Tyranid Analyses
If you don't want to see numbers crunched, then turn back
now. Me, I just don't want to field a foolish army list,
and with the staggering array of mutations and biomorph
combinations available, it's pretty easy. It does not help
that this was my first miniatures army ever, so I desperately
needed to force grow an intuition for what was reasonable
and what was not. Hopefully my mad ramblings can help you
out.
|
Carnifex
I personally believe that a Carnifex is so cool and representative
of Tyranids, that it should almost be a required choice. :)
There
are a number of things to
consider
in building
a Carnifex:
Multiple Ranged Weapons?
Just say "no". Some folks have realized that the
current rules allow one to build a Carnifex with two ranged
weapons.
While
this is legal, it is not advisable. First, on an aesthetic
note, it's just odd; biomass is precious and any Tyranid
Monster worth his salt should have at least one close combat
biomorph. Two, on an economy note, it's not a good use of
points because you can only use one ranged weapon in
a given Shooting phase. Still, some folks claim the
versatility is worth it; more power to them. I say, a Carnifex
is a bullet magnet, so give him what you need him
to have, and get on with the game.
Which Ranged Weapon?
The Venom Cannon is a great choice. You can argue about
the specific utility against a specific unit or list all
day, but in the end, when all missions, armies, and situations
are considered, the "VC 'fex" had the best overall potential
to earn his points before dying. The range allows them to
endanger enemy units right away, and the S10 is very handy.
Why not the Barbed Strangler? Any average Tyranid list is
going to do just fine killing the things a BS is good at
killing, but S10 ranged attacks are special and useful.
But Venom Cannons only glance...so what? You should always
assume you are playing against a smart player that will take
advantage of hull down, smoke launchers, and/or skimmer movement
to force glancing hits anyway. This way you can be sporting
and avoid some arguments about hull down (players can get
pretty silly with the things they call hull down, trust me).
Should I Go With Two Close-Combat Bioweapons?
Sure, you can do that, but then I recommend taking two Scything
Talons and keeping him cheap so you can buy an extra one
to survive the trip to the food. You can also go mutable
genus and strip him down more to save points. On the bright
side, this may deflect fire from your Hive Tyrants.
Mutable Genus - Toxin Sacs
This is definitely something that can be dropped if you
are really hurting for points. A VC will max out at S10 still,
so you are only really losing effectiveness against AV 13+
vehicles and Toughness 8+ critters, and only a little at
that. Of course, if you are going for close combat 'fexes,
then maybe you should keep it.
Mutable Genus - Adrenal Glands (WS)
Keep it. Don't even think about dropping it. You need the
defensive benefit.
Mutable Genus - Adrenal Glands (I)
Tough call. You are often moving slower than the food,
but I2 lets you act before powerfists and the like. If you
are not
hurting for the points, keep it.
Mutable Genus - Enhanced Senses
If you have a Range biomorph, keep it. Otherwise lose it.
Aesthetically, you are obligate, IMO, as the hive would not
waste biomass on enhanced senses for a close combat machine.
|
Gaunts - It's All About the Biomorphs
Sprue Limits
The rules say you must have the biomorphs reflected on a
unit, and aesthetically it is the cool way to go. So for a
Gaunt package of 8 Termagants and 8 Hormagaunts, you get 3
sprues of biomorphs, which gives you:
- Devourer arm pairs - 3 pair per sprue, 9 pair per box
- Toxin sacs - 3 pair per sprue, 9 pair per box
- Extended carapace - 3 per sprue, 9 per box.
- Spinefist arm pairs - 3 pair per sprue, 9 pair per box
- Adrenal glands - 3 per sprue, 9 total
So, you can basically afford to have either the Termagants
or the Hormagaunts have Devourers, extended carapaces, Spinefists,
or adrenal glands. Based on this trend, and the surprising
presence of a surplus otherwise, I suppose Toxin Sacs are
expected to be affixed to both arms of a Gaunt; if so, then
again only one of the groups could have them.
Good Reasons to Not Pile On Biomorphs
- Trying to achieve the swarm aesthetic that Tyranids are
expected to have; expensive Troops make that harder
- Tournament requires a certain percentage of full Troop
units and you need cheap Troops just to fill the requirements.
