Tyranid Codex review Part 3: Elites Part 1
After the mammoth entries last week, I
am onto Elites choices now. These will be in places a fair amount
shorter than the previous entries, simply because a lot of these units
only do one or two things really well.
Hive Guard
These
are an anti tank unit sporting a very good two shot Impaler Cannon,
which is basically a +1 strength autocannon, but with half the range.
On the plus side the gun is assault, like all tyranid weapons and
doesn't need line of sight to fire. Most of the creatures actual stat
line is fairly irrelvant, but it does have a marine level ballistic
skill, combined with monstrous creature toughness and a 4+ save, meaning
they can be quite difficult to shift. A couple of wounds completes the
package nicely.
You will probably want to use of these to
dispose of transports. The gun is fairly effective against most armour
values, but 13 and upwards may be pushing it. They are not especially
points efficient being used against infantry, as the AP isn't good
enough to worry marines. Just concentrate on shooting either tough
things with low armour saves, or tanks in the armour 10-12 band and they
will be fine.
Conclusion:
They have no options to talk
about beyond picking 1 to 3 in a brood, they are what they are, light
tank hunters, and they come in at a bargain price. One of the best
units in the codex, I have no doubt.
Lictor Brood
Ahh
the Lictor. In the past, the Lictor was a feared unit causing havoc and
being virtually impossible to see and hit. These days it is far more
conventional, but has a few complex rules to look into. First lets
consider its stat line. What first jumps out at me is its high
weaponskill, strength and initative. It hits marines on 3s, wounds them
on 2s, but not being a monstrous creature it has to rely on rending to
kill things. That is a bit disappointing. The problem is that it only
has a marine level toughness, three wounds and a guardsmans armour save
to protect it from being hit back. Its Weapon Skill is not good enough
to prevent 99% of things hitting it back on a 4+. It will struggle to
kill more than one power armoured model a turn, but for every 6 marine
attacks back, it will take one wound on average.
You can take
1-3 of these in a brood, which might be needed if you want them to
attack squads. Even fairly weak units like devastators, which should be
its ideal targets, will likely inflict one wound on it in combat.
It comes with, and can't change or upgrade, a 5+ save, Rending Claws and Scything Talons. Not great, but it is what it is.
Chameleon
skin is effectively deepstriking, anywhere outside of 1 inch from the
enemy without scattering or risk of death. Unfortunately no option to
charge, so you are stuck either shooting, or running. As you don't
scatter it is unlikely you will want to run, simply because you could
have chosen to deploy pretty much anywhere you could actually run to.
So for shooting, what do you have?
What you have are flesh hooks.
The range is the same as a pistol, but due to deployment rules that
shouldn't be an issue. You have two shots at strength 6 and rending.
So effectively a two shot Assault cannon if being fired at tanks. On
the plus side, you can appear behind the tanks, and shoot at their weak
rear armour. This is a good use of the ability, as a Lictor brood can
rampage through a parking lot of tanks, shooting and assaulting if it
survives one turn of shooting.
It comes with a selection of
special rules, with stealth and move through cover being very handy, as
should it appear in cover, it has a very good 3+ cover save to protect
it. If it is engaged in a combat it cant win, it can always use hit and
run to escape, and with its high initiative, it should manage to do
this.
Lastly Pheromone trail. This could have been good, if the
words "on the board at the start of the movement phase" were removed
from the ability. This gives the tyranid player a bonus +1 to reserve
rolls when he is on the table. The downside is, the Lictor has to have
arrived the turn before, or it doesn't do anything, which means it needs
to have passed its reserve roll a turn or so before. You don't even
have the option of deploying it normally or infiltrating. Think of this
as an occasionally useful, but probably hardly ever used ability and
you wont go far wrong.
Conclusion:
This is a utility unit,
specialising in disruption of the enemy and tank destruction. I would
avoid any infantry units unless they are heavily depleted as even
relatively poor units can take wounds off them. If you can shoot a
tank or dreadnought in the rear, you should hopefully be able to do
something, stay in cover as much as possible. The good news with this
is that the tank may need to turn round to shoot you, and if it does,
hopefully its weaker armour is facing longer range guns on your side.
