Competitive 40k tactics and Battle Reports with the Tyranid Codex
Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, February 6, 2014

Codex Tyranid Review Part IV

Everyone who had even heard of Tyranids in 5th edition knew how crowded our Elites were... how do they fare now? Elites are traditionally a very crowded army slot, but some of the choices there have disappeared due to lack of model (My Doom + 2 Ymgarl configuration of 5th edition took a bit of a nerf). Still, the codex is measured by the power of what is there here and now...



Elites Choices: Here comes a unit-by-unit review of the Elites choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Hive Guard brood: The auto-take unit of 5th edition turned into a more questionable choice during 6th edition. Now that it's rules have been updated to match the edition, it has taken a slight drop in BS and a small increase in points. However, note that the Impaler cannon now completely ignores LoS and cover saves, which is much easier to use as a rule. 
     Options: 
        Shockcannon: This new type of gun is hard to figure out. Ultimately though, you're paying for a range decrease, and going from 2 shots to a blast, but Haywire makes it suited for anti-vehicle. Blast and haywire are a bit conflicting though honestly. This gun has taken a lot of crap from the internet, but I say it isn't half bad. Range is short but 3 shots will likely hit all and then it's very likely to just strip 3 Hull Points from a normal vehicle. Cover, range, and points make this the weaker option however. (5/10)
        Adrenal Glands: Added points for CC special rules on a shooting unit... that's a no. Too pricey for what you get, but re-rolls on runs do help range a tiny bit. (4/10)
        Toxin Sacks: Like above, but purely CC with no other possible benefits. Pass. (3/10)
Overall: A minor nerf, a minor buff, and a slight points increase means these are not an auto take by any stretch... But on the other hand, these are not a bad choice at all, and can threaten vehicles and medium infantry still. (6/10)
Example: 3 Hive Guard 165

Lictor Brood: The perfect bio-weapon and boogie man has been a laughing stock for a few years now... But, a decent points drop and the addition of Infiltrate as a special rule means a few of his special rules are more likely to be used now. Hit and Run is also a very nice touch. 
Overall: These are fairly balanced now, and can fit into a list if designed to. Lictors are cheaper, better and still hit hard in CC. They still, however, have trouble taking a punch. Stealth helps, but threat overload and careful placement is key. Only take if you have a play for these guys. Going to ground in terrain yields a 2+ cover save however, and they can have units (like Mawlocs) deepstrike off of their pseudo-teleport homer even when gone to ground. (6/10) 
Example: 3 Lictors 150

Zoanthrope Brood: These guys had the floor ripped out from under them with the Psychic power changes and removal of the Mycetic Spore. These fellows had everything good about them last edition taken away. They are also the perfect example of my view of the new Tyranid codex. Forget what you once knew, everything works differently now! They now operate as a Brotherhood of Psykers, so every brood gets Warp Lance and one power.
Overall: Only getting one power means that one Zoanthrope is, in my opinion, more points efficient. At 50 points a pop, this is the single cheapest way to add Synapse to a list. Cast Dominion and get a great synapse range. This alone makes the Zoanthrope a good unit, thanks to the need for Synapse. Three is a great deterrent of vehicles, but one can be hid out of sight easily. (7/10)
Example: 1 Zoanthrope 50


Venomthrope Brood: Woo-hoo! This was pegged as the biggest boost in the codex, and I couldn't agree more! 5+ cover save turns into Shrouded, and a points decrease. Let me clear one thing up though. The Venomthrope gives Shrouded to models in 6", and units with at least one shrouded model gain the full benefits of shrouded for the entire unit. So yes, this applies to the whole unit. 
Overall: A boost in cover saves to usually a 3++ is ace for Tyranid Monstrous creatures. People like to complain that Tau still ignore cover, but they can only do this on a few units at a time... and most of your army can remain intact. Also, if deployed in a Bastion, range is then measured from the hull. A huge boost, and now a must-take unit for any foot based Nid list. (9/10)
Example: 1 Venomthrope 45 + Bastion 75