- Very cheap troops, such as a mutable gaunt with only a
Spinefist, provide fodder, can tie up units in close combat,
scare the enemy, and can provide very cheap Sentries (remember
that if you do not have Termagants, you get 60 points of
your choice of Troops from your custom Hive Fleet)
- Gaunts are only Toughness 3 and at best Sv 5+; when the
cost approaches that of a Genestealer (16 pts.) it is time
to consider if a cheaper gaunt or a Genestealer would be
a better choice.
Wings (zero per box) - Don't Reinvent the Gargoyle
That's sort of what Gargoyles are supposed be anyway and
the simple fact is that there is no flying Gaunt that will
out perform a Gargoyle. In fact, a Gargoyle is supposed to
be a derivative of Gaunt genetic stock. A Gargoyle has the
biomorphs of a Gaunt (4 pts.) with a Fleshborer (3 pts.),
Wings (4 pts.), and Bio-Plasma (4 pts.), for a total of 15
pts. And yet a Gargoyle only costs 10 pts. Also remember that
a Winged Gaunt becomes Fast Attack, so they eat up the same
slot as a Gargoyle would.
Leaping vs. Running (8 leapers per box of 16 Gaunts) - Leapers
Are Cool
Since Leaping allows the full complement of attacks to be
used in support of units in close combat instead of just one,
it makes sense that Leaping is best used with units that have
multiple physical attacks. So, a unit without Leaping would
be better off not trying so hard to get Scything Talons, for
example.
Toxin Sacs - Gives Gaunts a Chance to Hurt Lightly Armed
Vehicles
This is good to have for Assault and especially vehicles,
but it is expensive. Due to the biotechnological nature
of
the Tyranids, their weapons are based on the strength of
the creatures. Gaunts can wield Fleshborers, Spinefists,
and Devourers.
Without Toxin Sacs, a Gaunt would fire these with Strengths
of 4, 3, and 2, respectively. However, assaulting vehicles
is not always a good idea, especially if you have only the
1 in 6 chance of getting a Glancing hit. I recommend trying
this out before committing to modeling it. One thing I have
tried is combining this with Adrenal Glands +1 Initiative;
this still requires some finesse, but when it works well,
they can be impressive.
Extended Carapace
This is a hard decision. On a simple wound for wound comparison,
for Gaunts, the reduction in number of models due
to the increased cost is always offset by increased survivability
in close combat, but it is often not fantastic. The more
expensive the Gaunt (the more biomorphs piled on), the more
economically
viable EC becomes, because the cost of the EC is smeared
out by an increasingly more expensive and thus valuable
mutable
Gaunt. For absorbing ranged weapon attacks, the benefits
are obvious, although many armies will sorely test your
faith
when their Troops unload with their AP 5 weapons and laugh
off the armor you bought. Once you get into close combat
the
laughter will be replaced by screams of panic, but only if
you have enough models left to make a difference.
One final thought - Adrenal Glands, +1 I or +1 WS?
Initiative is often better, although WS will never be totally
trumped. The conventional wisdom is that Initiative is better
hands down, and unless you are fighting Initiative 6 troops,
this is true. However, if the Troops are Initiative 3 or less
or Initiative 6 or more, you have completely wasted your
points by taking Initiative. Again, if you assault a unit
in cover, you have wasted those points on the charge at least.
Catalyst on your Hive Tyrants is probably more useful and
lots cheaper overall.
Do You Really Need EC for Gaunts?
Not really.
The Final Solutions For Phage
- Hormagaunt - yes, the standard Gaunt is actually quite
effective and versatile
- Lysogaunt (12) - Gaunt (4) + Leaping (3) + AG (1) + TS
(2) + ST (2).
- Spinegaunt - I like the way Spinefists look and I don't
plan to do much shooting; honestly, if GW would give me
talons for all of my gaunts, I might not have any of them
with "guns".
I like the Adrenal Gland because I can choose +I, +WS, or
both without worrying about WYSIWYG.
"The Lysogaunt appears to be the standard leaping
gaunt genus which has developed great speed and agility. It
has unusual strength which drive it's unholy talons. These
creatures are usually seen rushing forward from a swarm to
tear open the enemy lines, priming them for the following
horde."
Note: the most popular choice appears to be the +1 S and
+1 I version. These guys are terrifyingly effective against
Marines and the like because their +1 I is just enough to
allow them to strike first and kill their opponents before
they can strike. This has the important effect of reducing
the number of enemies in base-to-base contact and thus reducing
the number of attacks, especially special weapons attacks.
