Here is the fifth installment of my Tyranid Review/Tactica article series. I cover the section that hosts some of my favourite Tyranid units; the Fast Attack. This is as much to sort my own
thoughts on the new book as to review, so if you have any further
comments or differing opinions, feel free to add them in the comments.
Tyranid Shrike Brood
The late Parasite of Mortrex, a unique Shrike-esque mutant |
Winged Warriors, Shrikes trade a point of armour for some mobility and speed. If you want to run close combat Warriors these are probably the best choice. They come with the same options as Tyranid Warriors, but have the speed to make use of the melee upgrades. Going all out with Rending Claws with Bonesword & Lashwhip prepares you for every eventuality, but makes the models very expensive. As a result I would suggest going for just the Bonesword & Lashwhip with Scything Talons. You won’t be able to touch Terminators but you can hopefully use your speed to pick your fights carefully. As with regular Warriors, a few minimally upgraded Shrikes to serve as ablative wounds will help make the first casualties less of an issue. Adrenal Glands, Flesh Hooks, and Toxin Sacs are also available as upgrades. While relatively cheap, the costs add up. If I were to take Shrikes I reckon I’d use Toxin Sacs and Flesh Hooks. Flesh Hooks give the benefit of Assault Grenades (while providing a ranged attack which is nice), and Toxin Sacs allow you to damage anything and provide rerolls against T4 units. Adrenal Glands are great, but some of the benefit is already covered by the Jump Infantry type and Toxin Sacs is better than the extra Strength. I’d run them 5-6 strong with two to three minimally equipped to take wounds. Note that while a Tyranid Prime can give his WS to a unit of Shrikes, he cannot upgrade to Jump Infantry so that would be a terrible combination.
Honestly, I
think they are alright. They aren’t amazing, but they aren’t terrible. They
provide your army with mobile synapse and are a significant threat to many
units commonly fielded. However they share many of the weaknesses possessed by
Tyranid Warriors and have some of their own; only having a 5+ Save and not being
a Troops choice. With the importance of Synapse in the new Codex there are
worse choices you could take.
Ravener Brood
An extremely bottom heavy Ravener of Hive Fleet Kraken |
A less psychically
evolved Warrior strain, Raveners lose Synapse, some Leadership, most options,
and a point of Armour, but gain a point of Initiative, Beasts type, and Deep
Strike. You will definitely want to upgrade a pair of Scything Talons to
Rending Claws as they make you more effective at killing light infantry as well
as granting Rending. For whatever reason they still do not have access to Toxin Sacs and Adrenal Glands (while Hive Guard gained the option). One advantage Raveners have over Shrikes is the ability to
take proper ranged weaponry with their two pairs of close combat weapons. These
allow you to do something besides Run on the turn you Deep Strike, but I would
usually deploy these on the board anyway as they can reliably achieve Turn 2
charges. Same weakness to Instant Death that Shrikes and Warriors suffer from.
I’d view
these as inferior Shrikes in most situations. They have some advantages, but
overall, the Shrikes come out on top due to their options and synapse..
The Red Terror
A special
upgrade character to a unit of Raveners, the Red Terror is a beefed up Ravener
with the Swallow Whole rule. If at least 4 of his 5 attacks (6 on the charge)
hit then he can remove an infantry sized model from play. They can make a
single Invulnerable Save to try and prevent this but that’s it. If Scything
Talons still provided rerolls to hit, that would be pretty sweet, but as it is,
it’s little more than a gimmick that won’t come up much. He does give the unit
Leadership 8 so adds some protection from Instinctive Behaviour tests.
Unless you
really like the model, don’t bother with this guy.
Sky-Slasher Swarm Brood
My opinions
on these are the exact same as my opinions on Rippers. They’re slightly faster,
but more expensive. Give these a pass. If you want a tarpit unit then Gargoyles are far superior.
Gargoyle Brood
Hive Fleet Kraken Gargoyles terrorise members of the Steel Legion |
Jump
Infantry Termagants. For 2 points they gain mobility, Blinding Venom, and they
Hunt rather than Lurk so are more aggressive. They lost some offensive power
with the change to Blind Venom and their biomorph costs, but gained through the
addition of Blind to their Blinding Venom. They were great last Codex though,
so it is understandable and it also fits their fluff better. Even on the charge
it is usually worth using Blind Venom on a few models to force Blind Tests. I’m
not sure that I would bother with their biomorphs. Using one (Toxin Sacs most likely)
might be fine, but I definitely wouldn’t pick up both.
