to one other gun if used.

Final Psychic Thoughts: Almost all of these can be used, and the Primaris will cover up the mentioned weaknesses before. Yes Biomancy is better due to Iron Arm, but a lot of these can cripple opponent's effectiveness or just buff us in more Tyranid-y ways. A minor nerf, but not all is lost. They're definitely worth using!




Biomorph list: The gun upgrades will be covered in each unit's entry as it varies vastly by unit.

Close Combat Biomorphs: These are basically for Tyrants and Warriors/Shrikes/Primes.

Rending Claws: Costs one Hormagaunt: Good and cheap and deadly. Combo with Toxin Sacs for rerolls on lower Toughness guys and you're in good shape. You all know how to rend, but they are basic Ap. 5 which is cool too. Minor buff over last edition. If you want Warriors in CC, this is your best bet, but that's a separate issue. On Tyrant's there is essentially no point. (7/10)

Pair of Boneswords: Cost three Hormagaunts: So a bit more expensive, sadly. They are now Ap. 3, and cause Instant Death on a 6. Better chance of Instant death due to multiple attacks, but no more "ignore saves" and a points boost means this isn't a great option for warriors or Tyrants. Very cost prohibitive. (3/10)

Lashwhip and Bonesword: Costs four Hormagaunts: Again more expensive, bonesword is same as above. Lashwhips no longer reduce opponents initiative, but instead raise the wielder's by 3, so worse for assaulting into cover or for supporting other units like Lashguard with the Swarmlord. Again, this is costly. But on Tyrants, it's the best CC you can find if you choose that path. He'll rarely strike last and will kill many things he touches. (5/10)

Major Biomorphs:

Toxin Sacks: Costs two Hormagaunts. A good upgrade, it gives Poison for that re-roll to wound. This is a good choice on any Monstrous Creature you want to go into CC. However, not many of those are viable. (6/10)
Adrenal Glands: Costs three Hormagaunts. More expensive than before? I ain't even mad. At 5 more points, it gives fleet in addition to Furious Charge. This is huge for basically any MC that didn't have it before, so everyone but Trygons. If you can spare the points, (and I think Nids will do best bare-bones) then this is the upgrade to buy. On Carnifex it's a massive difference maker, even on shooty ones so they can get close, charge late game, and run with Onslaught. (8/10)
Acid Blood: Costs three Hormagaunts: If an opponent wounds you in CC, he takes an initiative test. Fail, and take a Strength 5 Ap 2 hit. But, who is hitting you in Close Combat enough to do a lot of wounds, and is low initiative? Only a few units, who are all high toughness. This isn't a great buy, but there's far worse. (4/10)
Regeneration: Costs six Hormagaunts: This is identical to It Will Not Die, but passes on a 4+, and it theoretically stacks with IWND. However, there is no way to get both. This isn't cheap, but it can help quite a bit because you're more likely than before to gain a wound back if you've only taken a few. At the end of its wounds, it can help an MC stumble along a bit longer. This is prone to focus firing however, as it only happens at the end of the turn. (7/10)




Bio-Artifacts: Can be bought by Tyrants, Tyranid Primes, Trygon Primes, and Tervigons.

The Maw-Claws of Thorax: Cost two Hormagaunts: They work identical to Rending Claws, but once you get your first kill up close they give you preferred enemy against that codex. At only slightly pricier than rending claws, on a Prime you can easily justify the slight increase. This also affects shooting, and he could then give it any unit he's a part of. Worth the increase if you were going to buy a Prime just claws. Less worth it on MCs, but if you are confident you'll get in CC it's not bad at all. The best part is the low cost, not being game-breaking. (7/10)

Miasma Cannon: Costs five Hormagaunts: It's a gun 36", 2+ poison AP 4 small blast. Can be fired as a template, same stats. For five points LESS buy a venom cannon, which is strength 9 and will almost always wound on a 2. And can hurt vehicles, cause Instant Death, and is cheaper. Dear god. If you want to throw this on a Tervigon or Prime in a support role it could possibly kill things, but... really? (3/10)

Norn Crown: Costs eight Hormagaunts: It gives +6" to Synapse, like Dominion. Only problem is, Dominion is almost free and this isn't. No, not free at all. This is roughly 4 times what would be an appropriate points cost. Never buy, ever, unless being bribed or making a bet like "I can win with the worst list possible". (1/10)

Ymgarl Factor: Costs eight Hormagaunts: This is supposed to replace my beloved Ymgarls? Ew. Every assault phase, choose +1 to one of the following. Attacks, Strength, Armor Save. This is the only way to get a 2+ save on a non Tyrannofex, but is only assault. This is just way too costly as most wounds will be taken in shooting when this does nothing at all. Maybe fun for a Trygon Prime? (5/10)

The Reaper of Obliterax: Costs nine Hormagaunts: This is a special Lashwhip and Bonesword, with more than double the cost. In exchange you get +1 strength and Shred. Or, buy a Lashwhip and bonesword, and Toxin Sacks, which will pretty much be the same for cheaper. This is only even a fathomable choice for Trygon Primes who can't buy the normal LW/BS. Even then, way too costly in my mind, but the initiative boost is kinda nice. (3/10)

Codex Impressions: Powers are pretty decent, workable to be sure, despite Biomancy loss. They seem to help a lot with advancing up the field and preventing return fire. We have many bad options and a few good ones, I anticipate this books problem will be in variety not power. Stick to the right things and you can be fine, but there will be many similar Nids armies. And, Synapse is the number one rule. No one can be alone, they MUST be babysat. Out of LoS termagants on an objective used to be great, but now? No chance. Synapse synapse synapse, or die. Lots of things are now focused on expanding that synapse range, with a theoretical 30" synapse range. 18" is more likely though, as you'd need to roll the right warlord trait (unlikely) and but the Norn Crown (even less likely). It's sad that our armies unique rule isn't a benefit, but the threat of punishment. But hey, forging narratives means Humans killing leader-bugs. That's just science (fiction). What are you thoughts and impressions?

(Part 2, HQ choices, coming tonight)

This message was edited 8 times. Last update was at 2014/02/15 20:57:24



 
   
Made in us
Tunneling Trygon






Alright, here comes part two of my review of the new Tyranid codex. My goal is to focus on the present, and the competitive level of this book. However disappointing it may be comparing units to last edition, or units that are gone now, this has no impact on the current book's ability to win.