Of course, assaulting into cover trumps this as does getting
shot to pieces before close combat is joined (then you are
hurting for the smaller number of models you have). If you
have any doubts, just take Hormagaunts, as they are quite
effective, especially if backed up with Catalyst.
Some Gaunts
Here are some Gaunts I have considered. When I was active
on the tyranids Yahoo! group, We talked a lot about this so
I have collected some thoughts about the various models.
Lysogaunt WS (12)
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
Lysogaunt (12) |
3
|
3
|
4
|
3
|
1
|
4
|
2
|
5
|
6+
|
Leaping
ST
TS
|
- Charge: 3/2 * 1/2 * 1/3 * 15 points = 3.75 pts.
dead per Lysogaunt (0.31 pts. per point)
- Subsequent: 2.5 pts. dead per Lysogaunt (0.21 pts.
per point)
- Marines counterstrike - 2/3 * 1/2 * 5/6 * 12 = 3.33
pts. dead per Marine (0.22 pts. per point)
- HOWEVER, note that the Lysogaunts kill Marines before
the Marines can counterattack. So, for example, if
12 Lysogaunts charged 10 Marines, they would kill
3 Marines before the Marines could counterstrike;
this assumes all of the marines get to counterstrike
the first turn which may not be the case. The subtlety
here is that when you beat someone in Initiative and
kill a significant portion of their models, you can
dramatically reduce their counterattack. The Marines
would in turn kill 2 Lysogaunts. Next round, About
2 Marines (25 pts.) die, followed by about 2 Lysogaunts
(17 pts.), but really, the Lysogaunts are giving better
than they get. They should win soon enough, and even
a slight advantage in numbers at the start of the
CC can mean victory for them.
- Are they better than Hormagaunts? Hard to say, each
Lysogaunt killed by Shooting is 12 points dead and
they die to Shooting just as easily as Hormagaunts.
|
Hormagaunt (10) - The standard Leaper gaunt in the
list with Adrenal Glands (WS).
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
Hormagaunt (10) |
4
|
3
|
3
|
3
|
1
|
4
|
2
|
5
|
6+
|
Leaping
ST
|
- Charge: 3/2 * 1/3 * 1/3 * 15 points = 2.5 pts. dead
per Hormagaunt (0.25 pts. per point)
- Subsequent: 1.67 pts. dead per Hormagaunt (0.17
pts. per point)
- Marines counterstrike - 1/2 * 1/2 * 5/6 * 10 = 2.08
pts. dead per Marine (0.14 pts. per point)
- So, 150 points of Spinegaunts should just beat 150
points of Tac Marines even without the benefit of
charge or shooting. However, they will get shot on
the way, so depending on shooting, the field may be
leveled quite a bit. It is not very hard for a unit
of Marines to decimate a brood of Gaunts with Shooting.
|
Termagant (7) - The standard shooty gaunt in the list,
Gaunt (4) + Fleshborer (3) = 7 pts.
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
Termagant (7) |
3
|
3
|
3
|
3
|
1
|
4
|
1
|
5
|
6+
|
Fleshborer
|
- Charge: 2/2 * 1/3 * 1/3 * 15 points = 1.67 pts.
dead per Termagant (0.24 pts. per point)
- Subsequent: 0.83 pts. dead per Termagant (0.12
pts. per point)
- Marines counterstrike - 2/3 * 1/2 * 5/6 * 7 = 1.94
points dead per Marine (0.13 pts. per point).
- Note: if they get to shoot first, then it's another
1.25 pts. of Marines killed per Termagant
- So, 150 points of Termagants should just barely
lose to150 points of Tac Marines without the benefit
of charge or shooting. They will also get shot on
the way, so depending on shooting, the field may
be
leveled quite a bit. It is not very hard for a unit
of Marines to decimate a brood of Gaunts with Shooting.
