Hello
ladies and gentlemen,
Yesterday’s
post about the Tyranids and their performance in 6th edition was not perceived well by many people who
claimed that I was either too pessimistic , absolute or just wrong about my
view of the tyranid codex.
Admittedly, the first part of this article was
a bit harsh, so , this second part will
be dedicated to the strong elements that the Tyranids still maintain. After all
, our codex may be far from overpowered , but it has some units and tactics
that can fare decently in the new metagame. In this article , the most useful
and effective tyranid units will be explained.
Flying
Tyrant
One of the best units ( if not the best ) in
the Tyranid codex. A Tyrant with the Wings
biomorph counts as a Flying Monstrous Creature , which gives it a host of new
rules and bonuses.
-
Increased
movement speed. When in “ swooping mode”
it can move as far as 24” and still fire Its weapons
-
Increased
durability. The enemy units can only hit him on rolls of 6, reducing dramatically the amount of incoming
damage and causing frustration to your opponent
However ,
FMC’s have their weaknesses. Their
tendency to fall to the ground every time the enemy manages a hit is a glaring flaw and automatically makes FMC
less effective than Flyers. Whereas a
Flyer can take multiple hits and still cause headache , a FMC would
simply fall to the ground and then become easy prey for the rest of the enemy
units. Addind insult to injury, the greatest threat of a Flyrant is not the rather small number of enemy anti-vehicle firepower, but rather the massed shots that come from infatry units. Thus, the best way to bring down a FMC is to simply shoot it with bolter/lasgun/ whatever shots from several squads unit it falls to the ground. From that point on it lies naked in front of your heavy weapons and is left to your mercy.
On the
other hard , if the Flyrant manages to stay in the air / survive the enemy turn
, and get to the right position , then the following carnage will be a most
satisfying one.
Finally, he
is a psyker that can take 2 powers not only from the Tyranid book, but also
from the new rulebook powers. Biomancy
is the obvious choice, with Iron Arm being perhaps the best result a Flyrant can get.
All in all,
the Flyrant provides and all-around effective option, with solid shooting and
melee capabilities and 2 psychic powers that could potentially maximize his
potential as a “sweeper”.
Nonetheless
, I would not place all my trust on a
Flyrant alone, as it is almost certain that he will succumb after getting
focused by the enemy shooting.
Tervigon
The
classic, powerful , resilient and reliable brood mother of the hive, tervigons
seem to have been affected very lightly by the new rules. They still perform as
excellent as always and can provide more bodies to the table, support all
existing units and dish out some decent damage at the same time. Their only new tool of the trade is the new
Psychic powers, which mean that their supportive talents have new been updated
with new possible bonuses.
Needless to say that Tervigons should always shape the backbone of any Tyranid list. Take as many as you can, filling all
the troop choices if possible. Their
build has not chanced much either since the last edition. Always take a second
psychic power, as well as both the Adrenal Gland and Toxin Sac biomorphs. For a
mere 195 points , the mighty Tervigon still remains a bargain.
Hive Guards
The
ultimate in Tyranid ranged warfare, hive
guards are still an awesome option, and
still the only solid anti-vehicle option of our codex.
Perhaps a lot of people could claim that hive guards are no longer
necessary in a tyranid army list, since the number of vehicles that hit the
table has been reduced significantly (
no more chimera or razorspam for loyalists ) and at the same time, vehicles
have become very sensitive to melee
hits.
However,
the solid package that a hive guard provides , exceeds the role of a simple,
anti- vehicle unit. First of all, with
some FAQ clarifications, hive guards ignore the night fight rules completely,
and since night fighting is now a common thing , their utility has increased
considerably. Also, they are still a beefy unit that can take some serious
punishment before it succumbs to its wounds, and are also dirt cheap.
Furthermore, they are not so bad at taking out
flyers. A unit of 3 guards will probably score a penetrating hit at an 11AV
vehicle, and they also ignore any Jink
cover saves.
In
conclusion, Hive guards can provide a decent amount of firepower that’s is very
likely to withstand the course of the game.
Thus, they are almost guaranteed to do enough work to justify your point
investment.
