Tuesday 21 January 2014

Tyranid Review: Heavy Support Tactica




This, the sixth installment of my Tyranid Review/Tactica articles, will cover the Heavy Support section. As before, this is as much to help me sort out my thoughts on each of the units in the new book as it is to help, so if you have any feedback or differing opinions feel free to leave a comment.




Carnifex Brood
A Hive Fleet Behemoth Carnifex thunders into an Ultramarine Rhino on Macragge
Often regarded as the Monstrous Creature, the Carnifex got a significant buff. It lost any significant use for Scything Talons, but dropped 40pts, gained an Initiative, and its Hammer of Wrath provides D3 hits. With a variety of options rivaling that of Tyranid Warriors it is an adaptable unit, able to be equipped for melee or range.


In melee, the Carnifex excels at destroying vehicles. Its base Strength is 9 but it has two options to gain S10; Adrenal Glands (requires the charge however) and Crushing Claws. Adrenal Glands comes with the advantage of Fleet, while Crushing Claws grant Armourbane. As Fleet is so useful for melee units, I would suggest equipping melee Carnifex with Adrenal Glands. If you feel you really need Armourbane then take Crushing Claws on one of the Carnifex, but the whole brood does not need it. Spine Banks and Bio-plasma provide melee Carnifex with ranged attacks. Spine Banks provides Assault Grenades (laughable on an I2 unit) and a very weak short ranged Blast, while Bio-plasma provides a short ranged plasma cannon shot. The Bio-plasma is much more useful, though is quite expensive at 20pts. I’m not a fan of any of the Tail Weapons in the book, but Bone Mace could be of some use against vehicles at least.

At range, the Carnifex excels at infantry/light vehicle destruction. Deathspitters are next to useless (as are Spine Banks and Bio-plasma) but all the other weapons have their uses. The Heavy Venom Cannon is a passable anti-vehicle weapon, but there isn’t a great secondary weapon to go with it. The Stranglethorn Cannon with a pair of Devourers is a great anti-infantry set up but a Carnifex with two pairs of Devourers is more versatile as it is still good against anti-infantry but is more effective at destroying light vehicles. As a result, two pairs of Devourers seems to be the obvious choice. 

Example Builds

2 Carnifex                                                                                                       300pts
2x Twin-linked Devourers with Brainleech, Twin-linked Devourers with Brainleech.

The staple ranged Carnifex for three editions now, it’s still looking like the best load out. Throwing out a lot of accurate S6 shots the unit is effective against pretty much any unit up to the heavier vehicles (which it can still destroy thanks to S9 in combat). Another Carnifex can be added to the brood but that makes for a very expensive unit that will be overkill against most targets. Likely the option I will choose when I field Carnifex Broods.


3 Carnifex                                                                                                       420pts
2x Scything Talons, Scything Talons, Adrenal Glands. 1x Crushing Claws, Scything Talons, Adrenal Glands.

An example close combat brood of Carnifex. Similar to the ranged option, two Carnifex would keep the cost down but the third will allow the brood to still be effective by the time it reaches combat. Adrenal Glands provides Fleet to help the brood get to combat quicker and only one Carnifex has Crushing Claws to help keep the cost down. This one will stick to the rear to give him the greatest chance of surviving the journey across the board.


Carnifex are a much better choice this edition. I can see them making it into competitive lists. Broods help make them efficient as far as FOC slots go, but even a single Carnifex can be useful as the much loved Distraction-fex.



Biovore Brood
A Biovore heaves
Already a fine unit, Biovores got the same statline buff that was granted to Pyrovores. The improvements to Spore Mines also buffed the Biovore indirectly. At 40pts they provide some decent affordable anti-infantry pie plates. Barrage allows you to snipe enemy models and Pinning is just icing on the cake. If you miss with the first Barrage Blast you gain D3 Spore Mines which can give you a second chance at damaging the enemy. Note that further Biovores do not grant you any extra Spore Mines, but you still gain these even if any subsequent blasts in the barrage hit. While you might be inclined to hold these guys back due to their long range, their poor Leadership means that you’ll need to advance these up to stay in range of the Synapse Creatures.

The only downside to the Biovores are that anti-infantry isn’t something Tyranids struggle with, but Biovores are so effective that they will still see play. A great unit that has only got better in the new book.



Trygon
A Hive Fleet Kraken Trygon scythes down a Saim-hann Wave Serpent
Got a 10 point discount, but lost its rerolls to hit. Ends up being a slight nerf and, combined with most of the other Heavy Support choices improving, is definitely not the auto-include it was. None of its options are of much use except potentially Toxin Sacs if you think you’ll be facing high Toughness armies like Iyanden and Nidzilla. Bio-electric Pulse isn’t overly impressive, but it does provide the Trygon with something to do on the turn it Deep Strikes. Deep Striking is something you will want to do I feel. As a straight up close combat Monstrous Creature the Carnifex comes out on top, so you’ll want to use the Trygons ability to appear amidst the enemy to make them worth taking. If you’re just going to run them at the enemy, consider using Carnifex instead. Deep Striking also allows you to make use of the Subterranean Assault rule. Unfortunately this rule is very unintuitive. You’d expect it to work similar to a Droppod but instead you have to reserve a unit and just hope that it comes in the turn after the Trygon.  

While the T6 W6 was impressive back at the start of 5th Edition, the game has moved on and the Trygon just isn’t that intimidating anymore. He was slightly overcosted last edition and has gotten slightly worse now. I don’t think he’ll see much play this edition.