Part II:

HQ Choices: Here comes a unit-by-unit review of the HQ choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Hive Tyrant: This guy is the classic leader of the swarm, the Hive Mind's overseer of victory. Last edition he was pricey but a necessity to take, especially with Wings and Devourers. As a base model, he has lost 5 points and gained +1 BS, plus is now a Mastery Level 2 Psyker. This is a definite boost over the last edition!
Options:
Prehensile pincer tail: May make a single extra attack at Strength 6 AP 5, which does not benefit from any upgrades or rules. This isn't really needed as an upgrade. Sure, extra hits are great, but a poor AP means I am not impressed, so it's probably not worth ten points. But, it's cheap. (4/10)
Wings: Becomes a Flying Monstrous creature. This was a good upgrade before, now it is amazing because it is the cost of a Rhino, which is significantly cheaper. This is almost required on Tyrants, as it is far cheaper than before. (9/10)
Indescribable Horror: Fear tests are on 3d6, take the 2 highest. No, sorry no. It's cheap, but does nothing as Tyrants are WS 8, so he'll almost always hit on 3s anyways. There are very few units this can help you against. Fear is bad, spending points on it is worse. Only use if specifically tailoring against an opponent bringing Chaos Space Marine Terminators. (2/10)
Old Adversary: Rerolls ones to hit/wound in Close Combat: This isn't bad if you're building a Close Combat Tyrant or want to be prepared for Close Combat actually. It's the cost of a Grey Hunter, so pretty reasonable if you have the points, but not a must have. If you are gearing a Tyrant towards CC, this is a good idea. (5/10)
Hive Commander: You may outflank one troops choice. The most expensive Tyrant ability, and the most tactical. It's not a bad bet if you'd like to throw a Tervigon into outflanking, which it is actually better at this edition than last... more on that later. It also stacks if you buy it on two Tyrants. This is a very valid choice because our troops are not as good as before, and positioning them is now more important. Try 30 gants outflanking into synapse range from a Flyrant, or a Tervigon popping out to claim a backfield objective. (7/10)
Twin Linked Deathspitter: 3 Strength 5 shots. It's certainly not bad since it's about the cost of a gant. It's weakness is that it simply isn't as good as the other guns, despite it's low cost. (4/10)
Twin-linked Devourer with Brainleech Worms: Same gun we remember, without the leadership penalty. No big loss honestly, as it is now on a better platform. This will and should be your weapon of choice, as it can light up infantry of your choice or light vehicles and Flyers. (8/10)
Heavy Venom Cannon: A strength 9 small blast, AP 4. This isn't a bad choice for a walking Tyrant as it can damage vehicles well from range, or at least take of Hullpoints. But, it's a waste on Flyrants as it can't target flyers. If you want to walk this is a decent choice. (6/10)
Stranglethorn Cannon: Strength 6 AP 5 Large Blast pinning. This is a decent anti-infantry, but we have better blast weapons for this role. Walking Tyrants are too pricey to be wasted on this weapon, and Flyrants shouldn't have blasts. (4/10)
Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. Because it can't be used on flyers though, it's not a must take. (6/10)
Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth missing out on a Devourer shot to use it. (4/10)
Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves and the Flyrant has the mobility to use it. If using a melee Tyrant, try tacking this on. (6/10)

Overall: (8/10) Tyrants are a great unit, but will usually follow a pattern. Wings and two Devourers will be the best combo to keep it cheap. Adrenal Glands are useful as well, but none of the Bioartifacts will be very effective here. Regeneration I would avoid, as the Tyrant has 4 wounds only.
Tyrant, Wings, 2x Devourers with Brainleech Worms: 230
Tyrant, Wings, LW/BS, Adrenal Glands, Old Adversary, Shreddershard Beetles: 260

The Swarmlord: He is the same as last edition statwise, but +1 BS. Seeing as how he has no shooting attacks, this hardly is a buff. In the last book he was considered a good beat-stick who was just a little slow. Since then he lost his ability to make opponents re-roll invulnerables, and added 5 points, plus went to Mastery Level 3. The loss of Biomancy hurts him the most. He is simply too expensive, at the same speed with less durability thanks to powers, less killing power, and less biomancy access, not to mention that he is even more expensive, if only slightly. He also has the locked 18" Warlord trait, which he had before, but now no longer gets a warlord trait in addition. Also, changes to Lashwhips means he no longer benefits from other models holding them, so another debuff.
Overall: Swarmy shouldn't be taken except in fun games. He's just not useful against way too many armies. (4/10)

Tyrant Guard Brood: This unit of guards used to be taken as a single man unit in case their Tyrant rolled Iron Arm, but now this is no longer the case. They are, quite simply, ablative wounds for Tyrants. If you happen to run a walking Tyrant, you should certainly take a unit of these guys. They are statistically the same as before once you include their CC weapon bonus, from Rending Claws and Scything Talons.
Options:
Crushing Claws: Gives +1 Strength, Armorbane and Ap. 2 unwieldy: These will certainly murder anything they latch on to, but are slow. (5/10)
Lash Whip and Bonesword: Gives them a high initiative and they will kill things.Price is an issue, and they are tough enough to not be too concerned with initiative, but this will increase killing power dramatically. (4/10)
Toxin Sacks: At 3ppm, these are a cheap way to boost the killing power of your guard, especially with Rending Claws. (7/10)
Adrenal Glands: Again not too expensive, and the fleet bonus is massive if your Tyrant has it as well. In this case, it is very worth the points, and I would call it their best upgrade. These guys are a deathstar, to barrel into enemy lines. (8/10)
Overall: Tyrant guard themselves aren't the issue. They're not too costly, but they just aren't useful due to how bad walking Tyrants are. with only a 3+ armor save, Tyrants are best off flying, which leaves no place for the guard. If you decide to take a walking Tyrant, these are a must however. (5/10)

Old One Eye: The big bad Carnifex himself! He's a badass in Close combat, no questions asked, but is a solo carnifex going to make it? For every hit roll, he generates another attack, but is only WS 3... too low for a 220 point special character, I mean really? He regenerates, has a tail weapon that is one strength 4 rending hit... woo. The killer is that he isn't Synapse. The whole focus of this codex is Synapse or auto-lose, and any HQ slot that could be synapse and isn't is a waste of a slot.
Overall: Too price for a fex with only +1 attack and strength, when normal fexes can have guns and be in broods. Look elsewhere for good units. (4/10)




Tervigon: Ok, ignore last edition. He is not as good as he was then, which has 0% relevance to the codex right now. How good is he right now? Well, he's a 6 wound MC that can CREATE TROOPS. Just think on that again. He should now be a little less aggressive, but has a definite potential in the army. There stats are the same, but +1 initiative (screw you Wolf Priest!) Also, spawn happens after moving and so can be done after outflanking.
Options:
Crushing Claws: These up his combat ability, but really don't do that much for her. This isn't a line breaker beast, she's still best used by exploiting her toughness and spawn ability. (4/10)
Cluster Spines: Large blast strength 5, but loses 4 strength 5 Ap. 4 shots to buy it. Not worth it in my mind, as blasts at close range are bad for all the gants. I would avoid. (5/10)
Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. But she is not a close ranged beast, so not a must-take. (6/10)
Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth getting close to use it. (3/10)
Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves, but she should never be that close. (4/10)
Bioartifacts: Consider the Miasma cannon in this case, and this case only. She's a support beast, so range can suit her well, but don't expect to murder everything. Still it is not half bad. (6/10)
Overall: I will give the Tervigon a blurb in the troops section, where she can be much more effective. But, as an HQ she is not the best option in the slot. (6/10)