Haruspex: This new Monstrous Creature means we can now technically put an MC in every single slot... this guy is an all new unit with a beautiful model, designed to gobble up all units in his way. He generates extra attacks on the charge for wounds inflicted and gets one wound back if he causes at least one wound. Not bad, but 5 wounds on a slow walking MC.
     Options: 
        Regenerate: Not bad, as he could potentially get two wounds back in a turn. I don't like it though as he will take most wounds to shooting and can be focused down easily. (5/10)
        Adrenal Glands: Fleet and Furious charge as usual. Fleet is great for this slow guy, and FC gives him Strength 8 on the charge, not bad. (7/10)
        Toxin Sacks: This will improve his killpower and guarantee that most hits will wound, but this guy is pricey enough without more upgrades. (5/10)
Overall: Too pricey for his rules and stats, I'm afraid. Too few attacks, too low of a WS, and a slow MC. A Carnifex is 40 points less for the same speed, -1 wound but more attacks and strength. Acid Blood is too much of a niche upgrade that you have to pay for. Take that and Crushing Claws away and you'd have a much better base model, but oh well. (4/10)
Example: Haruspex, Adrenal Glands 175

Pyrovores brood: The awkward adopted child of the last codex that everyone loved to hate. Sweet model though! Many people joked that GW would boost its sales by making it overpowered through the roof. +1 wound and attack, and less points sure does help the walking Heavy Flamer. I'm also going to ignore the stupid wording of it's explode rule. We all know it isn't supposed to hit every model on the board! 
Overall: A few minor buffs take this boy from the worst in the game to simply the worst in the Elites slot. He is, at least, better now than Rippers. Actually he is hurt most by the lack of Pod. Three 6th Ed. Pyros in a 5th Ed SPod would be a pretty good unit. Theoretically you could have 3 hide somewhere to repel the enemy if they advance for some reason. (3/10) 
Example: 3 Pyrovovers 120

Elites Overall: Elites is much less crowded than it was before. Venomthropes are the standout, but aren't too great at being spammed. Zoanthropes are an easy fix to Synapse woes. These two are the most obvious choices to me, but Lictors and Hive Guard have a place in the list if you have a plan for them. Just be careful with these two units, as they are both fragile and take at least one turn usually to position correctly. 

Saturday, January 25, 2014

Hope is a good thing




Here comes a little piece about the Tyranid Codex, and everyone's perception of it. Two weeks ago, the majority of us picked up our copy for the first time, and every rumor we had heard became a fact, or became false. And then came the crying. Actually that started a few days earlier, but many people insisted that we should wait until we held it. And when we picked up the book, there was a collective sigh. I like going on the various 40k forums, but I don't like all of the negativity that seems to be pervasive over the Internet. However, among all that negativity, there is something much, much more productive. Hope.

In all of the forums and sub-forums, there are topics springing up on Tyranids. They're a popular army, who just got a release, so this is natural. But there are more than usual as people try to figure out exactly how they're going to win with this codex. And mark my words, they will find a way. No codex this edition has fallen completely flat, without a single build a player can win with. Even Dark Angels can put a bike-army together that will do well against most armies. 


What do I think of this codex? I would compare it the most to Daemons. This book has changed the army fundamentally, because the 6th edition rules took the army well away from where it was supposed to be. Do you remember how bad Daemons were when they came out? No one knew what they were doing, and a lot of games were lost because people saw Flesh hounds as the only good unit in the book. However, the Tyranid book is far less random than Daemons. There will be no good roll to make a unit virtually unkillable, and there will be no single roll that causes half of the army to disappear. The most important part of all that? The army has changed fundamentally. There are new ways to play the army now that must be addressed, because many players are living in the past. And if you dare to hope that the book can be good, try not to be discouraged by those vocal members who dislike the book.

Like Daemons, the army must now be played differently. Units that got worse may still not be bad. Units that didn't change at all may have gotten better. A realistic and objective point of view is the best thing that you can take into list-building with Tyranids. Again, look at Daemons. Pink Horrors were initially considered to have gotten worse from the last codex, and are still the most commonly seen troops choice. Tyranids play differently. The Tyranid army was not designed to be focused on Monstrous creatures spamming Psychic powers, that was a result of the edition switch. Look at how the army plays now! Instinctive Behavior is crippling, so Synapse is important. Units are cheaper, so there are more, so more synapse is needed. Units are just as tough (minus Biomancy) but in greater numbers, you can ensure that some reach your opponent.


The Tyranid codex is now designed to revolve around Synapse, and those units that can give it. The synapse units and our Monstrous creatures have been broken into separate units now, instead of the Tervigon, which was a crutch. Now we have MCs that will be tough by their own merits, or cheap enough to bring multiples. Tyranids will not have the highest toughness MC on the board, nor the best save. But, they can easily have the most Monstrous Creatures, and that can be even better. 