Trygon Prime

Most of what I said above applies to this guy. However, there are a few extra things to take into account. First is that the Trygon Prime is a Synapse Creature which is important in the new book. With the Deep Strike, this allows you to have a powerful Synapse Creature appear where it's most needed. The Trygon Prime also has access to Bioartefacts. I can see the benefit of using some of them, but they are very expensive for what they provide. Maw-claws might not be a terrible choice as they are the exception to this at only 10pts. The Miasma Cannon could allow you to seriously whittle down a squad when you Deep Strike (particularly as you don’t Mishap when you land on a unit) combined with the improved Bio-electric Pulse, but does come at the cost of an Attack.

While it’s similarly overcosted like the regular Trygon, it does provide you with a Synapse Creature in the Heavy Support slot. If you want to use a Trygon, I’d suggest just spending the extra points to get this guy instead. The improved Bio-electric Pulse, Shadow in the Warp, and synapse are worth the points.



Mawloc
A Mawloc surprises a patrol of Fire Warriors
Cheaper than they were, the Mawloc can no longer guarantee a Turn 2 arrival but its arrivals are more dangerous now; for both the Mawloc and the victim. The Mawloc can Deep Strike on top of enemy units. Lictors combo really well with this units as it places a S6 AP2 Large Blast where it comes in. If anything survives, this occurs a second time. If the Mawloc can still not be placed in the spot, then it Mishaps. This could kill you but could also allow you to do the same again in your next turn. You can place yourself back into reserves in your Movement Phase the turn after you arrive and you have Hit and Run to leave combat if your opponent tries to tie you up in combat. While they’re not a Trygon they can still hold their own in combat, particularly against vehicles, so don’t be afraid to throw them in if it would be more beneficial than burrowing. None of the options are worth taking.

Mawlocs are now reasonably cheap at 140pts and do provide an AP2 Large Blast in a book with very little low AP, so I imagine they will see more play than the Trygons. I feel they are a bit too unreliable for my tastes however so I will be using the next unit to fill the same role.  



Exocrine

A super Biovore, the Exocrine sports a Bio-plasmic Cannon. This has two firing modes, the first of which is a S7 AP2 Large Blast, the second S7 AP2 Assault 6. For Tyranids, this is some spectacular firepower. Two things of note; the Bio-plasmic Cannon only has a range of 24”, and the Exocrine gets +1 BS (so BS4) if it did not move in the Movement Phase. This makes the Exocrine the best target for the Onslaught psychic power as it will allow it to get into range, potentially even getting a BS buff if it just relied on the Run movement. 

A Hive Fleet Behemoth Exocrine braces itself
As usual, none of the options are worth the points as you’ll be trying to avoid combat. Don’t be afraid of charging and Smashing a vehicle however if the opportunity presents itself. It’s still a Monstrous Creature. Synapse shouldn’t be much of an issue due to the short range of the gun but it is something to keep in mind; it’s only Leadership 7.

Not too much to go over for the Exocrine really. It provides Tyranids with some high Strength, low AP ranged firepower on a relatively durable platform. Definitely one of our better Heavy Support choices, but it still somehow manages to feel slightly overcosted. Will likely take one or two in most lists I make.



Tyrannofex

The final unit in the Codex, this is another primarily ranged Monstrous Creature. The Tyrannofex gained an Initiative and dropped a whopping 75pts, but does have to buy its Thorax Biomorph back and lost the Cluster Spine upgrade. Massively improved, it is the only 2+ Save in the Codex and can be outfitted for anti-infantry or anti-tank. The Fleshborer Hive gained some extra range but I still wouldn’t consider it an upgrade over the Acid Spray.

A hulking Tyrannofex looms over the Gaunts
The anti-infantry build should take a Thorax Biomorph to enable a potential two Flamer templates a turn. I prefer Shreddershard for the reasons given in the first article of this series. The anti-vehicle build will take the Rupture Cannon and the Electroshock Grubs. This build still feels expensive but is a good 50pts cheaper than last edition and the 2 S10 shots it provides are very useful. Either way you should usually be advancing the Tyrannofexes up, firing its main weapon as you go, and putting the pressure on the enemy to deal with it. The Biovore provides much more efficient anti-infantry firepower in the same FOC slot so to make the anti-infantry Tyrannofex you need to make the most of the Tyrannofex’s durability and Monstrous Creature status. As with the Exocrine, do not be afraid to engage the enemy in combat if it is favourable. The Tyrannofex is our most resilient model and is still a Monstrous Creature in combat. 

Tyrannofex are expensive despite their price reduction so I’d only suggest using them in larger games (1750pts+). Similarly, the anti-vehicle build should only be used in an AV14 heavy environment. I often find myself facing Land Raiders full of angry Thunder Hammer & Storm Shield Terminators so I am a fan of the Rupture Cannon Tyrannofex and will often be using one in my lists.



Summary

For the most part, the majority of the Heavy Support section is usable, if not amazing. Carnifex and Biovore Broods are probably our best units, with the Exocrine, Tyrannofex, and Mawloc not far behind. The Trygons aren’t terrible, but I wouldn’t use them unless you really like the model. I’ll be using an Exocrine, a Tyrannofex, and either some Biovores or a Carnifex Brood depending on the points.




That's it for the FOC section now. There'll be one final article on my overall thoughts and I'll show off some sample lists that I think would work well under the new Codex. I'll be out tomorrow and the day after, so it will likely be mid week before it is up. Thanks for reading, and feel free to leave your thoughts in the comments.

2 comments:

  1. I really enjoyed your articles, thank you. They've helped me gain a better understanding of our new Dex, I look forward to seeing your list ideas.

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    1. Thanks for the feedback. Glad someone has found these articles useful

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