Tyranid Prime: This guy used is a 125 point independent character, but is the exact same as before except for points. He's base equipped with Scything Talons and a devourer. He's still S/T 5, 3+, and gives his WS6 BS4 to Warriors he joins. Consider attaching him to said Warriors to tank wounds, however he is now so pricey that that may not be a good option.
Options:
Flesh hooks: Gains assault grenades and a strength 3 small blast. Pretty neat for a very small cost, but doesn't help the unit he's with. (7/10)
Deathspitter: A devourer with strength and ap 5. For the points, this is a good gun to give him and use his BS. (7/10)
Spinefists: free, but for one extra shot and twinlinked, you go to strength 3... not great. I'd much rather take a deathspitter really. (5/10)
Scything Talons: free, gives +1 attack with the pair he comes with. Free is good, but shooting is better. (3/10)
Rending Claws: Ok if you are going CC, these are better. Rending speaks for itself, and its cheap, and it gives +1 attack. (8/10)
Two Boneswords: Not bad, but pricey. I like this guy cheap but you can murder most MEQ characters with this. (6/10)
Bonesword and Lashwhip: Again it's a bit of a buff and means he will dominate all MEQ characters in CC. (7/10)
Adrenal Glands: Ooh yeah. Give him fleet, but plan for whatever unit he's joining to have it too. (7/10)
Toxin Sacks: Not as needed, but will make him a murder machine. I'd advise if you take rending claws. (6/10)
Acid Blood: Not enough wounds on him to matter, avoid. (3/10)
Regeneration: Not enough wounds on him to matter, avoid. (4/10)
Bioartifacts: I would consider the Maw-claws of Thorax as they are barely more expensive than rending claws and have potentially large benefits. So yeah, take these if you have 5 points and have rending. (8/10)
Overall: This is the toughest to judge yet. On the one hand, his stats and ability are not nearly worth the cost you pay, compared to last edition. But, he's an independent character, and has synapse... That's all that matters. If your list is low on synapse, he can be good because you can hide him in mobs of gants. This guy goes best with Hordes, not Nidzilla. Compare him to last book and he's trash. But, look at the current books needs and what he can do, and you can justify running him. Also, consider him as ablative wounds on Venomthropes or other vulnerable mid-sized units. (6/10)

Deathleaper: Ok, remember what I said about taking synapse whenever you can? This is the only time you can break that rule. This sneaky little guy is the master assassin, and a huge pain to kill. Basically he has the mind eater warlord trait, and stealth, plus infiltrate and Deepstrike. He also doesn't scatter, is a teleport homer, 10 points cheaper and reduces the leadership of one model by d3 while alive. This is GREAT for psykers, especially combined with Shadow in the Warp. But that only lasts while he's alive... good thing he's tough as nails to kill. Stealth means he has a 2++ gtg save in area terrain, and he may only be snap-shot at... wow, is that great or what???? No flamers ever, no templates ever, and the stuff that hits (not much) has a tough cover save. Cast Dominion to bring him in synapse range after he goes to ground, and he immediately operates as normal! His homer ability should bring in Mawlocs, while he scuttles around taking targets of opportunity and staying alive. In CC he's rending with 5 attacks, at a VERY high weapon skill of 9, and assault grenades. But he's still only a t4 three wound model... so, don't let him stray too far from the horde. If he's in your opponents back lines he'll be assaulted and chopped up. He should be roughly halfway between your army and your opponents, where a charge would bring whatever unit dared assault into the range of your own units.
Overall: Take him in 2xFOC, as Flyrants are so great, but even consider him in lower points. This guy is invaluable for the smart, strategic player. Combo him with DS units though for full affect. (7/10)

HQ overall: Flyrants and Deathleaper are our best options by far, but primes get a mention if you need them in your list. Every list should have one Flyrant, but the second slot can be another flyrant or Leaper or the prime. The choice is yours, but I like 2 Flyrants in 1850 and under, because flyers are always a problem. I do think Deathleaper will make my 2000 point list however!

Woo, there's HQ choices done! I'll see when I can get to troops, hopefully tomorrow! What're your thoughs on the HQ choices?


 
   
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I must say, I appreciate your reviews and the general tone of them. The 'Ignore the old and work with what we have' is a food attitude to do it with.
Bearing that in mind, I think the Flyrant is going to remain in his position at the top of every Tyranid list. We didn't gain enough AA outside of him, so he's still a necessity.

The Deathleaper is a fun surprise. After being wholey mediocre in the previous edition, popping him in as a sudden force of nature will be great.
   
Made in us
Fixture of Dakka





San Jose, CA

Ah....cliff notes for the new Tyranids!

Great reviews so far. I like how you rate them on a scale of 1 to 10. Thanks for the write-up and keep it up!

Flyrants are the best choice by far, though the Deathleaper, Tyranid prime, Tervigons and even the Swarmlord can all be usable depending on the occasion. But as far as competitive builds are concerned, basically, all you're going to see are dual flyrants.


This message was edited 1 time. Last update was at 2014/01/12 06:47:04



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Codex Tyranid Review Part III
Here we go, the troops section! I was hoping to have this out earlier, but I'm in the middle of Exam week. This is generally considered THE most important part of the Force Organization Chart, because this is how you claim objectives. Of course we know what last edition was, when Troops choices kept Nids competitive. Now however, everyone loves to say that all of the troops suck. Of course,everyone knows that! Tervigons got worse, so can't possibly be good still. And Warriors sucked 4 years ago when that codex came out, so they must suck now... right?


Troop Choices: Here comes a unit-by-unit review of the Troop choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Termagant brood: Termigants by themselves have dropped by one point for no changes (other than Instinctive Behavior). Pretty good, right? Termigants are the typical Tyranid troop, what you think of first. These little bugs are pretty good at being pretty cheap, but that's mostly it. Scoring, cheap, and hey a Fleshborer. Do you need anything else? Well there are some options anyway.
Options:
Adrenal Glands:
These work the same as on everyone else, but are pricey... they're more expensive than before and no one bought them then. It's worth considering because Tervigons no longer hand them out, but if you want gants to run or charge, there are Hormagaunts. (4/10)
Toxin Sacks: Again, pricier than before. In a less-CC focused environment these will just not be worth it most of the time. (4/10)
Spinefists: Strength 3, Twin linked. Garbage? Maybe not. Against T3, Spinefists are better than Fleshborers. Against T4 it's equal, against T5 Fleshborers are better, against T6 Spinefists are better and against T7 Fleshborers are better. In all of these, "better" is by ~0.3 wounds from a brood of ten. So, pretty close. If you know you're seeing a T3 army, go spinefists. Otherwise? It's so close that I wouldn't bother changing models. I prefer Fleshborers for the sole reason of being able to recycle them for Tervigons. For a free upgrade, you can't go wrong either way. This gets a (5/10) because it really is personal preference.
Spike Rifles: Hm, this may be the only rule left without a model for it... will it be gone in 4 years? Joking aside, it's a -1 strength fleshborer with +6" range. A decent trade-off, seeing as it is free. Of course it is statistically worse once in range, but range is longer. If you want to model it, go ahead, but you're worse than guard shooting now. I'd stick to Fleshborers or Spinefists. (3/10)
Strangleweb: This is now a strength 2 template with no special rules, or AP. Oh my. For the cost of a Flamer, you can get a flamer with two worse strength, but also two worse AP. Wait, what? Yeah, they did that. This is just one of the little things that makes me question the intelligence of Crudd- ahem, "the GW Design team". Leave this one at home... (2/10)
Devourers: The famed "Devilgant" has lost his Pod, so many people are turned off. However a Devilgant is 2 points less than before, which has to mean something right? That's still tricky on a T3 model to double their cost. Well, here's a subtle change that is actually great for the new book. Upgrades went from "all" to "any". Any gant may be buy a devourer, that's a full 30 or one out of ten. I wouldn't buy a full squad Devourers, but all extra guys after the first ten should consider it... put ten guys in front to tank and then have the rest Dakka away! This combines very well with the Hive Commander rule. (8/10)
Overall: These are a good unit to take, with their one weakness being Instinctive behavior. Otherwise they are cheap, often fearless and can pack a punch if you want them too. Plus, they can make a Tervigon Troops! (7/10)
Example: 30 gants 120
10 gants 40
30 gants, 20 Devourers 200