Still a
great unit. Their main issue is that they do not score, but they function fine
as a harassment/tarpit unit.
Harpy
A Hive Fleet Behemoth Harpy readying his Stranglethorn Cannons |
Our bomber
equivalent, the Harpy can put out a lot of anti-infantry firepower for a
reasonable cost; with a Stranglethorn Cannon/Heavy Venom Cannon, Spore Cysts,
Stinger Salvo/Cluster Spines, and Vector Strike to choose from. Main issues are
that it’s extremely fragile and its role is filled by the majority of the units
in the Codex. It has Leadership 10 and Fearless so will reliably pass any
Instinctive Behaviour Tests it needs to roll, allowing it to operate outside
synapse range if required. It also has the Sonic Screech rule which reduces
enemy units Initiative by 5. This could be used to support your other units if
you combo charge. Spore Cysts allow it to drop a large blast over an enemy it
passes over. If it misses it can create multiple spore mines which are much
improved. None of the biomorphs are worth taking here, but Cluster Spines has
potential.
If I were
using a Harpy, I’d upgrade to the Heavy Venom Cannon. This allows the Harpy to
be a cheap versatile flyer that can affect most units. Vector Strike and Spore
Cysts (potentially Cluster Spines too) provide some good anti-infantry, while
Smash and the Heavy Venom Cannon give it respectable anti-vehicular
capabilities. Sonic Screech also allows it to support any combats if that is
favourable too. It makes it an unfocussed unit (traditionally bad), but when
focussed its role is the same as the rest of the armies so I’m trying to give
it a unique role.
Overall, it’s
a mediocre choice. It does its job effectively, but its job is the same as most
of the rest of the Codex. It can be upgraded to provide an anti-vehicle shot,
but this dilutes its role. Defensively it is also extremely weak and won’t
survive much attention. Jink combined with a Venomthrope offers some
protection, but it won’t be able to use any of its Blasts in the following
turn. If you like the Harpy make sure you take multiple, or at least Hive
Tyrants.
Hive Crone
A Hive Crone soars high above the battlefield |
Where the
Harpy is designed for mulching infantry, the Hive Crone specialises in dealing
with vehicles; particularly Flyers. Like the Harpy, there is some overlap, as
the Crone comes with a Drool Cannon which is a S6 AP4 Flamer without Torrent
(it’s no Heldrake). It has the same statline as the Harpy, so is similarly
fragile and resistant to Instinctive Behaviour. What makes it great against
vehicles is that it comes with 4 one-use only Haywire shots that reroll to hit
against Flyers and Flying Monstrous Creatures. Its Vector Strike is also
resolved at an impressive S8. It can take Stinger Salvo/Cluster Spines and/or
biomorphs, but none are really worth taking.
The Hive
Crone fills the anti-air niche that Tyranids are lacking in. It’s likely our
best Fast Attack choice and I can definitely see me using multiple in any
serious lists. It’s fragility means that you’ll need to take multiple in order
for them to survive. Handily they’re fairly cheap and Hive Tyrants with Wings
add some target saturation.
Spore Mine Cluster
A spore mine drifts alongside a Carnifex |
Spore Mines
are much improved. Extremely cheap and even controllable now, you could use these to
fill up any spare points if you have the Fast Attack slots available. Instead of
attacking in combat they explode at a Strength determined by the number of
mines in the unit. I probably would never use them unless I have spare points,
but them improving makes the Harpy Spore Cyst, and Biovores better too. I would look into these units if I wanted to take advantage of the new spore mines.
Summary
Home to some
of my favourite units, I’m happy to say that the Fast Attack section has a
reasonable selection of usable units. The Hive Crone and Gargoyles are the two
that stand out, but the only useless options are Sky-slasher Swarms and maybe
Raveners.
That is it for the Fast Attack choices. Took slightly longer than I expected. As always, your feedback and opinions are welcome, so feel free to leave a comment.
What are your thoughts on shooty support shrikes? Maybe with a few close combat weapons and a biomorph or 2 to help when they get close
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