Let's look at the Warrior for a second. They suck. Last edition they were bad, and now they haven't changed, so that's an easy answer, right? 
Wrong.
Tyranid Warriors are a T4 multi-wound unit. Getting an equal wound total in Space Marine scouts is more expensive, isn't fearless and doesn't buff the army... Warriors have Synapse, which is all-important with Tervigons no longer being the master of backfield support. They get killed by Strength 8? Who really has strength 8 now? Your usual Tau army has Fusion blasters, 12" range that shouldn't get near you, and the Riptides blast weapon. If your opponent can afford to shoot your Warriors, put a Monstrous Creature in his face. Even then, he can scatter, roll a 1 to wound, or if you have cover then it gets a lot trickier for him to kill that unit. Plus, 3 models are easily hid out of Line of Sight. 


The Tyranid army is not exclusively bad units. Do we have duds like rippers? Yeah. But there are also units like Howling Banshees, and yet Eldar are a great army. This army is not perfect, and the book feels rushed. The Eldar book also bothers me as rushed, and again it is a very competitive army. The book is many things beyond the competitive level of its army, so judge the quality of the army separately from the low-quality book. 

Now, look at some "bad" units in a vacuum. The Tervigon is nerfed, and yet still good in my mind. It's role has changed, from an attack dog to a guard dog. In terrain it is a pain to kill, and can reliably grant an 18" bubble of synapse, which is HUGE for the army. It is just as good at scoring as before, and now supports a wider variety of units, so use it for that instead of bull-rushing your opponent. 


As I wrap this up, I'll provide a quick list that to me feels viable, so you have an example. There are plenty of little tricks (like Venomthropes) that I'm sure are common knowledge. So, we must adapt for this. No forge world, no double Force Organization, no Dataslates, here's an 1850 list. Tyranids play differently, but this list has some common units to before to make an easy transition. However, they are used differently because of the army. Tervigons are now a backfield unit that can control the army and score. With lots of wounds and good cover saves many armies will struggle to prevent this army from controlling the middle of the field, as well as the Tyranid half of the board. Control the majority of the board and you can control the majority of the objectives. 

Flyrant, Devourers
Flyrant, Devourers, Hive Commander

30 gants
30 gants, 25 Devourers
Tervigon
Tervigon

Venomthrope
Venomthrope
Zoanthrope

Exocrine
Tyrannofex
2 Biovores

Bastion

So, try to look on the  bright side and acknowledge that the army has changed. Also, acknowledge that it takes time to change. You won't whip out your 5th edition list, add one new unit and go win a tournament. I've seen plenty of Battle Reports where a player takes his new army and plays it like his old one. Then, they get discouraged and talk about how bad the army is when they lose. There are many ways I can talk about how this codex has improved. The new powers, Flyrants, Biovores, Venomthropes, Dataslates, Fortifications, Tyrannofex, Carnifex, Exocrines, synergy, and much more. But I'm only one person, and I want to see what the community can do if it takes an honest, unbiased, new, fresh, and clean look at the new book without mourning the old, so I want to see your thoughts. If at first you don't succeed, try again. But don't just try the same, thing, adapt. It's what we do. 

Sunday, January 19, 2014

Codex Tyranid Review Part III

Here we go, the troops section! I was hoping to have this out earlier, but I'm in the middle of Exam week. This is generally considered THE most important part of the Force Organization Chart, because this is how you claim objectives. Of course we know what last edition was, when Troops choices kept Nids competitive. Now however, everyone loves to say that all of the troops suck. Of course,everyone knows that! Tervigons got worse, so can't possibly be good still. And Warriors sucked 4 years ago when that codex came out, so they must suck now... right?

