The second part of my Tyranid review. I cover the HQ section here. Again these are just my opinions.
If you disagree or have any feedback, let me know. This is as much to help me figure out the new
Codex as to provide my review.
Hive Tyrant
It’s not a
Tyranid army without a Hive Tyrant. The iconic leader of the swarm, the Hive
Tyrant boasts a decent statline, Mastery Level 2, and access to most of the
wargear chart. He also has the Synapse Creature and Shadow in the Warp special
rules allowing him to keep both his underlings and any enemy psykers nearby in
check.
A Hive Tyrant of Hive Fleet Leviathan |
Before
getting into the majority of the options, we need to mention the Wings
biomorph. For a reasonably minor cost you can turn your Hive Tyrant into a
Flying Monstrous Creature. This provides him with much greater manoeuvrability
and provides some defence as well. To get the most out of your Hive Tyrant I
see very little reason to not take Wings; they just add so much to the unit. In
the past a Hive Tyrant with Wings toting two pairs of Devourers with Brainleech
Worms has been the go-to Tyrant load out, and I don’t think this has changed. Twelve
twin-linked S6 shots that can use the Skyfire rule can do a lot of damage to
most units. If you are so inclined, you’ll be fine only taking one pair of
Devourers and either Scything Talons or Bonesword & Lashwhip. With two
rolls on the Tyranid Discipline table there’s a moderate chance of rolling Warp
Blast, and Wings provides you with Vector Strike, both of which will count as a
shooting attack. This also helps close combat Hive Tyrants to remain viable.
The Hive
Tyrant has access to three unique upgrades; Indescribable Horror, Old
Adversary, and Hive Commander. Indescribable Horror improves the Tyrant’s Fear,
Old Adversary gives him Preferred Enemy, and Hive Commander allows a Troop
choice to Outflank. Hive Commander is a nifty upgrade to give to a Tervigon,
but the other two aren’t worth talking about. Many units are immune to Fear and
rerolls are easy to get on a Hive Tyrant through Toxin Sacs or the Reaper.
I will take
about walking Tyrants in the Tyrant Guard entry.
Example Builds
Hive Tyrant 250pts
Devourers with Brainleech Worms, Devourers
with Brainleech Worms
Wings, Hive Commander
This option
would be the one I would field most often. With twin-linked BS4 you’ll be
reliably throwing out 10-11 S6 hits which are able to shoot down most flyers.
Even with two pairs of Devourers, he is no slouch in combat either. Hive
Commander allows you to Outflank a Tervigon allowing you to start spawning
Termagants in your opponents backfield.
Hive Tyrant 260pts
Reaper of Obliterax, Scything Talons
Wings, Adrenal Glands
If I wanted
to run a close combat Tyrant, I would consider this build. If I can roll it,
Warp Blast and Vector Strike would be the two ranged weapons I would make use
of. The combination of the Reaper and Adrenal Glands provides the Tyrant with 6
S8 attacks on the charge which reroll to wound, 6’s cause Instant Death, and
all at Initiative 8. While it is expensive, I feel you get what you pay for. S8
is particularly nice as it allows for the Instant Deathing of T4 models without
relying on rolling a 6, while also allowing you to inflict a decent amount of
wound son even the toughest opponents. On the charge, you should statistically
kill a Wraithlord, and even have a reasonable chance at getting a 6 to Instant
Death a Wraithknight. The Shred provided by the Reaper gives you a second
chance at rolling a 6 with your failed wounds too. Fleet is also a great
ability for any combat unit.
Swarmlord
The Swarmlord at Macragge |
A special character Hive Tyrant, the Swarmlord is one of the
scariest characters in the game. He comes with the same special rules as a Hive
Tyrant but gains a bonus to reserves, can hand out a special rule to a nearby
unit, comes with the extra synapse range Warlord Trait, and is a Mastery Level
3 Psyker. His statline is similar to a Hive Tyrant’s but he has an extra WS, W,
and I. He is equipped with two pairs of unique Bone Sabres which grant him a 4+
Invulnerable Save in combat and the Instant Death rule. The selection of
special rules he can give to a nearby unit are: Furious Charge, Monster Hunter,
or Preferred Enemy.
