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Tyranid Codex: Take One

Having finally played a game with my upcoming Tyranid list today, I finally realized what the new codex did for the bugs.  Instead of writing up a detailed battle report (which I am just not in the mood for), I think I’ll give some feedback on my first take with the bugs.

The list I used was going to be my showcase Tyranid list, it is neither horde or clustered with MC’s.  I think I have 1 HQ, 4 TP, 3 EL, 2 FA, and 3 HS all crammed in a 1850 list.  Tactics wise I used my favorite Reserve Gambit.  Since I was using a new list and an new army, I rather not deploy my units and have them blown off the table before I even have  a chance to play with them.  Guess I’ll give them a star rating (out of a total of 5, 5 being I think every list should have them and 1 being no one should bother with them at all) for record keeping’s sake so when I visit this threat later I’ll see how my opinion had changed.

Tyranid Prime *****

This little bugger was awesome.  He is cheap for a TYR HQ choice and have the ability to take regeneration.  The T5 helped a great deal as well as he increased the survivability of the regular warriors (He took a couple missile shots for them through out the game).  I think he will make a staple appearance in any TYR lists that is not so MC reliant.

Tervigon ****

I had a couple turn playing with this thing before it got pummeled into the ground by Marneus and his Honor Guards.  The ability to spew out Gunts is pretty sweet especially when you get to shoot then assault any unit near with Furious Charge and Poison attack.  (Awesome!)  The only drawback could be that it is a single MC with a 3+ AS and a couple unlucky AS with a few PW wounds and it would go flat on the ground.  Another problem (thankfully my opponent did not have the opportunity to exploit) is that the Tervigon works best with close proximity to the Termagunts, and if a good player sees that, there is a good chance that he will simul charge both unit and use the overkill of the gunts to force AS from the Tervigon.  Not a fun thing to do.

Termigunts **

There is nothing to write home about these buggers.  They are cheap/free and highly expandable.  I suspect they’ll do much better against unit without a 2+ AS.

Genestealers ****

This unit is still amazing.  The ability to outflank and fleet then assault is an amazing feat in the game.  The introduction of the BL also made them great as he’ll be able to soak the PF wound.  A worthy mention is the BL’s Psychic ability, I managed to hypnotize Marneus and rob him a turn to strike the BL down with a good die roll.  Another thing that brought to my attention is the possibility of Acid Blood on the BL.  Since the wording is “any wounds failed to save”, I wonder if overkill wounds will count towards it.  It it would, then it will be amazing, you can sacrifice the BL into a squad of Terminators, take like 7 PF wounds then force the Terminators to roll 7 I tests.

Ymgarl Stealers ***

I only ran 5 of them.  I really, really wanted 6 of them (I’m superstitious about units in 6′s) but did not have the points to back them up.  My only assessment is that had I ran more of them, they might be better for me.  They still wiped out a 10 men Tactical Squad, but that is due to my opponent’s inability to wound me with his PF for 2 turns.  The shapeshifting ability is “Meh” at best as I just switched between +1A and +1T.  (I suppose the +1A is for vehicles)

Warriors ***

They did their job.  They managed to score the objective to win me the game.  But the loss of immune to ID made them very vulnerable to any S8 and higher weaponry (that’s like half of SM’s Arsenal).  Had I not have the Tyranid Prime in my list, I do not think they would be as effective (the WS5 coupled with scything talons paid off).  I’ll leave them with a 3 stars until further assessment.

Venomthrope **

It did absolutely nothing for me. :(   But then again I did reserve the darn thing and crawled it out of the big hole left by the Trygon.  I suppose the 5+ CS and the fact it will force other assault units to take dangerous terrain test would be useful.  But that will require me to deploy my units…

Zoanthropes ***

I am not going to lie.  I liked them.  S10 Lancing AP1 shot did blew up the Land Raider.  But that was about it.  I made all 6 Psychic tests with them, but only managed to hit my opponent’s units twice.  I found out later I was playing them as BS3 instead of BS4 (so I might have hit one or two more shots), that might changed my opinion but I’ll stick with my first impression right now.  If you do intend on deep striking them with a Pod like I did, I seriously advise you to take 3 instead of the 2 brood unit I did (points for the Venomthrope would be a good start :) ).  If you insist on 2 (as I am currently for modeling reasons), be prepared to be disappointed in the future usages of them.

Mycetic Spore ***

I know this is not exactly a unit, but it has the option to purchase a Barbstrangler.  The  blast is nice, but again don’t expect it to kill much with BS2 (I was lucky enough to never missed.  I’m currently contemplating the idea of use more of them as they make ideal turrets that cant’ be “Stunned”.

Spore Mines *

As much as I like these things.  They failed.  I hope they will do well for me in the future when I do deploy first… but for now… Fail!

Raveners ***

Raveners are still the same, more or less.  Don’t expect them to do too much as we all know rending is highly random (as I found out with them) though I would suggest the idea size of them is 4 not the 3 models unit I did.  Also, be weary of the PF.  My inability to ran around Marneus (now thinking back, they did have an assault of 12″ so I could ran around) forced 10 fearless checks on my poor gunts, which ensured the quick destruction of my Tervigon as well.

Biovore ***

I ran 2 of these.  I killed 3 SM the entire 4 turns they could shoot.  Like my good friend Flugey suggested “if 2 is good, 3 is better”.  I believe that is actually true with them.  The ability to have a mobile pinning barrage pie plate is amazing.  I’ll remain neutral with it and see how they fair against a shooty army instead.

Carnifex ****

Lot of folks bitched about the new carnifex when the new TYR codex came out.  Well, I’ll say “@#%@ them”.  I ran 2 CC version with frag and they pretty much wiped out a Tactical Squad.  Now you might ask why were the Tactical Squad there in the first place, and the answer is “your opponent has to score the objective to win.”  10 S9 PW/ID attack with reroll on misses is a bit insane.  Good thing they didn’t have another target after they done their duties, or I am sure my opponent would whine about them for the rest of the day.  Now imagine 3 of these big buggers lumbering across the battlefield.

Trygon (not prime) *****

Urm…  I don’t know what do say about it.  But if you want a firing magnet for your opponent to concentrate fire at so your other MCs or scoring units can survive, look no further.  This beast wiped a Tactical Squad in 2 CC phase flat after suffering 3 wounds in the shooting phase.  As for upgrading it to the Prime version, I think it is a waste a point.  Chance are you are going to deep strike it near whatever you want to assault (so rage is a none issue) and since it has fleet I never shot once (I ran it behind a tall building for some CS after it arrived).  I dread the possibility any TYR list include more than 1 of this bugger.

That’s the gist of it.  I intend giving the codex another gander after another 10 games or so.  Unfortunately since my mind is set on building my list a certain way, some units will probably never see sunlight in my reviews (Hive Tyrant, Hive Guards, Tyrant Guards, Tyranofex, Harpies, TYR SC, just about all the juice MC and shooty TYR units :) )

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