Zoanthropes
These guys
have always been the cause of a great debate, and for a good reason. Until the
release of the 6th Zoanthropes had to compete with hive guards for
the title of the “ best tyranid anti-tanki unit”. And although they had
gotten the short end of the stick, the
new edition brought a new wind of change for these floating central nervous systems.
Nowadays, they can serve 2 possible roles:
- -Their
classic role as an excellent killing machine
- -The
role of a buffer/caster
In other
words , zoanthropes can now fill a multitude of roles , in a way that few
others can. Judging from your opponent’s list , you can now choose either to
keep their old warp lance/blast , or take 2 of the new powers. This option
alone makes zoanthropes a juicy choice
for most lists. However, always keep in mind that they still remain inferior to
hive guards when it comes to anti-vehicle.
Doom of
Malantai
Yet another
unit that has seen both a rapid increase
and decrease in it’s popularity, the DoM once was a standard unit in every
tyranid list, but after the release of the FAQ’s ( and the fact that it could
no longer affect units embarked in transports ) meant that the uber- thrope was
not build to last. Literally. A mind-blowing killing machine that epitomizes
the “ glass cannon” philosophy, a single lucky lascannon shot could silence it
forever.
I noticed that most people who go to tournaments
with tyranid lists tend to bring the might of the DoM to the table. Perhaps it
is because most players don’t use many transports anymore. Maybe It’s
because that, for 90 points it’s worth to try taking a risk and throw a DoM
right in the opponents face
.
The truth is that , nothing really changed
towards the best for the Doom, except the army lists of players. It is
still risky to deploy the DoM, but now it is a risk worth taking. I would
certainly recommend using it, if you don’t mind sparing an Elite slot for it.
Ymgarl
Genestealers
Ah, the
elite genestealers. And with the new
rule changes, one of the precious few units that can charge right out of
reserves ( the other two units being Vanguard Veterans, and Zagstruk Stormboys,
if I am not mistaken ). Under the
current rules, Ymgarls have become the only kind of genestealer that is worth
using, and probably the only kind of ‘stealer that will manage to get in melee.
Their
ability to deploy in a piece of terrain and then charge in the same turn is
invaluable, as it not only offers the ability to reach those units that do most
damage in the early stages of the game, but they can also act as suicide units,
giving you the change to move closer to the enemy with the rest of the swarm
and minimize the number of casualties.
Of course,
not all is good for Ymgals. Their point cost is still very steep and will
probably be ill-affordable in most lists. Furthermore, they take up Elite
slots, which means they have to compete with other, more appealing choices.
My advice is that Ymgarls should be considered
as an option after you include most of the important stuff in your army. For
example , if you find out that you have 150 points left, Ymgarls could be just
what your list needs.
That concludes the second part of this guide. Part 3 coming very soon.
Stefanos Kapetanakis, out.
While I agree that the Fly-tyrant is a must, I can't believe Gargoyles didn't make a showing on your list along with him!
ReplyDeleteEven if you toss toxin sacs on them, they come in very cheaply, and can swoop in in large groups that can screen on the move for their winged boss, back him up in assaults against non-vehicle / high toughness targets when armed with toxin sacs (not to mention their own auto wound special rule AND HoW init 10 attacks...) and run down a fleeing unit for the big guy in his stead, redeploying the aforementioned screen.
In a 2k list, I chose to run 40 of the little blighters in two broods. And as you noted, they receive overlapping support w/ not only a Fly-tyrant but also 6 shrikes w/ BS+LW/ScTlns to put the fear of the Hive Mind back into play :)They have proven over and over again to be a wonderful swarm to throw at folks.
Add that all up and throw in the chance that they can be bumped into a scoring unit in certain missions and it's hard not to take them.
Just take it from me though: Keep the wings separate from the bodies when you go to paint them up... you'll thank me later!
Hello my friend and thank you for your responce.
DeleteI haven't finished my list, Gargoyles will get a full analysis in the upcoming 3rd part!
And I totally agree with you they are worth their points , but a pain in he *** to paint!
cant dark eldar charge right out of reserves from a webway as well
ReplyDelete