Termagants should definitely try to shoot before
Assaulting. The above also assumes all of the models
get into range to strike, which may not be possible.
|
Spinegaunt (5) - A Gaunt with only a Spinefist. The
cheapest possible walking fodder with a gun. They are
pretty good actually. Don't forget there are a lot of
these little suckers
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
Spinegaunt (5) |
3
|
3
|
3
|
3
|
1
|
4
|
1
|
5
|
6+
|
Spinefist
|
- Charge(B2B): 2/2 * 1/3 * 1/3 * 15 points = 1 2/3
pts. dead per Spinegaunt (0.33 pts. per point)
- Charge(not B2B): 1/2 * 1/3 * 1/3 * 15 points = 0.83
pts. dead per Spinegaunt (0.17 pts. per point)
- Subsequent: 5/6 pts. dead per Spinegaunt (0.17 pts.
per point)
- Marines counterstrike - 2/3 * 1/2 * 5/6 * 5 = 1
7/18 pts. dead per Marine (0.09 pts. per point)
- Note: if they get to shoot first, then it's another
5/6 points of Marines killed per Spinegaunt
- So, 150 points of Spinegaunts should definitely
beat 150 points of Tac Marines even without the benefit
of charge or shooting. However, they will get shot
on the way, so depending on shooting, the field may
be leveled quite a bit. It is not very hard for a
unit of Marines to decimate a brood of Gaunts with
Shooting.
|
Talongaunt ST (6)
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
Talongaunt (6) |
3
|
3
|
3
|
3
|
1
|
4
|
2
|
5
|
6+
|
ST
|
- Charge (B2B): 3/2 * 1/3 * 1/3 * 15 points = 2.5
pts. dead per Talongaunt (0.41 pts. per point)
- Charge (not B2B): 1/2 * 1/3 * 1/3 * 15 points =
0.83 pts. dead per Talongaunt (0.14 pts. per point)
- Subsequent: 1.67 pts. dead per Talongaunt (0.28
pts. per point) in B2B; 1/2 that if not in B2B.
- Marines counterstrike - 2/3 * 1/2 * 5/6 * 12 = 1.67
pts. dead per Marine (0.11 pts. per point)
- As above, all of these scenarios assume everyone
getting in close enough to attack. With the Talongaunt,
you have a new problem, lots of models, lots of attacks,
but only a 6" move. A "shooty" Gaunt
does not need to be in base contact, nor does a Leaper.
However, the Talongaunt will be desperate for B2B
to get the full allotment of attacks. Any Talongaunt
that fails to get into B2B is just an expensive Spinegaunt
without a gun.
- One small side note is that an Talongaunt is something
of a pain to model. You are using the bodies you
would
normally use for your shooty Gaunts, and you are
using the Scything Talons you would normally use
for your
Leapers. I think I could make something cool with
little plastic swords coming out of Spinefists...
|
|
Genestealers - Good Off the Shelf
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
6
|
0
|
4
|
4
|
1
|
6
|
2
|
10
|
6+
|
Rending Claws
Infiltrate
Brood Telepathy |
Some folks seem to swear by these as the ideal overall unit,
but a lot of that may be pre-Codex talk. I hear that before
the Tyranid Codex came out, Genestealers were essential for
survival of an army. I have to admit that they are pretty
effective overall. They are deadly to normal troops and their
Rending Claws give them a chance against vehicles in spite
of their low strength; of course, only 1 in 6 attacks will
be likely to be effective. Their brood telepathy and high
Ld scores make them effective outside of the range of a Synapse
Creature. There are some downsides to them. They have the
crappy saves that most of the Tyranids have, slow movement,
and they get only one modification. So what to do?
- No biomorph at all - This
is a valid option with a GS unit. From a real-world point
of view, it will be expensive in time and/or money to convert
the models. The arms are fixed in pairs and the model is
somewhat crowded with the arms in place.
- Scything Talons (+1 A; 4 pts.) - This gives them an extra
attack. It also benefits from the Rending Claws, according
to the GW Roolzboyz. This is a solid improvement, but all
of the attacks in the world will be of little use if the
target is under cover and gets to attack first. Also, the
units are reasonably easy to kill and for every three GS
with this mod, you could have bought another GS. You can
spend 64 points on four GS with a total of 4 wounds and
8 attacks, or have 3 GS with Scything Talons that have a
total of 3 wounds and 9 attacks. The latter also means you
can get more attacks delivered in a smaller area. Tough
choice. I am not experienced enough to make a decision on
which is better. However, it would be a real pain in the
butt to convert a GS to have Scything Talons, so I would
err on the side of not having them.
- Flesh Hooks (Frag grenade & climbing; 2 pts.) - These
can be highly useful since they will allow the Genestealers
to get their attack off even when assaulting an enemy in
cover. However, the Catalyst Hive Mind Power can have a
similar benefit, albeit only during the Nids turn and only
on one unit.
