Saturday, June 10, 2023

Tyranid Index - Initial Impressions - Datasheets

With the Army and Detachment rules out of the way, I'll try to tackle the bulk of the Index and arguably the  more exciting bits. Again, these will be replaced in the next couple of months, and we do not yet know the points so I'll just be giving a general overview of how the sheets look. Obviously if they are dirt cheap or incredibly expensive then that will affect their viability.

Credit: Games Workshop.


Monsters

Winged Hive Tyrant

Not being a Leader hurts a lot. He's reasonably tough, but if your opponent wants him dead, he's going to die. He doesn't get a [PSYCHIC] ranged weapon which is annoying, but his power is fairly powerful at least. Will of the Hive Mind is an incredibly strong rule too. Sadly, Tyrant Talons do not get Extra Attacks; this was put on the Monstrous Scything Talons instead, so you will get no benefit from them if you take the Monstrous Bonesword and Lash Whip. Neither of the guns blow me away, so I'm feeling you just roll this guy with either of the melee weapons and go from there. He can give himself a free stratagem to help him make it to combat which could be crucial given his lack of Leader.

Hive Tyrant

This will be the more popular of the Hive Tyrants I feel. Tougher, only slightly slower, and can lead Tyrant Guard. He gets the Will of the Hive Mind rule too  and his power gives nearby units [ASSAULT] on their ranged weapons. I'm not happy about it, but I do feel you should take the Heavy Venom Cannon here and the Monstrous Bonesword and Lash Whip over the other options, but I can see going pure melee working too.

The Swarmlord

This time no [PSYCHIC] power, but gets a fancy Heavy Flamer style [PSYCHIC] gun instead. Same defensive profile as a walking Hive Tyrant and joins Tyrant Guard too. Doesn't give you free stratagems, but does give you extra CP and increases the cost of an opponents stratagem for the rest of the game. He also hits the hardest in melee which is unsurprising. You probably take him and a walking Tyrant honestly.

Tervigon

Much tougher than the previous entries but cannot join units or otherwise get protection. The ability to spawn termagants is gone, but you can still regenerate some. Lost much of its relevancy in the psychic phase, but does grant nearby Termagants [LETHAL HITS] which is actually pretty good. Hopefully he is good enough to be worth taking. He'll need to drop a relatively large amount now he does not come with a 'free' squad.

Old One Eye

He's good. If you're running a melee Carnifex squad (and why wouldn't you) then you throw him in. He is very good.

Toxicrene

Model still has the same footprint. Pass!


...


Okay, yeah, he is actually quite good. Decently tough, a lot of attacks, and [ANTI-INFANTRY 2+]. Throw him forward and just be a nuisance to infantry. He can lock enemy units in combat and deal mortals to nearby units too. Points will determine if he's taken as he needs to be cheap.

Neurotyrant

Initially I was down on him, but I like him well enough now as long as he is cheap. Powerful [PSYCHIC] gun and rules that interact with each of the army rules to make them more effective. His [PSYCHIC] Leader rule will be a lot better on Tyrant Guard than on Neurogaunts. Ultimately, I do not think he'll be used much. Hopefully the Codex does him more justice.

Maleceptor

Lost a lot of its raw power but this is probably my favourite iteration of the Maleceptor yet. Strong powerful [PSYCHIC] ranged attack that even Terminators cannot ignore, a reasonable melee threat, and an [PSYCHIC] aura that debuffs the enemy. All that and its tanky to boot with a lot of wounds, decent Toughness, and a 4+ invulnerable save. Solid. 

Haruspex

This is a nice sheet and will almost certainly see play unless they mess up the points cost. No overly complicated special rules, just runs forward and does a lot of damage to whatever it hits.

Mawloc

Weak sheet sadly. Will need to be cheap to see play. The Terror From The Deep rule does have a surprisingly large radius of 12" so you could fit a huge swath of units inside that to deal mortals to but that is all you're really getting, plus the body.

Trygon

Superior snake. Same body but enough damage output to actually do something with it. Can Deep Strike 3" away from the enemy but cannot charge if it does so, but this just means that you use the Rapid Ingress stratagem on it to come up in a suitable position to act in your next turn.

Exocrine

Reasonably tough, buffs Tyranid units that shoot the same target, and a moderately strong [BLAST] weapon. I like it and as long as it's cheap enough, it will see play. It does not have an adequate enough Strength on its gun to threaten Monsters or Vehicles so elite infantry will be your target of choice.