Troop Choices:  Here comes a unit-by-unit review of the Troop choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Termigant brood: Termigants by themselves have dropped by one point for no changes (other than Instinctive Behavior). Pretty good, right? Termigants are the typical Tyranid troop, what you think of first. These little bugs are pretty good at being pretty cheap, but that's mostly it. Scoring, cheap, and hey a Fleshborer. Do you need anything else? Well there are some options anyway. 
     Options:
         Adrenal Glands: These work the same as on everyone else, but are pricey... they're more expensive than before and no one bought them then. It's worth considering because Tervigons no longer hand them out, but if you want gants to run or charge, there are Hormagaunts. (4/10)
        Toxin Sacks: Again, pricier than before. In a less-CC focused environment these will just not be worth it most of the time. (4/10) 
        Spinefists: Strength 3, Twin linked. Garbage? Maybe not. Against T3, Spinefists are better than Fleshborers. Against T4 it's equal, against T5 Fleshborers are better, against T6 Spinefists are better and against T7 Fleshborers are better. In all of these, "better" is by ~0.3 wounds from a brood of ten. So, pretty close. If you know you're seeing a T3 army, go spinefists. Otherwise? It's so close that I wouldn't bother changing models. I prefer Fleshborers for the sole reason of being able to recycle them for Tervigons. For a free upgrade, you can't go wrong either way. This gets a (5/10) because it really is personal preference. 
        Spike Rifles: Hm, this may be the only rule left without a model for it... will it be gone in 4 years? Joking aside, it's a -1 strength fleshborer with +6" range. A decent trade-off, seeing as it is free. Of course it is statistically worse once in range, but range is longer. If you want to model it, go ahead, but you're worse than guard shooting now. I'd stick to Fleshborers or Spinefists. (3/10)
        Strangleweb: This is now a strength 2 template with no special rules, or AP. Oh my. For the cost of a Flamer, you can get a flamer with two worse strength, but also two worse AP. Wait, what? Yeah, they did that. This is just one of the little things that makes me question the intelligence of Crudd- ahem, "the GW Design team". Leave this one at home... (2/10)
        Devourers: The famed "Devilgant" has lost his Pod, so many people are turned off. However a Devilgant is 2 points less than before, which has to mean something right? That's still tricky on a T3 model to double their cost. Well, here's a subtle change that is actually great for the new book. Upgrades went from "all" to "any". Any gant may be buy a devourer, that's a full 30 or one out of ten. I wouldn't buy a full squad Devourers, but all extra guys after the first ten should consider it... put ten guys in front to tank and then have the rest Dakka away! This combines very well with the Hive Commander rule. (8/10)
Overall: These are a good unit to take, with their one weakness being Instinctive behavior. Otherwise they are cheap, often fearless and can pack a punch if you want them too. Plus, they can make a Tervigon Troops! (7/10)
Example: 30 gants 120
              10 gants 40
               30 gants, 20 Devourers 200

Tervigon: Ok, ignore last edition. He is not as good as he was then, which has 0% relevance to the codex right now. How good is he right now? Well, he's a 6 wound MC that can CREATE TROOPS. Just think on that again. He should now be a little less aggressive, but has a definite potential in the army. There stats are the same, but +1 initiative (screw you Wolf Priest!) Also, spawn happens after moving and so can be done after outflanking. ;)
     Options: 
        Crushing Claws: These up his combat ability, but really don't do that much for her. This isn't a line breaker beast, she's still best used by exploiting her toughness and spawn ability. (4/10)
        Cluster Spines: Large blast strength 5, but loses 4 strength 5 Ap. 4 shots to buy it. Not worth it in my mind, as blasts at close range are bad for all the gants. I would avoid. (5/10)
        Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. But she is not a close ranged beast, so not a must-take. However, she can outflank and surprise a vehicle. (7/10)
        Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth getting close to use it.  (3/10) 
        Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves, but she should never be that close. (4/10)
        Bioartifacts: Consider the Miasma cannon in this case, and this case only. She's a support beast, so range can suit her well, but don't expect to murder everything. Still it is not half bad. (6/10)
Overall: The Tervigon is much better as a troop. I think everyone is overlooking the facts and instead trying to compare the Tervigon to last edition. To be fair, I would have given it a 10/10 last edition, but right now it is still worth taking if you can appreciate that it's role has changed. Please don't charge it into enemy lines with no plan at all. In half of my games, the Tervigon just sat in the back and spawned while casting Iron Arm, and never got shot. It can do that still and still score. Play conservatively, (like in Venom cover...) and it is still just as tough to kill. Also, as a troop it can outflank with Hive Commander, where it can spawn and shoot. (7/10)
Example: Tervigon 195
                Tervigon, Electroshock Grubs 205