- Implant Attack (+1 wound inflicted; 4 pts.) - Because
it doubles the wound received by the model and NOT by
the unit, this is only really useful against multi-wound
models. A dangerous choice to make since you are basically
losing 1/5th of your GS models to pay for this biomorph.
- Toxin Sacs (+1 S; 6 pts.) - Against standard troops, the
chance to wound goes up from 50% 50 67%. Against vehicles,
you can now get a glancing hit with a 5 on armor piercing
roll on most rear armors, but in general you are still going
to need to roll the 6 to get the additional die afforded
by Rending Claws. If you get the extra die from Rending
Claws, then the standard GS is going to have a result of
4+6+(1 to 6) or 11 to 16 vs. 12 to 17 for a GS with Toxin
Sacs. Since the cost effectively means losing 1 out of every
4 GS models, it seems to expensive. Of course, the normal
GS cannot effect a Toughness 8 model at all without rolling
a "6" otherwise and having an easier time wounding is always
nice.
- Extended Carapace (+1 Sv; 3 pts.) - The utility of this
depends on the enemy fought, but in general it will always
be useful because the GS is an Assault troop with a basic
movement ability, so the unit will probably suffer heavy
casualties before it can bring its multiple, rending attacks
to bear. Against most troops, the greatest benefit will
be against Blast weapons, which generally penetrate the
normal 6+ Sv. Imperial Guard do not even have AP on their
standard weapons, so that is a moot point. Orks have AP
6 on their standard weapons, so this biomorph can make a
huge difference when getting up close. In Assault combat,
it does translate into twice the chance to survive. Getting
your troops into the fight to begin with is a pretty difficult
thing to do, especially with the (relatively) slow-moving
GS models. This means that EC is a solid benefit throughout.
For it's point cost, it is a reasonably good choice, and
of all the conversions, it would be the easiest to accomplish.
One final consideration is that cover saves of 5+ are reasonably
common; however, the GS has to break from cover and get
to the food, so it is likely to get shot at eventually.
Also, there are no cover saves in close combat, which is
the goal of a GS.
Pros
- Really dangerous and scary
- Rending Claws - this can be a real wildcard, allowing
them to take down a Wraithlord as easily as a handful of
marines
Cons
- Expensive and quite fragile
- The "Shoot the Big Ones" rule is misnamed. It
stops you from screening any unit from firing (except with
Tyrant Guards and their monster). Folks often use this to
shoot past your sea of Gaunts at your Genestealers, which
can be quite frustrating.
|
Gargoyles
Pros
- Fast - Move 12" and Fleet of Wing
- Good at Assault - Bio-Plasma S4 attack at I8, normal S3
attack at I4
- Decent against light vehicle armor, especially skimmers
- Fleshborer is S4 as is the Bio-Plasma Attack, and both
hit on 4+ regardless of whether or not the vehicle is a
skimmer
Cons
- Very expensive models - $9 for 2 models, which equate
to 20 points, so a minimum sized brood of 8 would end up
being $36 and it's not that tactically significant.
- Bulky and fragile - this makes their Deepstrike not as
useful as they have a hard time fitting more than 10 or
12 on the template; however, some folks argue that you should
be able to spill over the template...
- Somewhat time-consuming to clean up and assemble
|
Old One Eye and The Red Terror
Old One Eye
164 (fixed)
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
4
|
2
|
10
|
6
|
4
|
2
|
D6+1
|
10
|
2+
|
Scything Talons
Gigantic Crushing Claws
Tyranid Monster
Regenerate |
It's a big Carnifex, of course it's cool! Hands down,
this is a very cool model. It is very expensive, but
not the most expensive possibility. The coolness of
this model is that it is such a wildcard. The random
number of attacks each round, combined with the random
Regeneration give a possibility of this model being
simply dangerous or being the seed of a great war story.
For 164 points, I think it is well worth the gamble.
|
Red Terror
104 (fixed)
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Remarks |
6
|
-
|
5
|
5
|
3
|
3
|
3+2
|
10
|
3+
|
Scything Talons x 2
Deep Strike
Fast
Tyranid Monster
Swallow Whole |
This is one of the two special/unique monsters available
to the Tyranids. It is basically a monstrous Ravener
with two sets of Scything Talons. It is stronger, faster,
tougher, and has more wounds and a better Save. Of course,
it is also about 2.5 times as expensive.