Carnifex

Yes, you can make a baby-Screamer-Killer. No, you probably do not want to. WS and BS 4+ hurts and that is why you need Old One Eye. Because of Old One Eye and the new Blistering Assault rule that allows you to move forwards if you lose wounds, the sheet heavily encourages you to go melee. Carnifex Crushing Claws and Carnifex Extra Scything Talons seem like they'll be the best load out but obviously points will determine that ultimately. Solid unit. Sadly, none of the ranged weapons feel enticing. Hopefully the Codex brings a new Thornback that specialises that way.

Screamer-Killer

I suspect that after you take Old One Eye and his squad, you'll start taking these guys for your Carnifex needs. Essentially a strictly better Carnifex if given the same wargear but cannot be joined by Old One Eye and doesn't get the Blistering Assault move. He will ruin any non-stormshield Terminator units day.

Tyrannofex

The toughest Tyranid, with T12, a 2+ save, 16 wounds, and -1 Damage. Rupture Cannon or Acid Spray will be the way to go. With the relative lack of anti-tank in the Index, I would lean towards the Rupture Cannon and I imagine it will be popular for the same reason.

Tyrannocyte

I hope it is cheap.

Hive Crone

A diverse range of attacks but it lacks the damage output to be scary. I can't see it being worthwhile on the sheet alone.

Harpy

Suffers a lot from the general hits the heavy bio-cannons took. It would need to be cheap to be worth considering.

Sporocyst

Interesting ability to shoot at anything that wanders into range four times a phase and the gun isn't terrible. If it's cheap enough it could sit back on a home objective and be a nuisance. It is OC0 though so it can't actually hold the objective themselves.

Psychophage

Another new kid on the block, this one shreds psykers. It is relatively fragile but does have and give out an aura of Feel No Pain. Assuming it is relatively cheap, I could see these being popular. Random attacks hurts, but the combination of [ANTI-PSYKER 2+] and [DEVASTATING WOUNDS] will mulch any unit with a psyker hidden within.


Battleline

Termagants

As long as they're cheap, they should be fine. Decent OC and a good rule to intercept or avoid charges. I'm a bit concerned that the only weapon provided in Leviathan is the Fleshborer so it could be that we lose the other wargear options in the Codex release and I find those more interesting, even if they are not necessarily better. Devourer will likely be the way to go if you are taking a Tervigon as it interacts best with Lethal Hits, but Fleshborers or Spinefists will likely end up better outside of that.

Hormagaunts

Again, as long as they're cheap, they'll be fine. Advance and charge is always handy and they move fast already. They'll be reliant on the Detachment ability to actually do damage given their low Strength and mediocre WS. Loss of Toxin Sacs and Adrenal Glands is unfortunately but I'd expect them to get a new kit and hopefully more of that flavour back once the Codex drops.

Gargoyles

Similar to Termagants, but restricted to Fleshborers, faster and more fragile. They get Deep Strike and the ability to move after shooting. Should be useful for objectives but again, if they're not cheap they will not get used. They have differentiated them slightly from Termagants with the abilities this time at least and they can use their ability on the turn they come down.


Other 

Broodlord

I like him. He doesn't offer Synapse unless you give him an Enhancement, but he buffs a unit of Genestealers pretty well. Could be good.

Winged Tyranid Prime

Just strange. The existing Tyranid Prime got removed and this one came out without Tyranid Shrikes to lead. That might be indicative of Shrikes coming with the Codex release, but for now this guy is a bit of an odd duck.  His damage output is pretty awful and there is not a great unit to put him with. If he is very cheap, you could see him.

Tyranid Warriors with Ranged Bio-Weapons

Oh dear. Splitting these out without granting them an increased BS for Enhanced Senses feels rough. Their melee output isn't bad so I feel you will want to use these as a multipurpose unit despite the name, and their ability leans into that, allowing you to fall back and charge/shoot.

Tyranid Warriors with Melee Bio-Weapons

The mighty Bonesword has fallen incredibly far since it's initial inception. You do get a lot of extras to compensate for your lack of ranged weapon here so I do think they could be quite good. The lack of options and flavour is unfortunate, but Game Workshop has struggled to balance all these weapons for as long as I have been playing so it is probably for the best from a modelling standpoint. Points cost will play a role here more than others, as they'll be competing with Raveners and Von Ryan's Leapers, both of which get their own perks on top of their melee. It would have been nice if these had gotten Damage 2 to give them a more defined role.