Hormagaunt Brood: When you think Tyranids, you think a swarm of claws and teeth absorbing bullets until you just run out... the other basic troop for Nids, the Hormagaunt has a slot boost over last edition with his lower cost and +3 to run moves.
     Options:
        Adrenal Glands: Boy these are pricey! These got more expensive all over for giving fleet, but this is even for units that already have Fleet... inexplicable. Furious Charge usually won't be worth it. (4/10)
        Toxin Sacks: Same price as before and does the same thing. Disappointing, but still not bad per se... Poison is nasty business! If you actually want these guys to go hunting instead of just tarpitting I'd consider this heavily. (6/10)
Overall: Not a bad unit, and as troops that can move fast, they're good for getting far off objectives... They're guaranteed a 10" move with open terrain. Average run though will be at least 13", which is quite good for last turn grabs if you want to hide them in early turns. Again, Synapse is critical at how fast they can kill themselves. Roughly 5/12 models will die if your units fails Instinctive behavior and can't roll a 4+. (6/10)
Examples: 30 Hormagaunts 150
                  10 Hormagaunts 50
        
Tyranid Warriors: Ok, this is one of the more controversial units in the book. They are the same base cost as before and have no Eternal Warrior available. But, many people point to a Meta dependent on Strength 7, not 8... Could these guys be useful? It's a troops unit that's Synapse. With the changes to Synapse, these guys could be useful as a line-holder guaranteed not to run. These guys come stock with Devourers and Scything Talons. 
     Options: 
        Flesh Hooks: At a bit less than 5 points, you get frag grenades and 2 strength 4 shots, at 6". This isn't bad but Devourers are better. Cheap is the new black with Nids, so pick carefully, but Flesh hooks are good for killing that powerfist first. (6/10)
        Toxin Sacks: Standard poison, always good. These don't do THAT much but they aren't too costly. If you want to kill stuff up close these are ok, but that's not really their role. (5/10)
        Adrenal Glands: Better than Toxin for the added fleet, but pricier. I'd say they're needed if you plan to run a CC squad, but will you ever do that? (6/10)
        Spinefists: 3 TL shots strength 3, or Devourers? I'm inclined to go Devourers for superior range even if you miss out on ap 5 (Ha.) They aren't bad, but 12" is too short. (3/10)
        Deathspitters: +1 strength, Ap 5. This will increase your killing power by a lot, which is always a good thing. Not too pricey, and justifiable on a sit-back unit. (7/10)
        Scything Talons: Exchange 3 strength 4 shots for one extra attack? No thanks... (3/10)
        Rending Claws: If one must go CC, this is how. Cheap, and can kill 2+ saves. This isn't too bad. (6/10)
        Lashwhip and Bonesword: This is super pricey for Ap. 3, honestly it just raises the points on a fragile platform by too much. (4/10)
        Boneswords: Like above, but slightly cheaper, and now slower. Just not good. (3/10)
        Barbed Strangler: A cheap large blast? Why not? 36" is plenty for a babysitter squad, so really doesn't seem like a bad buy at all. Plus, pinning! (7/10)
        Venom Cannon: I wish this was better, but at strength 6 small blast it can't quite kill vehicles or infantry... take the Strangler. (5/10) 
Overall: Warriors aren't bad bare, but they get pricey FAST. There are too many things you "want" on them that cost points. Remember. Cheap is the new black. These are ideally a cheap Synapse unit that scores, not much more. (6/10)
Examples: 3 Warriors, Barbed Strangler 100
                5 Warriors, Adrenal Glands, Rending Claws 200

Ripper Swarm: Ooh boy. Yeah these are iconic, but they were notorious for being atrocious last codex. I'm keeping an open mind, but there were no fixes here. Swarms, they get stealth, and aren't scoring.
     Options:
        Spinefists: Ok these aren't that bad I guess. A lot of shots, but not accurate and strength 3. Even twin-linked they'll miss a lot at BS 2. (4/10)
        Toxin: Yeah, poison. Lots of attacks, but making a t3 multi-wound model pricier isn't good. (4/10) 
        Adrenal Glands: Fleet is pretty useful here, as at least they can make CC, seeing as they can do nothing else. No shooting, no scoring, they're a distraction. (5/10) 
        Deep Strike: Again, a distraction, but at least they can get closer before they die right? Actually one could conceivably DS and take a back-field unit by surprise, like 10 cultists. I've seen nurglings used like that. (6/10) 
Overall: Troops that aren't scoring sums it up nicely... why would I ever use these? They're only 2 points cheaper than their wounds in gants, who can shoot and score. Yeah, that's a nope for me. (3/10)
Examples: 4 Rippers, Deep Strike 60

