After a few weeks, I've finally gotten enough reading and playtime to actually start writing up the changes for my first and favorite army, the Tyranids. Eventually I'd like to use this as the basis for a full Tactica, but for now I'll be focusing on the unit changes for 6th edition.
HQ:
Tyranid Prime:
This guy didn't change too much, but he did get some new uses via wound allocation and challenges. The Prime is still a relatively cheap placeholder for the HQ slot, but offers some utility and decent combat stats. The ability to take a bonesword and toxin sacs make him a threat to any character without Eternal Warrior; this is an HQ that should be issuing challenges more often than not. The Prime also gained some utility through its ability to tank wounds via "Look out Sir!"
The Hive Tyrant:
The Tyrant is the big winner this edition in the HQ slot. The introduction of the new psychic powers, particularly Biomancy, give it multiple ways to support other units, weaken your opponent, or buff its own combat potential. The changes to power weapons also mean there are far fewer things that can hurt a Tyrant with Armored Shell once it hits melee. Precisions shots/strikes and the ability to challenge also give it a much better chance to remove models carrying weapons that could actually hurt it.
Its durability also got a significant boost from Tyrant Guard, which can now absorb wounds for it on a 2+.as opposed to the only wound allocation pattern. While not without risk, it's possible to toss AP 2 wounds on the Guard while using the 2+ save to absorb the rest of the incoming fire.
The biggest change is the return of the winged Hive Tyrant as something to be feared. Able to cycle between monstrous Jump Infantry and Swoop moves, one of these monsters can cover most of the battlefield, pick its fights, and absorb a fair amount of firepower between Jink saves and all shots against it being treated as snap fire.
The Swarmlord:
The basic Tyrant's gain was the Swarmlord's loss, although the avatar of the Hive Mind still has some tricks to play. With only a 3+ save, the Swarmlord is vulnerable to a wider array of heavy weapons and more susceptible to massed firepower, although Guard and the extra wound in its profile can mitigate that. The same applies in assault: the 4++ save is less impressive against power weapons, although it still gives much needed protection against AP 2 weapons that the basic Tyrant would be helpless against.
The support it can give the rest of the army has also been altered. With Warp Charge 2 and 4 psychic powers, it has a much better chance of getting a useful power. On the downside, the number of USRs it can choose to dole out has been reduced to Preferred Enemy and Furious Charge.
The Parasite of Mortrex:
Very little has changed here, although the Parasite can at least soak up some small arms fire for the brood it's leading. Even better, it now has a chance to hide from or kill the models armed with weapons that could inflict Instant Death. Neither of these really changes how the Parasite functions in a swarm, but at least makes it harder to kill.
No more Daemons in 6th? :(
ReplyDeleteAnd we both know you may be tempted to bring out the Chaos Space Marines with the new codex coming out :P
Oh, plenty of Daemons in 6th. Tyranids were my first and favorite army though, so I'm concentrating on them for the first few months, at least. Although I may take a detour into revamping my Thousand Sons if it's possible to make an actual Legion force.
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