He is
expensive at 285pts (and really needs to buy a bodyguard so will end up costing
more) but he does add a lot to the army. He can go toe to toe with most units
and come out on top, hands out special rules, can fire of three psychic powers,
buffs reserve rolls, and has a larger synapse. I feel his major weaknesses (his
high cost and how slow he is) will result in him not seeing much play. He also
takes up a slot that could be filled by a Winged Hive Tyrant.
Tyrant Guard
With W2, T6
and a 3+ save, these guys are tough. They can be purchased as bodyguards for a
Tyrant or the Swarmlord. Note that you don’t need to deploy with them so if you
are a fan of the unit but want to run a Flying Hive Tyrant, you are free to
deploy them separately. Treat these as a mandatory purchase if you are taking a
Hive Tyrant without Wings or the Swarmlord. They are needed for the added survivability
as they allow a Tyrant/Swarmlord to join the unit like an Independent Character
could. 50pts essentially gets you an extra two wounds with a few attacks
attached. They come stock with Rending Claws and Scything Talons, but can
exchange the Talons for Bonesword & Lashwhip, or Crushing Claws. I would
suggest running either two with no weapon upgrades or three with one having
Crushing Claws for the added combat punch. Adrenal Glands and Toxin Sacs are
both relatively cheap upgrades, so these can be added too. Note that unless the
Tyrant also has Adrenal Glands they will not benefit from Fleet.
A Tyrant Guard berserking |
A walking
Tyrant will benefit more from the Monstrous Bio-cannons as it will allow him to
influence the game more as he advances. A Heavy Venom Cannon will allow you to
take pot-shots enemy vehicles as you advance, while a Stranglethorn Cannon will
allow you to lay down some Pinning anti-infantry pie plates. You could argue
that taking Adrenal Glands and then Fleeting up the board would be more
beneficial but any Tyrant looking to get into melee should really be flying.
The benefit of a walking Tyrant is that it provides a durable centre to your
swarm that provides synapse with access to Dominion for improved range.
Example Builds
Swarmlord 455pts
3 Tyrant
Guard
1 pair of Crushing Claws
An extremely
expensive unit that is hard as nails. With 11 T6 3+ Armour Save wounds, advance
this unit up behind some cover, or with a Venomthrope in tow (or both) and your
opponent will struggle to deal with it (especially as you’ll likely have other
faster Monstrous Creatures drawing fire). With the slow speed, lack of any
ranged weapons, and high costs, I would rarely run this myself but it is
practically the only way to run the Swarmlord.
Hive Tyrant 305pts
Scything Talons, Heavy Venom Cannon
Hive Commander
2 Tyrant Guard
Much more
reasonably costed, this unit only has 8 T6 3+ Armour Save wounds but is less
than 70% of the cost and is also less threatening so will draw less fire. This
Tyrant’s job is to advance with the rest of the army, providing synapse,
supporting them with his psychic powers, allowing a troop choice to Outflank
and throwing out a S9 blast as he advances. While I am still unlikely to run
this over a Hive Tyrant with Wings, I prefer this style of build to the
Swarmlord above.
Old One Eye
A special
character Carnifex, Old One eye costs 45pts more than a similarly equipped
Carnifex but comes with a few extras. His statline is slightly different, with
an extra point of S, A, and Ld. He gains two special rules; Alpha Leader, and
Berserk Rampage. Alpha Leader is a poor man’s Synapse Creature as it allows
units within 12” to use his Leadership of 8 instead of their own. This helps
them pass Instinctive Behaviour tests easier, but it really isn’t a
replacement. Berserk Rampage grants him an extra attack for each hit he scores
on an enemy unit. These do not grant further bonus attacks. This generally
means that he’ll get 4-5 S10 Armourbane hits on an enemy unit, plus his Tail
Attack. You may as well just remove any vehicles he reaches, especially if they
didn’t move in the previous turn. If you select him to be your Warlord he also
gains the Adaptive Biology Warlord trait which grants him Feel No Pain after he
takes a wound.
Old One Eye on Calth |
While I
think he is only slightly overcosted, I don’t think he’s a great option. His
loadout isn’t optimal and he has to run up the field on his lonesome. He would
be much more viable if he were an upgrade character to a brood of Carnifex as
that would allow him to actually reach the enemy. As it is, most armies will be
able to just blow him of the field on Turn 1, Warlord Trait or not.