Genestealers: The cult favorite Stealers are remarkably similar to the past edition. Hint, they're the same. But, it's a new codex and open minds are needed. So, how do they fit in with the new book? 
     Options:
        Scything Talons: for one extra attack these are very pricey, as there are no other benefits... Yikes. Loss of rerolls hurts here and these are too pricey on a pricey model to afford. (4/10)
        Toxin Sacks: Poison helps here as re-rolls equals more rends. If you upgrade, this is how. (7/10)
        Adrenal Glands: Priced more expensive even though they don't give Fleet here... just another inconsistency. Rends matter more than strength for Stealers, to really Furious Charge gives little here. (4/10)
         Broodlord: Well this little boss is like a prime with claws in the unit. I wish he was Synapse, but oh well. He still knows the Horror, which is a VERY handy little Psychic power, which makes him a worthwhile upgrade. (8/10)
         Acid Blood: Brood Lord only, same as always, way too pricey. (2/10) 
         Toxin Sacks: Again, re-rolling rends is nice. Costly but decent. (6/10)
         Adrenal Glands: Again, already fleet and strength does little. (4/10)
         Regeneration: Adding 50% to a units cost for that 4+ is too too much. (3/10) 
Overall: Genestealers are still a costly CC unit with no durability, little speed and no assault grenades. The Horror helps here, so I say Broodlords are a must. But, they lack instinctive Behavior... a key factor. Consider infiltrating this scoring unit. (5/10)
Examples: 5 Genestealers 70
                5 Genestealers, Broodlord 130
                10 Genestealers, Toxin, Broodlord 220

Troops overall: Well there are only a few options, all are "decent" except Rippers. One Tervigon still seems a staple, and then try outflanking Devilgants or bringing them as a screen. Gants are better now while Tervigons have merits, and will be the base of most troops. Try adding either a Hormagaunt screen, a warrior brood for Synapse or a small Genestealer brood to disrupt things. 

Saturday, January 11, 2014

Codex Tyranid Review Part II

Alright, here comes part two of my review of the new Tyranid codex. My goal is to focus on the present, and the competitive level of this book. However disappointing it may be comparing units to last edition, or units that are gone now, this has no impact on the current book's ability to win.

Part II:

HQ Choices:  Here comes a unit-by-unit review of the HQ choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Hive Tyrant: This guy is the classic leader of the swarm, the Hive Mind's overseer of victory. Last edition he was pricey but a necessity to take, especially with Wings and Devourers. As a base model, he has lost 5 points and gained +1 BS, plus is now a Mastery Level 2 Psyker. This is a definite boost over the last edition!
     Options: 
        Prehensile pincer tail: May make a single extra attack at Strength 6 AP 5, which does not benefit from any upgrades or rules. This isn't really needed as an upgrade. Sure, extra hits are great, but a poor AP means I am not impressed, so it's probably not worth ten points. But, it's cheap. (4/10)
        Wings: Becomes a Flying Monstrous creature. This was a good upgrade before, now it is amazing because it is the cost of a Rhino, which is significantly cheaper. This is almost required on Tyrants, as it is far cheaper than before. (9/10)
        Indescribable Horror: Fear tests are on 3d6, take the 2 highest. No, sorry no. It's cheap, but does nothing as Tyrants are WS 8, so he'll almost always hit on 3s anyways. There are very few units this can help you against. Fear is bad, spending points on it is worse. Only use if specifically tailoring against an opponent bringing Chaos Space Marine Terminators. (2/10)
        Old Adversary: Rerolls ones to hit/wound in Close Combat: This isn't bad if you're building a Close Combat Tyrant or want to be prepared for Close Combat actually. It's the cost of a Grey Hunter, so pretty reasonable if you have the points, but not a must have. If you are gearing a Tyrant towards CC, this is a good idea. (5/10)
        Hive Commander: You may outflank one troops choice. The most expensive Tyrant ability, and the most tactical. It's not a bad bet if you'd like to throw a Tervigon into outflanking, which it is actually better at this edition than last... more on that later. It also stacks if you buy it on two Tyrants. This is a very valid choice because our troops are not as good as before, and positioning them is now more important. Try 30 gants outflanking into synapse range from a Flyrant, or a Tervigon popping out to claim a backfield objective.  (7/10) 
       Twin Linked Deathspitter: 3 Strength 5 shots. It's certainly not bad since it's about the cost of a gant. It's weakness is that it simply isn't as good as the other guns, despite it's low cost. (4/10)
        Twin-linked Devourer with Brainleech Worms: Same gun we remember, without the leadership penalty. No big loss honestly, as it is now on a better platform. This will and should be your weapon of choice, as it can light up infantry of your choice or light vehicles and Flyers. (8/10)
        Heavy Venom Cannon: A strength 9 small blast, AP 4. This isn't a bad choice for a walking Tyrant as it can damage vehicles well from range, or at least take of Hullpoints. But, it's a waste on Flyrants as it can't target flyers. If you want to walk this is a decent choice. (6/10)
        Stranglethorn Cannon: Strength 6 AP 5 Large Blast pinning. This is a decent anti-infantry, but we have better blast weapons for this role. Walking Tyrants are too pricey to be wasted on this weapon, and Flyrants shouldn't have blasts. (4/10)
        Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. Because it can't be used on flyers though, it's not a must take. (6/10)
        Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth missing out on a Devourer shot to use it. (4/10)
        Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves and the Flyrant has the mobility to use it. If using a melee Tyrant, try tacking this on. (6/10)