Tervigon: Ok, ignore last edition. He is not as good as he was then, which has 0% relevance to the codex right now. How good is he right now? Well, he's a 6 wound MC that can CREATE TROOPS. Just think on that again. He should now be a little less aggressive, but has a definite potential in the army. There stats are the same, but +1 initiative (screw you Wolf Priest!) Also, spawn happens after moving and so can be done after outflanking.
Options:
Crushing Claws:
These up his combat ability, but really don't do that much for her. This isn't a line breaker beast, she's still best used by exploiting her toughness and spawn ability. (4/10)
Cluster Spines: Large blast strength 5, but loses 4 strength 5 Ap. 4 shots to buy it. Not worth it in my mind, as blasts at close range are bad for all the gants. I would avoid. (5/10)
Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. But she is not a close ranged beast, so not a must-take. However, she can outflank and surprise a vehicle. (7/10)
Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth getting close to use it. (3/10)
Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves, but she should never be that close. (4/10)
Bioartifacts: Consider the Miasma cannon in this case, and this case only. She's a support beast, so range can suit her well, but don't expect to murder everything. Still it is not half bad. (6/10)
Overall: The Tervigon is much better as a troop. I think everyone is overlooking the facts and instead trying to compare the Tervigon to last edition. To be fair, I would have given it a 10/10 last edition, but right now it is still worth taking if you can appreciate that it's role has changed. Please don't charge it into enemy lines with no plan at all. In half of my games, the Tervigon just sat in the back and spawned while casting Iron Arm, and never got shot. It can do that still and still score. Play conservatively, (like in Venom cover...) and it is still just as tough to kill. Also, as a troop it can outflank with Hive Commander, where it can spawn and shoot. (7/10)
Example: Tervigon 195
Tervigon, Electroshock Grubs 205

Hormagaunt Brood: When you think Tyranids, you think a swarm of claws and teeth absorbing bullets until you just run out... the other basic troop for Nids, the Hormagaunt has a slot boost over last edition with his lower cost and +3 to run moves.
Options:
Adrenal Glands:
Boy these are pricey! These got more expensive all over for giving fleet, but this is even for units that already have Fleet... inexplicable. Furious Charge usually won't be worth it. (4/10)
Toxin Sacks: Same price as before and does the same thing. Disappointing, but still not bad per se... Poison is nasty business! If you actually want these guys to go hunting instead of just tarpitting I'd consider this heavily. (6/10)
Overall: Not a bad unit, and as troops that can move fast, they're good for getting far off objectives... They're guaranteed a 10" move with open terrain. Average run though will be at least 13", which is quite good for last turn grabs if you want to hide them in early turns. Again, Synapse is critical at how fast they can kill themselves. Roughly 5/12 models will die if your units fails Instinctive behavior and can't roll a 4+. (6/10)
Examples: 30 Hormagaunts 150
10 Hormagaunts 50

Tyranid Warriors: Ok, this is one of the more controversial units in the book. They are the same base cost as before and have no Eternal Warrior available. But, many people point to a Meta dependent on Strength 7, not 8... Could these guys be useful? It's a troops unit that's Synapse. With the changes to Synapse, these guys could be useful as a line-holder guaranteed not to run. These guys come stock with Devourers and Scything Talons.
Options:
Flesh Hooks:
At a bit less than 5 points, you get frag grenades and 2 strength 4 shots, at 6". This isn't bad but Devourers are better. Cheap is the new black with Nids, so pick carefully, but Flesh hooks are good for killing that powerfist first. (6/10)
Toxin Sacks: Standard poison, always good. These don't do THAT much but they aren't too costly. If you want to kill stuff up close these are ok, but that's not really their role. (5/10)
Adrenal Glands: Better than Toxin for the added fleet, but pricier. I'd say they're needed if you plan to run a CC squad, but will you ever do that? (6/10)
Spinefists: 3 TL shots strength 3, or Devourers? I'm inclined to go Devourers for superior range even if you miss out on ap 5 (Ha.) They aren't bad, but 12" is too short. (3/10)
Deathspitters: +1 strength, Ap 5. This will increase your killing power by a lot, which is always a good thing. Not too pricey, and justifiable on a sit-back unit. (7/10)
Scything Talons: Exchange 3 strength 4 shots for one extra attack? No thanks... (3/10)
Rending Claws: If one must go CC, this is how. Cheap, and can kill 2+ saves. This isn't too bad. (6/10)
Lashwhip and Bonesword: This is super pricey for Ap. 3, honestly it just raises the points on a fragile platform by too much. (4/10)
Boneswords: Like above, but slightly cheaper, and now slower. Just not good. (3/10)
Barbed Strangler: A cheap large blast? Why not? 36" is plenty for a babysitter squad, so really doesn't seem like a bad buy at all. Plus, pinning! (7/10)
Venom Cannon: I wish this was better, but at strength 6 small blast it can't quite kill vehicles or infantry... take the Strangler. (5/10)
Overall: Warriors aren't bad bare, but they get pricey FAST. There are too many things you "want" on them that cost points. Remember. Cheap is the new black. These are ideally a cheap Synapse unit that scores, not much more. (6/10)
Examples: 3 Warriors, Barbed Strangler 100
5 Warriors, Adrenal Glands, Rending Claws 200

Ripper Swarm: Ooh boy. Yeah these are iconic, but they were notorious for being atrocious last codex. I'm keeping an open mind, but there were no fixes here. Swarms, they get stealth, and aren't scoring.
Options:
Spinefists:
Ok these aren't that bad I guess. A lot of shots, but not acurate and strength 3. Even twin-linked they'll miss a lot at BS 2. (4/10)
Toxin: Yeah, poison. Lots of attacks, but making a t3 multi-wound model pricier isn't good. (4/10)
Adrenal Glands: Fleet is pretty useful here, as at least they can make CC, seeing as they can do nothing else. No shooting, no scoring, they're a distraction. (5/10)
Deep Strike: Again, a distraction, but at least they can get closer before they die right? Actually one could conceivably DS and take a back-field unit by surprise, like 10 cultists. I've seen nurglings used like that. (6/10)
Overall: Troops that aren't scoring sums it up nicely... why would I ever use these? They're only 2 points cheaper than their wounds in gants, who can shoot and score. Yeah, that's a nope for me. (3/10)
Examples: 4 Rippers, Deep Strike 60