Swallow Whole - this is a power unique to this unit,
but will it ever come up? With a WS of 6, Red has a
3+ against WS 5 or less. That translates into a an average
2/3 chance for a hit in Assaults. With a total of 5
attacks, Red will get 3 1/3 successes in a round, 4
on a charge. Four hits are needed for the Swallow Whole
effect to occur, so it is not as if this is something
that can be expected to happen, although it might happen
a few times in a fight.
|
|
Ripper Swarms
I like the idea of Ripper Swarms - little mindless eating
machines. I also enjoyed modeling them, as the larger base
allows me to spruce things up a bit. I am not a big fan of mutable
genus Rippers, but some folks have enjoyed flying or leaping
Rippers; in such a case, the Necromunda Ripperjacks make great
models (little winged worms with toothy maws).
As for one-off mutations, the most popular Ripper Swarm by
far is the Weapons Beast with Rending Claws, a.k.a. Rending Rippers.
I have made a few myself and they are amusing if they actually
do something in a game.
However, some folks have a real problem with Rending Rippers,
but usually only when someone makes a hive fleet with 3 species
and mutates every base to be a Rending Ripper (recall, Rippers
have 3 wounds apiece). But is that a big deal? Pete Haines thought
it was. He pushed to ban mutable genus altogether from the
UK GT 2002 specifically because of Rending Rippers. The funny
thing is that banning mutable genus would have no effect on
that. The rules that allow one-off mutants like Rending Rippers
are not part of the mutable genus rules. <grin>
I really
just can't see them being all that cool, but maybe with
his
playing
style, they own his army too frequently? Part of the problem
is that if you make a 3-species list with Rippers as your Troop
choice, you can mutate every base in your Rippers. Of course,
ALL OF YOUR TROOPS ARE RIPPERS that cost 16 points apiece.
While interesting/amusing, that can't possibly be tactically
versatile enough for the various missions, can it? It's akin
to a Fearless 3-wound IG trooper with crappier armor (Sv 6+),
3 attacks that autowound and act like power weapons on a "6"
only (3 attacks + Rending Claws), no gun, no heavy weapons,
and confined
to
never
move faster than 6". The larger base size also makes it
harder to get into base contact in large numbers, which means
less attacks and less rending. They also take an extra wound
from Blast Templates, and that Toughness 3 results in instakills
far more often than I would have expected. Also the initiative
of a Ripper is 1, which means that they often charge in and
get diced before they can hurt anything. And they cannot hold
quarters! Not exactly an unstoppable force of doom.
Regardless, I think the best overall solution would be to
simply set the minimum number of species to 8. This would solve
a lot of the problems people have and shut down thing such
as entire broods of Rending Rippers as well as one-off Mutant
Hive Tyrants and one-off Mutant Lictors (an abomination!).
Things to remember:
- They are slow in movement and initiative
- They are mindless (completely fearless and no Instinctive
Behavior)
- They are instakilled by S 6 and above, which makes 3 wounds
a moot point
- They get 1 better cover save, but with their speed, you
may not be able to use cover effectively
- They cannot hold quarters
Rippers are OK in moderation.
One last note on freak army lists. Some folks like to go with
the following hive fleet - Warriors (HQ & Elite), Rippers (Troop),
and Carnifex. Sure, it's completely Fearless and never suffers
Instinctive behavior, but it's pretty lopsided and I personally
think it runs counter the intent of the Codex. Heck, you're sidestepping
one of the more distinctive aspects of Tyranids, Instinctive
Behavior.
|
Tyranid Warriors
I was loathe to field these guys, but now I am starting to
like them. Of course, I had to think about it some. I have
tried a trio out and liked it:
- Weapon biomorphs: 1 VC&ST, 1 RC&ST, 1 STx2. Although
there is only one set of RC per Monstrous biomorphs sprue,
I am willing to chop up Genestealers for their RC arms,
which are a more reasonable size. That basically translates
into 2.50 per RC, but that's cheaper than buying the Monstrous
biomorphs sprue. In the end, I am tempted to keep this kind
of mix overall so that I can have one Warrior that is less
expensive for my first casualty.
- Extended Carapace: Otherwise too many common infantry
weapons can ignore their armor. It also helps prolong
close
combat survival.
- Flesh Hooks: seem cool and they are only 1 point apiece,
which is the hardest part of the decision.
I have also added another VC&ST Warrior to the above,
which gave me a Heavy Support unit of Warriors which can be
very handy when you roll Take & Hold (HQ in reserve, HS
deployed).
|
|