Tyranid Codex review Part 2: HQs part 2
This is the second part of the Tyranid codex review which will cover the remaining three HQ choices that are available for Tyranid players. The first part can be found here Tyranid Codex Review Part 1
Tervigon
This is the first of the new units. Perhaps uniquely,
this is a HQ unit that can be fielded as a troops choice, as well as it
being a monstrous creature. This only costs 10 points less than a
tryant but has considerably inferior statistics, with a below average
weaponskill, meaning marines hit you on threes, and only three attacks.
It does come with a 3+ save and the usual high toughness of a tyranid
monstrous creature. Its strength is however not brilliant.
It comes free with a 3+ save, claws and Stinger Salvo.
Lets look at the upgrades:
May
take either Scything Talons or Crushing Claws. I think the claws are
strictly inferior to the talons, mostly due to the points cost
difference, as they should not cost five times as many points. Scything
talons might be worth it, they are a small points investment.
It
has the same biomorphs as the Hive Tyrant. However in this case both
Toxin Sacks and Adrenal Glands are worth taking as he passes on the
bonuses to termagants within 6 inches. More on this later. The only
other biomorph worth considering is again regeneration.
May
replace Stinger Salvo with Cluster Spines for free. You want to do
this. I can't really see the point in Stinger Salvo, it is virtually
always worse than Cluster Spines.
It comes with the following
Psychic power, Dominion which can increase its synapse range by 50%.
Pretty good for a free power. It may also purchase two additional
powers at a reasonable cost. Catalyst that can give a unit within 12
inches feel no pain and Onslaught which allows a unit to shoot and run
in the same turn. Buying both powers for all Tervigons may be quite an
expensive thing though, so just buy them if you need to have them. You
probably don't need all three on all your Tervigons.
Now lets
look at his special rules. The first and most important one is The
Scuttling Swarm in the Termagants entry. This allows you to take one
Tervigon as a troops choice per unit of termagants. This means you can
include up to 5 Tervigons in an army, two HQs and 3 troops choices. You
will probably want to field Tervigons as troops, to take advantage of
all the benefits of being a scoring unit.
It is a synapse
creature, psyker and has shadow of the warp, like the Hive Tyrant before
it. I won't cover these rules again here. It does however have a
couple of unique special rules which pretty much are the main reason to
include one, apart from being made scoring of course.
First up
is Spawn Termagants. This rule is fairly self explanatory, it gives you
free Rermagants. They come with just a fleshborer and no upgrades. It
spawns 3d6 worth but any doubles means it has run out for the rest of
the game. They have to be placed close to the Tervigon. You will
probably need to own around twenty spare Termagants per Tervigon,
although less per model will be needed if you have a lot of Tervigons.
You don't need to spawn them every turn, so you can hold them back
inside their "transport" until they are needed.
Secondly, Brood
Progenitor, which was covered earlier, it allows the Toxin Sacks and
Adrenal Gland upgrades on the Tervigon to be passed onto Termagants
within 6 inches, they can also use its high leadership for tests they
are required to take and it also gives Termagants counter attack special
rule. The downside is if the Tervigon dies, it inflicts 3d6 hits
wounding on 4+ against every termagant unit within 6 inches. The
obvious issue with this is that your units only get the advantages being
within that range, so be wary of this occuring.
Conclusion:
The
Tervigon is an important creature. It can be included as both a HQ
where it is averagely useful or as a Troops choice where it is
considerably better. While you can build your entire army around them,
you are heavily limiting other choices that you can take, and this is
not always a good thing. I would recommend taking no more than three,
and if you do that, you probably want one of them to be a HQ choice, as
to not limit your troops too much.
Good Options: Toxin Sacks, Adrenal Glands, Regeneration, Cluster Spines, Dominion, Catalyst, Onslaught.
Bad Options: Crushing Claws, Acid Blood, Implant attack, Toxic Miasma, Stinger Salvo.