Genestealers: The cult favorite Stealers are remarkably similar to the past edition. Hint, they're the same. But, it's a new codex and open minds are needed. So, how do they fit in with the new book?
Options:
Scything Talons:
for one extra attack these are very pricey, as there are no other benefits... Yikes. Loss of rerolls hurts here and these are too pricey on a pricey model to afford. (4/10)
Toxin Sacks: Poison helps here as re-rolls equals more rends. If you upgrade, this is how. (7/10)
Adrenal Glands: Priced more expensive even though they don't give Fleet here... just another inconsistency. Rends matter more than strength for Stealers, to really Furious Charge gives little here. (4/10)
Broodlord: Well this little boss is like a prime with claws in the unit. I wish he was Synapse, but oh well. He still knows the Horror, which is a VERY handy little Psychic power, which makes him a worthwhile upgrade. (8/10)
Acid Blood: Brood Lord only, same as always, way too pricey. (2/10)
Toxin Sacks: Again, re-rolling rends is nice. Costly but decent. (6/10)
Adrenal Glands: Again, already fleet and strength does little. (4/10)
Regeneration: Adding 50% to a units cost for that 4+ is too too much. (3/10)
Overall: Genestealers are still a costly CC unit with no durability, little speed and no assault grenades. The Horror helps here, so I say Broodlords are a must. But, they lack instinctive Behavior... a key factor. Consider infiltrating this scoring unit. (5/10)
Examples: 5 Genestealers 70
5 Genestealers, Broodlord 130
10 Genestealers, Toxin, Broodlord 220

Troops overall: Well there are only a few options, all are "decent" except Rippers. One Tervigon still seems a staple, and then try outflanking Devilgants or bringing them as a screen. Gants are better now while Tervigons have merits, and will be the base of most troops. Try adding either a Hormagaunt screen, a warrior brood for Synapse or a small Genestealer brood to disrupt things.

Just a tip, I have the rankings color-coded on my blog (link in sig) and I personally find it easier to read there...

This message was edited 1 time. Last update was at 2014/01/20 03:31:24



 
   
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Eye of Terror

Waaaghpower wrote:
I must say, I appreciate your reviews and the general tone of them. The 'Ignore the old and work with what we have' is a food attitude to do it with.
Bearing that in mind, I think the Flyrant is going to remain in his position at the top of every Tyranid list. We didn't gain enough AA outside of him, so he's still a necessity.

The Deathleaper is a fun surprise. After being wholey mediocre in the previous edition, popping him in as a sudden force of nature will be great.


Tau will shred the Deathleaper with their missiles that ignore cover and don't need LoS.

Very good review so far. I appreciate the positive attitude.

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 Dozer Blades wrote:
Waaaghpower wrote:
I must say, I appreciate your reviews and the general tone of them. The 'Ignore the old and work with what we have' is a food attitude to do it with.
Bearing that in mind, I think the Flyrant is going to remain in his position at the top of every Tyranid list. We didn't gain enough AA outside of him, so he's still a necessity.

The Deathleaper is a fun surprise. After being wholey mediocre in the previous edition, popping him in as a sudden force of nature will be great.


Tau will shred the Deathleaper with their missiles that ignore cover and don't need LoS.

Very good review so far. I appreciate the positive attitude.


I agree that Tau are better vs Leaper than most. But they still must snap-fire so it isn't inconceivable for him to survive. Against Tau with an Ethereal, I think you should debuff his leadership and then hide 'Leaper FAR away and just let the entire Tau line have a low LD while you hopefully pin them. Otherwise, he can get close and many armies lack the capacity to shoot him. But, avoid Vector Strikes!


 
   
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Eye of Terror

The missiles are multi shot and twin linked... That coupled with ignoring cover and not needing LoS spells his doom. He is too expensive to just sit in the backfield... If he had synapse he'd be okay.

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Awesome review. Thanks. Very helpful.
I'm hanging out for your thoughts on the Heavy Support choices
   
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Reading - UK

I find it strange that you haven't mentioned the Tyrannofex in your analysis.
   
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Everyone who had even heard of Tyranids in 5th edition knew how crowded our Elites were... how do they fare now? Elites are traditionally a very crowded army slot, but some of the choices there have disappeared due to lack of model (My Doom + 2 Ymgarl configuration of 5th edition took a bit of a nerf). Still, the codex is measured by the power of what is there here and now...




Elites Choices: Here comes a unit-by-unit review of the Elites choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Hive Guard brood: The auto-take unit of 5th edition turned into a more questionable choice during 6th edition. Now that it's rules have been updated to match the edition, it has taken a slight drop in BS and a small increase in points. However, note that the Impaler cannon now completely ignores LoS and cover saves, which is much easier to use as a rule.
Options:
Shockcannon:
This new type of gun is hard to figure out. Ultimately though, you're paying for a range decrease, and going from 2 shots to a blast, but Haywire makes it suited for anti-vehicle. Blast and haywire are a bit conflicting though honestly. This gun has taken a lot of crap from the internet, but I say it isn't half bad. Range is short but 3 shots will likely hit all and then it's very likely to just strip 3 Hull Points from a normal vehicle. Cover, range, and points make this the weaker option however. (5/10)
Adrenal Glands: Added points for CC special rules on a shooting unit... that's a no. Too pricey for what you get, but re-rolls on runs do help range a tiny bit. (4/10)
Toxin Sacks: Like above, but purely CC with no other possible benefits. Pass. (3/10)
Overall: A minor nerf, a minor buff, and a slight points increase means these are not an auto take by any stretch... But on the other hand, these are not a bad choice at all, and can threaten vehicles and medium infantry still. (6/10)
Example: 3 Hive Guard 165

Lictor Brood: The perfect bio-weapon and boogie man has been a laughing stock for a few years now... But, a decent points drop and the addition of Infiltrate as a special rule means a few of his special rules are more likely to be used now. Hit and Run is also a very nice touch.
Overall: These are fairly balanced now, and can fit into a list if designed to. Lictors are cheaper, better and still hit hard in CC. They still, however, have trouble taking a punch. Stealth helps, but threat overload and careful placement is key. Only take if you have a play for these guys. Going to ground in terrain yields a 2+ cover save however, and they can have units (like Mawlocs) deepstrike off of their pseudo-teleport homer even when gone to ground. (6/10)
Example: 3 Lictors 150

Zoanthrope Brood: These guys had the floor ripped out from under them with the Psychic power changes and removal of the Mycetic Spore. These fellows had everything good about them last edition taken away. They are also the perfect example of my view of the new Tyranid codex. Forget what you once knew, everything works differently now! They now operate as a Brotherhood of Psykers, so every brood gets Warp Lance and one power.
Overall: Only getting one power means that one Zoanthrope is, in my opinion, more points efficient. At 50 points a pop, this is the single cheapest way to add Synapse to a list. Cast Dominion and get a great synapse range. This alone makes the Zoanthrope a good unit, thanks to the need for Synapse. Three is a great deterrent of vehicles, but one can be hid out of sight easily. (7/10)
Example: 1 Zoanthrope 50