Overall: (8/10) Tyrants are a great unit, but will usually follow a pattern. Wings and two Devourers will be the best combo to keep it cheap. Adrenal Glands are useful as well, but none of the Bioartifacts will be very effective here. Regeneration I would avoid, as the Tyrant has 4 wounds only.
Example: Tyrant, Wings, 2x Devourers with Brainleech Worms: 230
               Tyrant, Wings, LW/BS, Adrenal Glands, Old Adversary, Shreddershard Beetles: 260

The Swarmlord: He is the same as last edition statwise, but +1 BS. Seeing as how he has no shooting attacks, this hardly is a buff. In the last book he was considered a good beat-stick who was just a little slow. Since then he lost his ability to make opponents re-roll invulnerables, and added 5 points, plus went to Mastery Level 3. The loss of Biomancy hurts him the most. He is simply too expensive, at the same speed with less durability thanks to powers, less killing power, and less biomancy access, not to mention that he is even more expensive, if only slightly. He also has the locked 18" Warlord trait, which he had before, but now no longer gets a warlord trait in addition. Also, changes to Lashwhips means he no longer benefits from other models holding them, so another debuff.
Overall: Swarmy shouldn't be taken except in fun games. He's just not useful against way too many armies. (4/10)

Tyrant Guard Brood: This unit of guards used to be taken as a single man unit in case their Tyrant rolled Iron Arm, but now this is no longer the case. They are, quite simply, ablative wounds for Tyrants. If you happen to run a walking Tyrant, you should certainly take a unit of these guys. They are statistically the same as before once you include their CC weapon bonus, from Rending Claws and Scything Talons.
     Options:
        Crushing Claws: Gives +1 Strength, Armorbane and Ap. 2 unwieldy: These will certainly murder anything they latch on to, but are slow. (5/10) 
        Lash Whip and Bonesword: Gives them a high initiative and they will kill things.Price is an issue, and they are tough enough to not be too concerned with initiative, but this will increase killing power dramatically. (4/10)
        Toxin Sacks: At 3ppm, these are a cheap way to boost the killing power of your guard, especially with Rending Claws. (7/10)
        Adrenal Glands: Again not too expensive, and the fleet bonus is massive if your Tyrant has it as well. In this case, it is very worth the points, and I would call it their best upgrade. These guys are a deathstar, to barrel into enemy lines. (8/10)
Overall: Tyrant guard themselves aren't the issue. They're not too costly, but they just aren't useful due to how bad walking Tyrants are. with only a 3+ armor save, Tyrants are best off flying, which leaves no place for the guard. If you decide to take a walking Tyrant, these are a must however. (5/10)
Example: 3 guard, Adrenal Glands

Old One Eye: The big bad Carnifex himself! He's a badass in Close combat, no questions asked, but is a solo carnifex going to make it? For every hit roll, he generates another attack, but is only WS 3... too low for a 220 point special character, I mean really? He regenerates, has a tail weapon that is one strength 4 rending hit... woo. The killer is that he isn't Synapse. The whole focus of this codex is Synapse or auto-lose, and any HQ slot that could be synapse and isn't is a waste of a slot.
Overall: Too price for a fex with only +1 attack and strength, when normal fexes can have guns and be in broods. Look elsewhere for good units. (4/10)