Tervigon
Rocking 6
wounds at T6 and a 3+ Armour Save, the Tervigon is rather resilient. It is a
Synapse Creature, has Shadow in the Warp, Mastery Level 1, and Stinger Salvo.
With below average offensive stats for a Tyranid Monstrous Creature the value
of the Tervigon clearly does not lie in combat. The Tervigon’s main job is the
ability to spawn units of Termagants.
At the end
of the movement phase a Tervigon can spawn some Termagants. The size of the
unit is determined by rolling 3D6. If any doubles are rolled (about a 50%
chance) the Tervigon has ran out of Termagants to spawn and can’t do it for the
rest of the game. These spawned Termagants cannot move or charge that turn, but
can run or shoot. Termagants within 12” of a Tervigon also gain the
Counter-attack special rule. On the flipside, if a Tervigon dies, every
Termagant unit within 12” suffer 3D6 S3 hits.
The best
thing about the Tervigon is actually part of the Termagant profile. For every
30 strong brood of Termagants you have you can take a Tervigon as a Troop
choice. If you are running Tervigons, this is how I’d suggest you do it. Being
taken as Troops allows you to Outflank it using Hive Commander, as well as
providing you with a tough scoring Monstrous Creature with which you can
capture objectives.
A Hive Fleet Kraken Tervigon |
The Tervigon is one of the few units I would rather have
Stinger Salvo than Cluster Spines on, as the Large Blast could prove quite
dangerous to any spawned Termagants if you roll a bad scatter. As for the other
upgrade options, I would suggest leaving the Tervigon barebones. If you want it
to advance into the thick of it and wish to send it into combat rather than
plonking it on an objective Crushing Claws is a fine upgrade. As it can take
Bio-artefacts you could even give it the Reaper. I don’t think it’s a terribly
viable strategy, but it definitely increases its combat capabilities and could
take an opponent by surprise. As I said, barebones, as a Troop choice is my
suggestion. I’d definitely include at least one in most armies.
Tyranid Prime
An HQ Tyranid Warrior and our only Independent Character. He
can give his BS and WS to a unit of Warriors and is also T5 so can tank any
S8-9 hits the unit takes. Beyond that there is not much to him. By the time you
give him his wargear you’ll be in Hive Tyrant price range. The Hive Tyrant will
only be barebones, but it’ll still add more to the army than the Prime. Unless
you have a specific role in mind for him, leave him at home. He has a model now
I guess…that’s nice.
Deathleaper
Deathleaper stalking his prey |
A special
character Lictor. Over a regular Lictor he has +3 WS, +1 I, and +1 A. Other
than that he gets two more special rules; “It’s after me!”, and “Where is it?”.
These allow you to reduce the Leadership of an enemy character by D3 as long as
Deathleaper is alive, and enemy units may only snapfire at him. If he is your
Warlord, he also gets the Mind Eater Warlord Trait although he is too squishy
to go up against most Independent Characters.
He’s not
great in my opinion. If you take him you’re really taking him for the –D3
Leadership to an enemy psyker. If that isn’t super important to you, you can
take almost three regular Lictors instead of Deathleaper and they’ll serve you
better.
Summary
The Hive
Tyrant really is the stand out choice of the HQ section. The only other option
that can compete in my opinion is the Tervigon, and even that is mainly due to
the fact it can be a Troop choice. Perhaps I am over valuing the Tyrant but he
actively made other choices seem worse by them taking up a slot he could fill.
That's it for the HQ review. I'll work on the Elite and Troop sections tomorrow.
A good analysis.
ReplyDeleteAn additional observation: It's worth noting that unless it is corrected in a forthcoming FAQ the Tervigon isn't classified as a Character. Therefore he cannot issue or accept challenges nor can he be the Warlord for the army.
Well caught. I hadn't thought of the Warlord trait bit. I'm not actually sure what that results in.
DeleteIf you wanted to run a Tervigon as a solo HQ, would him not being able to be a Warlord require you to select one of the other HQs, or just result in you not having a Warlord?
Your army MUST have a Warlord. Therefore you cannot take a Tervigon as your solo HQ. Of course, you'd really be foolish to field a Tervigon as your HQ anyway. The ability to field a Monstrous Creature as a Troops unit is one of the greatest strengths of the Tervigon choice.
Delete