Venomthrope Brood: Woo-hoo! This was pegged as the biggest boost in the codex, and I couldn't agree more! 5+ cover save turns into Shrouded, and a points decrease. Let me clear one thing up though. The Venomthrope gives Shrouded to models in 6", and units with at least one shrouded model gain the full benefits of shrouded for the entire unit. So yes, this applies to the whole unit.
Overall: A boost in cover saves to usually a 3++ is ace for Tyranid Monstrous creatures. People like to complain that Tau still ignore cover, but they can only do this on a few units at a time... and most of your army can remain intact. Also, if deployed in a Bastion, range is then measured from the hull. A huge boost, and now a must-take unit for any foot based Nid list. (9/10)
Example: 1 Venomthrope 45 + Bastion 75

Haruspex: This new Monstrous Creature means we can now technically put an MC in every single slot... this guy is an all new unit with a beautiful model, designed to gobble up all units in his way. He generates extra attacks on the charge for wounds inflicted and gets one wound back if he causes at least one wound. Not bad, but 5 wounds on a slow walking MC.
Options:
Regenerate:
Not bad, as he could potentially get two wounds back in a turn. I don't like it though as he will take most wounds to shooting and can be focused down easily. (5/10)
Adrenal Glands: Fleet and Furious charge as usual. Fleet is great for this slow guy, and FC gives him Strength 8 on the charge, not bad. (7/10)
Toxin Sacks: This will improve his killpower and guarantee that most hits will wound, but this guy is pricey enough without more upgrades. (5/10)
Overall: Too pricey for his rules and stats, I'm afraid. Too few attacks, too low of a WS, and a slow MC. A Carnifex is 40 points less for the same speed, -1 wound but more attacks and strength. Acid Blood is too much of a niche upgrade that you have to pay for. Take that and Crushing Claws away and you'd have a much better base model, but oh well. (4/10)
Example: Haruspex, Adrenal Glands 175

Pyrovores brood: The awkward adopted child of the last codex that everyone loved to hate. Sweet model though! Many people joked that GW would boost its sales by making it overpowered through the roof. +1 wound and attack, and less points sure does help the walking Heavy Flamer. I'm also going to ignore the stupid wording of it's explode rule. We all know it isn't supposed to hit every model on the board!
Overall: A few minor buffs take this boy from the worst in the game to simply the worst in the Elites slot. He is, at least, better now than Rippers. Actually he is hurt most by the lack of Pod. Three 6th Ed. Pyros in a 5th Ed SPod would be a pretty good unit. But, theoretically you could have 3 hide somewhere to repel the enemy if they advance for some reason. (3/10)
Example: 3 Pyrovovers 120

Elies Overall: Elites is much less crowded than it was before. Venomthropes are the standout, but aren't too great at being spammed. Zoanthropes are an easy fix to Synapse woes. These two are the most obvious choices to me, but Lictors and Hive Guard have a place in the list if you have a plan for them. Just be careful with these two units, as they are both fragile and take at least one turn usually to position correctly.


Automatically Appended Next Post:
L0rdF1end wrote:I find it strange that you haven't mentioned the Tyrannofex in your analysis.


Plunkenator wrote:Awesome review. Thanks. Very helpful.
I'm hanging out for your thoughts on the Heavy Support choices


I imagine that will be up quite soon, in part 6. I'm finishing up Fast Attack tonight, and then that'll be the last one left!

This message was edited 1 time. Last update was at 2014/02/15 02:27:36



 
   
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A couple of side points.

Termagant Strangleweb guns are Str 2 AP - templates ... that cause Pinning tests. Not a bad option to knock a 20 'gant unit from 80 pts to 90. Also, if you go with, say, 9 Fleshborers and 9 Spinefists, you can modify your game a bit based on who's across the table, even in a tourney. Marines? Stick spines in front and keep the Fleshborers alive. Guard? Let the Fleshborers be ablative and the Spines will do fantastic.

Also note that Warriors can be kitted out for close combat, have a 4+ save, and can take fleshhooks, turning them into a hardpoint-breaching unit. Not a bad idea to have one if you're in an area that plays with a lot of cover.

More on cover in a sec.

Overlooked aspect of Hormagaunts: They're tall. With Tyranid models getting bigger and bigger, it's hard to screen the big bugs with, say, Termagants. Hormagaunts can be taken as a 100 pt mobile cover save which, if you have a line of big targets with Venomthropes behind them, you suddenly have Carnis and legging Hive Tyrants enjoying a 3+ cover save. The base unit might not be great at fighting sans upgrades, but with a Venomthrope and big bugs, they make awesome bullet-catchers.

On Pyrovores, two overlooked bits: One is that they come standard with Acid Blood. Yeah, rolling Initiative to dodge Str 5, AP 2 hits isn't great, but it's *free* and when they get stuck in, the enemy has to consider the fact that killing them might end up killing them as well. They also have Acidic Maws, letting them take a single swing at Str 5, AP 2. Being the weakest Elite, they're going to get overlooked by fire (And only explode when InstaGibbed), and can grind down an enemy unit quite well.

Tactically, those flamers are a big deal as the Tyranid don't have much in the way of frag grenade-like objects. This means that the enemy is going to hug cover. Pyrovores excell at killing units that are clumped together ... in cover. If they move out to keep away from the 'vores, then another unit can snap 'em up. They're easy to underestimate, but I think they'll gradually come into their own. (They also have a super-rare 4+ armor save, so hang in there better than expected.) ... Cheap, good at what they do (even if what they do is easy to overlook), and not really doing anything for 1-2 turns *anyway*, so they might as well run, so wind up kinda sorta vaguely fast.If you go with a multiple-small-unit threat style list instead of a big powerful dangerous list, they can slip in and get to burninating.

(With the Strangleweb, Horror, and Barbed Stranglers, the Tyranid have a surprising number of ways to cause Pinning tests. Sure, it's resisted by Leadership and won't happen often, but if you force 3-6 checks a turn, they're going to start failing some, and units failing pinning tests are in serious troublle.)

Note that Warriors an mix-n-match weapons as well. I'm currently leaning towards two with scythes and Deathspitters, two with Devourers and Rending Claws, and one with a Barbed Strangler, letting the models take the early wounds that are least useful against the army I'm facing.
   
Made in us
Tunneling Trygon






Wakshaani wrote:
A couple of side points.

Termagant Strangleweb guns are Str 2 AP - templates ... that cause Pinning tests. Not a bad option to knock a 20 'gant unit from 80 pts to 90. Also, if you go with, say, 9 Fleshborers and 9 Spinefists, you can modify your game a bit based on who's across the table, even in a tourney. Marines? Stick spines in front and keep the Fleshborers alive. Guard? Let the Fleshborers be ablative and the Spines will do fantastic.

Not bad points. I personally don't think that it's worth it, as we have plenty of superior units that can cause pinning, but handy. I still prefer gants to stay as far away as possible, either naked and hiding or Devourers at 18".

Also note that Warriors can be kitted out for close combat, have a 4+ save, and can take fleshhooks, turning them into a hardpoint-breaching unit. Not a bad idea to have one if you're in an area that plays with a lot of cover.

More on cover in a sec.

I feel like Shrikes or Raveners simply fill this role far better for equal points.