Tyrant Guard

These will be required with the walking Hive Tyrants. Nice and tanky and provide Feel No Pain to the Hive Tyrant in case there is any [PRECISION] kicking about. Whatever wargear is cheapest will be what you pick, and they're all decent. If they're the same, I am leaning towards the Bone Cleaver, Lash Whip, and Rending Claws option.

Lictor

I feel as though I'm like a broken record but, as long as he is cheap he'll be fine. I'd expect him to get a new model with the Codex given his Finecast status so that will hopefully beef him up a bit more to differentiate him from the Von Ryan's and give it the justification for being properly scary. Free Rapid Ingress on them which can help get some charges.

Deathleaper

A slightly different Lictor but I honestly prefer the standard one.

Pyrovore

Has a strong flamer profile that can negate cover for others, but its melee is terrible now. It's saved by the fact that you can take one of them by itself.

Venomthropes 

Provides cover to nearby units, and Stealth to non-monsters. That's it. If they're cheap, they're solid. If they're not, they're not. 

Von Ryan's Leapers

Incredible. Strong abilities, good attacks, and good resilience with free Heroic Intervention. Should be strong.

Neurogaunts

Quantity has a quality all its own. If these cost 3pts then they could be interesting. If not, then they won't be seen. You're really just paying for a body. They will sadly almost certainly be costed far too high to be worth looking at and could even drive the cost of the other gaunts up as a result.

Zoanthropes

One of the only ranged anti-tank unit sin the Index, these will likely be required. They offer Synapse and an aura of a 6+ Invulnerable Save in addition, which is a good package. They're innately useful so should be seen.

Genestealers

Scout 8" and will be surprisingly durable with T4, 2 Wounds and a 5+ Invulnerable Save. They can re-roll all wounds against a target holding an objective and the Broodlord can give them [DEVASTATING WOUNDS] which is a good combo. Could be good.

Raveners

These move fast, can Deep Strike, can disappear into reserves at the end of your opponents turn, and hit hard versus non-elite infantry. They fill that role well but its not a role you will always need so they're dependent on that need and points ultimately.

Ripper Swarms

I haven't used these in years and I hope they'll be cheap enough to see some use this edition. They're not going to kill anything or hold objectives, but they half the OC of enemy units engaged with them and have enough wounds to be a nuisance. If they're cheap, I'll take a few.

Parasite of Mortrex

Can bully weak infantry units and spawn Rippers of them to further bully them. I don't think he does enough sadly.

Mucolid Spores

Deals some mortals to enemies that get too close and prevents enemy units advancing nearby. I cannot imagine taking this in my list, but can be spawned by a Sporocyst if that ends up being worthwhile at all.

Spore Mines

As above. They need to be incredibly cheap to be taken in lists, but there's a very narrow space before that gets oppressive so it's unlikely that they'll be cheap enough to be viable alone.

Biovore

Another strong contender for getting a new kit. This is another way to get Spore Mines on the board for move blocking. The gun itself is strong but doesn't have enough shots or [ANTI-INFANTRY X] that would have allowed it to shine. I expect a new kit that beefs it up a bit to differentiate it from the Barbgaunts better.

Hive Guard

Access to [ANTI-VEHICLE 2+] but the rest of the stats let the gun down. I think these are still paying for the sins of the past. They're ability is nice, but I wouldn't waste Overwatch on them.

Barbgaunts

Bonkers and I can see the FAQ coming already. These allow you to reliably slow 4-5 enemy units  a turn as they are. They're unlikely to do much damage outside of that and they are relatively fragile so perhaps they won't be so abusive in the end, but I expect to see these everywhere, not least because they are in the Leviathan box set.


On that note, Happy Leviathan Pre-order Day everyone. Hopefully you are not disappointed.


All in all, a lot of these units will need to be cheap to be seen I feel. There are a lot where, even if they are 'appropriately costed', their role is just not that useful, so they will need to be priced aggressively to see some play. Such is the price you pay for having so many options, so it is not a bad problem to have.

I'm happy with what the Index has brought overall and I'm looking forward to seeing what new kits and options the Codex brings in the near future.



No comments:

Post a Comment

Gloomspite Gitz - Gitmob Army Set Edition

Goblin wolf riders. These diminutive little creatures alone almost convinced me to pick up an Orcs and Goblins army for Warhammer Fantasy Ba...