Tyranid Prime
This
is the cheap option for a HQ. Its base price is less expensive than
any marine HQ by 20 points, and it is about 50% cheaper than any of the
other Tyranid HQs, this choice is a good one for keeping HQ costs down,
as well as playing wound allocation games. We will go into this later.
Looking
at its statline, it is something between a tyranid warrior and a hive
tyrant. It basically has +1 in every statistic apart from Leadership
over a tyranid warrior. Nothing really to complain about here.
It
comes free with a 3+ save, a Devourer and a set of Scything Talons.
Not bad, but you will probably want to take advantage of some of its
upgrades. Lets look into them.
May replace Scything Talons with
either Rending Claws, a pair of Boneswords, or a Lashwhip and
Bonesword. Prices go gradually, but you probably want to take a
Lashwhip and Bonesword for the utility function of the Lashwhip.
May
replace Devourer with Rending Claws, Spinefists, Deathspitter or
Scything Talons. You probably want to either take Rending claws to
increase your usefulness in combat against tanks and dreadnoughts, or a
Deathspitter if you are in a shooting unit. Spinefists are laughably
bad and you probably want something better than Scything Talons.
For
Biomorphs it can take Adrenal Glands, Toxin Sacks and Regeneration.
All three are quite useful. Regeneration comes into its own when the
Prime is attached to another tyranid unit so it can exploit the wound
allocation rules. It can join broods of Carnifexes which benefit quite a
lot from this ability, as the Prime gets Regeneration incredibly
cheaply.
It has the following special rules, Synapse, Shadow in
the Warp, Independent character and Alpha warrior. Alpha warrior is
unique to this unit, and allows the Prime to share its weaponskill and
ballistic skill with any warrior unit it joins. Most useful for its
ballistic skill, because warriors already have a higher than average
weaponskill.
Conclusion:
Being an independant character
it can join any unit which has a maximum unit size over one. This
allows it to join broods of Carnifexes even if there is only one in the
unit. It is however best placed within a warrior unit to pass on its
statistic bonus. The main reason to include one is if you are trying to
keep HQ costs low.
Good Options: Toxin Sacks, Adrenal Glands, Regeneration, Deathspitter, Rending Claws, Lashwhip and Bonesword
Bad Options: Spinefists
The Parasite of Mortrex
A
jump infantry special character, which can join units, probably either
Shrikes or Gargoyles. It has a fairly unimpressive statistics set for
its points value, with lower toughness than any of the other HQ
choices. It costs the same base points as a Tervigon.
It comes
with a 3+ Save, Implant attack, Rending Claws and Wings. No weapon
options, so you are stuck with rending rather than being able to ignore
peoples armour save. Not brilliant so far.
The only other things
this model has is special rules. So we might as well look at them. It
is a Synapse creature, so it comes with Shadow in the Warp. It is an
independent character which allows it to join units. Nothing overly
exciting so far, certainly nothing to justify its high price tag. Lets
look at its unique special rules.
Host Organism: This allows
ripper swarms in 24 inches to ignore taking instinctive behaviour.
Considering Ripper swarms are not a great choice, this isn't an amazing
power. However you need to consider the next special rule before
disregarding it completely.
Implant Parasite: Every model
killed by the parasite in combat has to take a toughness test. Any
failed tests create new ripper swarm bases. So this gives Host Organism
ability something useful to do.
The Sarg is Acting strangely:
Every outflanking unit takes a single toughness test. If it is failed,
one model of the owning players choice dies and a unit of d6 bases of
rippers spawns.
Conclusion:
Quite a niche character, it
allows you to spawn lots of rippers. It is reliant on the Parasite
killing things in close combat, and it is quite vulnerable to being
killed in close combat, as powerfists etc will instant death it. You
will need to pick your targets and play quite a canny game to get the
most out of it.
This article is continued in Tyranid Codex Review Part 3
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