Overlooked aspect of Hormagaunts: They're tall. With Tyranid models getting bigger and bigger, it's hard to screen the big bugs with, say, Termagants. Hormagaunts can be taken as a 100 pt mobile cover save which, if you have a line of big targets with Venomthropes behind them, you suddenly have Carnis and legging Hive Tyrants enjoying a 3+ cover save. The base unit might not be great at fighting sans upgrades, but with a Venomthrope and big bugs, they make awesome bullet-catchers.

I certainly agree that this is their best use as a fast shield, but for +1 point, Gargoyles seem infinitely better. They can even gives Tervigons cover saves, which Hormagaunts can't usually.

On Pyrovores, two overlooked bits: One is that they come standard with Acid Blood. Yeah, rolling Initiative to dodge Str 5, AP 2 hits isn't great, but it's *free* and when they get stuck in, the enemy has to consider the fact that killing them might end up killing them as well. They also have Acidic Maws, letting them take a single swing at Str 5, AP 2. Being the weakest Elite, they're going to get overlooked by fire (And only explode when InstaGibbed), and can grind down an enemy unit quite well.

Tactically, those flamers are a big deal as the Tyranid don't have much in the way of frag grenade-like objects. This means that the enemy is going to hug cover. Pyrovores excell at killing units that are clumped together ... in cover. If they move out to keep away from the 'vores, then another unit can snap 'em up. They're easy to underestimate, but I think they'll gradually come into their own. (They also have a super-rare 4+ armor save, so hang in there better than expected.) ... Cheap, good at what they do (even if what they do is easy to overlook), and not really doing anything for 1-2 turns *anyway*, so they might as well run, so wind up kinda sorta vaguely fast.If you go with a multiple-small-unit threat style list instead of a big powerful dangerous list, they can slip in and get to burninating.


I admit I glossed over their CC because of how slow they over. Yeah it's be nice if they assaulted Tactical Terminators or such, but these are a lot like the Haruspex to me. A few niche rules for CC, but way too slow to make it there. And, way too easy to shoot down. We're talking Warrior stats, but for near-identical points you could take a Warrior (or better, a shrike) with Claws, Toxin and Frags for much better results. Personally, I don't want my opponent to "underestimate" any unit in my army. I'd much rather he think every single one is scary, and then not know which to shoot at!


(With the Strangleweb, Horror, and Barbed Stranglers, the Tyranid have a surprising number of ways to cause Pinning tests. Sure, it's resisted by Leadership and won't happen often, but if you force 3-6 checks a turn, they're going to start failing some, and units failing pinning tests are in serious troublle.)


I'd rather rely on the Horror, Stranglers and Biovores personally. Stranglewebs still feel too weak for wounds, and too short range for me to want gants there. Usually the gants I would want upfield are either spawned or outflanking Devilgants, and I'd rather have the extra shots. However, putting a single Strangleweb on an outflanking squad certainly could catch a unit by surprise and cause a pinning check. On the other hand, it's way too possible to hit him with the template and cause no wounds...

Note that Warriors an mix-n-match weapons as well. I'm currently leaning towards two with scythes and Deathspitters, two with Devourers and Rending Claws, and one with a Barbed Strangler, letting the models take the early wounds that are least useful against the army I'm facing.


I did note that, and think it's the best way to go personally. However I do prefer cheap and shooty warriors, I'd rather save CC for shrikes/raveners and other faster units.


 
   
Made in us
Tunneling Trygon






Fast attack has to me, always felt a bit overlooked. I admit I was guilty of this myself, as I almost always left the FA slots unused. Last edition however was almost exclusively limited to Gargoyles thanks to some overpriced, fragile units. However, they should not be overlooked now, as there are some improved units in here.



Fast Attack Choices: Here comes a unit-by-unit review of the Fast Attack choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Tyranid Shrike Brood: These flying Warriors are identical to before, with a points drop. They are still vulnerable to Instant Death, and also have a Guardsmen save, but multiple wounds and their speed means they are pretty tough in cover.
Options:
Flesh Hooks:
At a bit less than 5 points, you get frag grenades and 2 strength 4 shots, at 6". This isn't bad but Devourers are better. Cheap is the new black with Nids, so pick carefully, but Flesh hooks are good for killing that powerfist first. (6/10)
Toxin Sacks: Standard poison, always good. These don't do THAT much but they aren't too costly. If you want to kill stuff up close these are good, and Shrikes are meant to assault units. (6/10)
Adrenal Glands: Better than Toxin for the added fleet, but pricier. You should be able to get close enough with their jump move that this isn't a must. (5/10)
Spinefists: 3 TL shots strength 3, or Devourers? I'm inclined to go Devourers for superior range even if you miss out on ap 5 (Ha.) They aren't bad, but 12" is too short. (3/10)
Deathspitters: +1 strength, Ap 5. This will increase your killing power by a lot, which is always a good thing. But, Shrikes are served well by an extra CC attack. (6/10)
Scything Talons: Exchange 3 strength 4 shots for an extra attack, this isn't bad, but there are better options.(5/10)
Rending Claws: If one must go CC, this is how. Cheap, and can kill 2+ saves. This is pretty good if you do go with Shrikes. (7/10)
Lashwhip and Bonesword: This is super pricey for Ap. 3, honestly it just raises the points on a fragile platform by too much. (5/10)
Boneswords: Like above, but slightly cheaper, and now slower. Not bad, but gets pricey. (4/10)
Barbed Strangler: A cheap large blast? Why not? But, consider that your shrikes will now no longer be running. Not needed for a CC squad, but only missing one attack if you take it. (6/10)
Venom Cannon: I wish this was better, but at strength 6 small blast it can't quite kill vehicles or infantry... take the Strangler if you want a gun on Shrikes. (4/10)
Overall: If you lack forward synapse, these guys can be a good cheap assault and support unit. Unfortunately they are very fragile, so be prepared to take an indirect route to assault where they jump from cover to cover. But, remember that options don't have to be the same for each model and you can hide some real killing power in there! (5/10)
Example: 3 Shrikes, Rending Claws 105
5 Shrikes, Toxin Sacks, Flesh hooks, Scything Talons, One set of Lashwhip and Bonesword 205


Ravener Brood: These snakey guys are very similar to Shrikes statistically. Trade synapse and wings for the Beast type, which includes fleet. These guys are hard to take because of how similar they are to Shrikes. Their main selling point is in +1 initiative and the ability to move through terrain without any consequence to movement.
Options:
Rending Claws:
No loss in attacks, but now rending. Raveners are essentially a pure CC unit, so this is an essentially mandatory upgrade that lets them threaten any unit and isn't very costly. (8/10)
Spinefists: At very cheap, you get a 3 shot TL gun. This is less than a gant, but won't likely be used as Raveners should be running or assaulting almost every turn. However if you have spare points, this isn't bad for lots of extra shots. (6/10)
Devourers: The damage here is almost identical to Spinefists, but costlier for extra range. However, I wouldn't make the investment. (4/10)
Deathspitter: The most powerful gun available is potentially quite deadly, but because you want to run or assault, I feel 10 is too many points to invest in a gun you may or may not use. (3/10)
The Red Terror: This guy finally got put back in the book, and is a very interesting character indeed! 6 attacks on the charge at WS 6, but no rending. However, if 4 hit (average on what is often a 3+) then you simply can remove an adjacent model who isn't Very Bulky or Extremely Bulky. This is great for nuking that Terminator armor character, but they do get one Invulnerable save to survive. However, he's very costly, almost the same as 3 Raveners. Since many current "good" armies don't have strong melee characters I don't think he's a must have, but he gets bonus points for the fear factor (NO ONE will want to challenge this guy, just in case their super special model gets completely removed.) and for how cool his rules are. (6/10)
Overall: Raveners are tricky because they're similar to Shrikes with no Synapse. If you take them, they have one role. Barrel towards your opponent, ignoring terrain, and multi-assault and kill a ton of units if they aren't dealt with. But, make sure there are some other units available to get in the way, as they will be a top priority for any general. These need a list based around them, as on there own can be shot to pieces. (7/10)
Example: 9 Raveners, Rending Claws 315