If you do get engaged in close combat, use hit and run to escape.
Deathleaper
This
is a Lictor special character, costing just over the price of two
ordinary Lictors. So it better be pretty good, as it is nearly as
expensive as the HQ options! Lets look at what you get on top of a
Lictor statistic line. Well standing out for me is the incredibly high
weapon skill, the same as the Swarmlord. This means that marines only
hit you on 5+, which is a big thing. Same poor save and average
toughness, but a point more initiative, although that will only really
help vs halberd armed grey knights and some eldar units. You also get
an extra attack, nice but by no means does this make it competent in
close combat.
It has exactly the same biomorphs and weapons
as a Lictor as well as the same Fleet, Move through Cover, Pheromone
trail, Stealth and Hit and run rules. In addition it has a couple of
unique special rules.
"Its after me" is very decent, it is perhaps
the sole reason to actually include the Deathleaper. This reduces one
enemy HQs leadership by D3. Best used on psykers. Ability stops should
the Deathleaper die, so keeping alive is important.
"What was that"
reduces enemy movement in difficult terrain by one dice, down to a
minimum of one dice, provided the enemy are in pistol range. Could
potentially stop you being charged.
"Where'd it go" Allows the
Deathleaper to disappear if it is more than 1 inch away from the enemy,
then return back to the table by Chameleon skin deployment. Can be
incredibly useful for redeploying and keeping yourself alive. It has
the added bonus that should you go second, that you could redeploy on
turn 4 and reappear contesting an objective on turn 5 when the enemy
can't kill you.
The final special rule is Killing Strike, causing
both its combat attacks and Flesh Hooks to rend on 5+, which is quite
nice, and makes it quite a lot more reliable at tank hunting.
Conclusion:
Much
like the normal Lictor, this is a disruption unit. It is actually
better at its job than a unit of two lictors, due to the variety of
special rules it brings to the table. I would therefore suggest
including the Deathleaper should you ever be tempted to field more than
one normal Lictor.
Venomthrope
Another utility unit,
of a totally different type to the two Lictors. The Venomthrope is
primarily a support unit. The statistic line is not exactly impressive,
sporting a marines strength and toughness as well as ballistic skill,
despite having no ranged attacks. It has a poor weaponskill, only two
attacks, low initiative and only two wounds.
In terms of weapons,
it comes with lashwhips, making its initative somewhat better and a 5+
save, which isn't brilliant. It also comes with Toxic Miasma biomorph,
perhaps the only time you will see this in a game. However you don't
really buy this creature for its statistics, you buy it for its special
rules.
First up, Toxic Touch, meaning all its close combat
attacks wound on a 2+. Not bad, but really it doesn't have the stat
line to be wanting to be in combat, two attacks and a poor weaponskill,
coupled with a poor armour save, do not make this a combat beast. So
this probably isn't the reason you are taking this.
Second, and most importantly, is Spore Cloud. This incredibly handy
ability does a couple of things. Firstly it gives all units on your
side within 6 inches a 5+ cover save. This protects everything,
including Hive Tyrants etc, who are within range. All units within this
range also count as being armed with defensive grenades should anyone
assault you. Unlikely, but it is there. An unusual and probably
unforeseen side effect of this is that units which are normally strength
3 or lower will benefit assaulting tanks, as defensive grenades give
you strength 4, allowing you to target rear armour of things. Units
wishing to charge units taking advantage of this cover must take
dangerous terrain tests. All these bonuses are lost should the
Venomthrope die.
This is the first unit which has access to a mycetic spore. This is essentially a drop pod but will be discussed in further detail in the troops entry where it appears in the codex.
Conclusion:
The Venomthrope brings a lot to the table, in terms of keeping your
horde alive when crossing the table. The only real problem is keeping
it alive as a single krak missile hit and that is probably it. Its
cover save bonus is far more useful to the units around it than itself.
With this in mind, you really need to keep it out of line of sight,
preferably behind one of the giant new plastic tyranids, be it a Trygon,
Mawloc, Tervigon etc.
That concludes the elites part 1 of my review of the Tyranid Codex. Click here for part 4.
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