Sky Slasher Brood: If you happen to like the Forge World models for Flying Rippers, then I advise you to look at pictures and not buy them. I hate to be pessimistic, but this unit is just that bad.
Options:
Spinefists: Ok these aren't that bad I guess. A lot of shots, but not accurate and strength 3. Even twin-linked they'll miss a lot at BS 2. (4/10)
Toxin: Yeah, poison. Lots of attacks, but making a t3 multi-wound model pricier isn't good. (4/10)
Adrenal Glands: Fleet is pretty useful here, as at least they can make CC, seeing as they can do nothing else. No shooting, no scoring, they're a distraction. (4/10)
Overall: Ugh. These are point-for-wound equal to Gargoyles, but with ID, less attacks on the charge, lower WS/BS/I and no gun base. They're a fast tarpit, but all the units you'd want to tarpit would be even worse off against gargoyles. This is sadly a case of a unit priced the same as a unit in the same slot that does everything better. However, if you have the models, then try them as a cheap tarpit hugging cover until you surprise a Long Fang unit or such. But, MCs will ID these guys, so watch put for that... ( 2/10)
Example: 5 Sky-Slashers 90

Gargoyle Brood: I loved these fellows in 5th edition but never squeezed them into my lists in 6th... this was however more a product of my design than the unit. A great unit before, they had blinding venom changed to a single poison 6+ attack with blind, and had their upgrades increase in cost.
Options:
Adrenal Glands: Fleet makes these guys scary-fast on the assault. This has merits if you want to hit a unit in the face turn 2, and strength 4 will make vehicles run for the hills. (7/10)
Toxin Sacks: Poison makes these a fast unit that can hurt anything, but remember their role. If you want that role to be MC hunting, here's your stop. (5/10)
Overall: The most important trick to using these guys is to give them a single role. If it's as a screen for cover, don't make them too pricey. But if you want a fast cheap assault wave, try giving them one or the other upgrade (I think both is too much). They can hunt MCs or Vehicles, and are an amazing screening/tarpit due to their size and speed. Remember that EACH model has a blinding attack, so if you hit with 10 attacks, then your opponent must take 10 blinding checks! He won't break out of that combat any time soon... I think the goal here is to get a cheap fast wave of lots of bodies... the more models in the unit, the better! (7/10)
Example: 30 gargoyles, 180
30 gargoyles, Adrenal Glands 240



Harpy: This guy is the old 5th edition FMC who was overlooked first for lack of model, and now for the unit he shares a kit with. How deserving is the "little brother" of the Tyranid Flying Monstrous Creatures? He comes stock with a Twin-linked stranglethorn cannon, and may drop Spore Mines as he flies over units. Also, he halves the initiative of any unit he charges, so watch out for any multi-charge opportunities.
Options:
Twin-Linked Heavy Venom Cannon:
For the price of one gant, go to a Strength 9 blast? Sounds great! But, remember what role you want the Harpy to have... The Cannon means he has little ranged anti-infantry and isn't great vs Vehicles... if you want to go this route, have a plan (Biovores) for enemy infantry at range. (6/10)
Stinger Salvo: Adding 4 strength 5 shots for a few points is not bad at all, and can help glance a vehicle or kill those last few wounds. This is hardly a must-have, but if you have the points, why not? (6/10)
Cluster Spines: Adding a Strength 5 Large Blast? I like it! This combos very well with the Stranglethorn, because two blasts are better than one! (7/10)
Overall: Just have a plan for this guy. Either a Venom Cannon for hull point reduction at range, or go double large blast to murder infantry. Yes, he's a fragile cannon, so always touch area terrain and try to present bigger targets to your opponent, but he is actually a very useful unit. (6/10)
Example: Harpy, Cluster Spines 150
Harpy, Heavy Venom Cannon 140

Hive Crone: This guy has been a very controversial unit since he came out... his damage output is potentially brutal, with a strength 8 Vector Strike, 4 Haywire missiles and a Strength 6 flame template. However, he is also a very fragile unit.. He's much better vs vehicles than a Harpy, but a template and Vector Strike could requite getting close. Those haywire missiles make him a great anti-flyer unit however.
Options:
Stinger Salvo:
Adding an extra gun to a model who already has way more than it can fire feels like a waste of points to me. (3/10)
Cluster Spines: Same as above, the Crone has plenty of guns as it is. (3/10)
Overall: He is a beast with damage output, and can kill a lot of units, but just like the Harpy can get gunned down by a determined opponent. Again, cover hopping is crucial for survival, as well as target saturation. Take multiple, or none, in decent sized games. (7/10)
Example: Hive Crone 155

Spore Mine Cluster: For minimal points, drop three models near your opponent for some fun mind games! At half the cost of before, Spores are no longer random, and instead can move at half-speed anywhere they want. A fun unit to be sure.
Overall: Don't expect anything wild, but an opponent can easily panic and shoot them after they Deep Strike in, and waste a whole units shooting. If you have the points, they're a fun distraction. I wouldn't recommend adding models, as once the unit is targeted, it will die thanks to Toughness 1. (5/10)
Example: 3 Spore Mines 15

Fast Attack Overall: I think that most Tyranid lists will have either an empty Fast Attack slot, or will fill all three. Many of the units here rely on target saturation due to their fragility. However, many of the units have terrific speed and potential damage dealing. Crones in multiples are a terrifying thought for almost every army in the game, and with 9 Raveners added in for flavor will worry even the most seasoned Tau player. Either build a list designed to close with the enemy, or a much tougher list that lacks in speed. But, Fast Attack is a bad place to be caught in the middle of the fence. If you decide to just add one unit in "to fill points" it will be isolated and torn apart. Have a plan for the Fast Attack slot, either to attack en mass or to sit on the shelf. Used properly, and this is a very promising slot.

And as always, you can find the review on my blog! (with color-coded ratings! ) http://knighthammer40k.blogspot.com/2014/02/codex-tyranids-review-part-v.html

Thanks for reading!


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Minor nit pick....you should adress that Raveners can Deep strike, as that might influence tactical considerations for list building, and make big shootas (Deathspitters) a better buy for the use intended. (Me I like Spinefists... )

I like Sporemine as a "Few points left" purchase, probibly a "Best Buy" as such

The will of the hive is always the same: HUNGER 
   
 
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