Tervigon: Ok, ignore last edition. He is not as good as he was then, which has 0% relevance to the codex right now. How good is he right now? Well, he's a 6 wound MC that can CREATE TROOPS. Just think on that again. He should now be a little less aggressive, but has a definite potential in the army. There stats are the same, but +1 initiative (screw you Wolf Priest!) Also, spawn happens after moving and so can be done after outflanking. ;)
     Options: 
        Crushing Claws: These up his combat ability, but really don't do that much for her. This isn't a line breaker beast, she's still best used by exploiting her toughness and spawn ability. (4/10)
        Cluster Spines: Large blast strength 5, but loses 4 strength 5 Ap. 4 shots to buy it. Not worth it in my mind, as blasts at close range are bad for all the gants. I would avoid. (5/10)
        Electroshock grubs: A strength 5 haywire template: For 10 points, not too bad at all. Sadly, Thorax swarms lost their rule to shoot in addition to the other two weapons. Still, this is a good way to remove hullpoints on tough vehicles. But she is not a close ranged beast, so not a must-take. (6/10)
        Desiccator Larvae: Fleshbane template: Good anti-infantry, but its usually not worth getting close to use it.  (3/10) 
        Shreddershard Beetles: Rending, shred Strength 3 template. Good for taking out 2/3+ armor saves, but she should never be that close. (4/10)
        Bioartifacts: Consider the Miasma cannon in this case, and this case only. She's a support beast, so range can suit her well, but don't expect to murder everything. Still it is not half bad. (6/10)
Overall: I will give the Tervigon a blurb in the troops section, where she can be much more effective. But, as an HQ she is not the best option in the slot. (6/10)
Example: Tervigon 195
                Tervigon, Electroshock Grubs 205
     
Tyranid Prime: This guy used is a 125 point independent character, but is the exact same as before except for points. He's base equipped with Scything Talons and a devourer. He's still S/T 5, 3+, and gives his WS6 BS4 to Warriors he joins. Consider attaching him to said Warriors to tank wounds, however he is now so pricey that that may not be a good option.
     Options:
        Flesh hooks: Gains assault grenades and a strength 3 small blast. Pretty neat for a very small cost, but doesn't help the unit he's with. (7/10)
        Deathspitter: A devourer with strength and ap 5. For the points, this is a good gun to give him and use his BS. (7/10)
        Spinefists: free, but for one extra shot and twinlinked, you go to strength 3... not great. I'd much rather take a deathspitter really. (5/10)
        Scything Talons: free, gives +1 attack with the pair he comes with. Free is good, but shooting is better. (3/10)
        Rending Claws: Ok if you are going CC, these are better. Rending speaks for itself, and its cheap, and it gives +1 attack. (8/10) 
        Two Boneswords: Not bad, but pricey. I like this guy cheap but you can murder most MEQ characters with this. (6/10)
        Bonesword and Lashwhip: Again it's a bit of a buff and means he will dominate all MEQ characters in CC. (7/10)
        Adrenal Glands: Ooh yeah. Give him fleet, but plan for whatever unit he's joining to have it too. (7/10)
        Toxin Sacks: Not as needed, but will make him a murder machine. I'd advise if you take rending claws. (6/10)
        Acid Blood: Not enough wounds on him to matter, avoid. (3/10)
        Regeneration: Not enough wounds on him to matter, avoid. (4/10) 
        Bioartifacts: I would consider the Maw-claws of Thorax as they are barely more expensive than rending claws and have potentially large benefits. So yeah, take these if you have 5 points and have rending. (8/10)
Overall: This is the toughest to judge yet. On the one hand, his stats and ability are not nearly worth the cost you pay, compared to last edition. But, he's an independent character, and has synapse... That's all that matters. If your list is low on synapse, he can be good because you can hide him in mobs of gants. This guy goes best with Hordes, not Nidzilla. Compare him to last book and he's trash. But, look at the current books needs and what he can do, and you can justify running him. Also, consider him as ablative wounds on Venomthropes or other vulnerable mid-sized units.  (6/10)
Example: Tyranid Prime, Flesh hooks, Maw-Claws of Thorax 140

Deathleaper: Ok, remember what I said about taking synapse whenever you can? This is the only time you can break that rule. This sneaky little guy is the master assassin, and a huge pain to kill. Basically he has the mind eater warlord trait, and stealth, plus infiltrate and Deepstrike. He also doesn't scatter, is a teleport homer, 10 points cheaper and reduces the leadership of one model by d3 while alive. This is GREAT for psykers, especially combined with Shadow in the Warp. But that only lasts while he's alive... good thing he's tough as nails to kill. Stealth means he has a 2++ gtg save in area terrain, and he may only be snap-shot at... wow, is that great or what???? No flamers ever, no templates ever, and the stuff that hits (not much) has a tough cover save. Cast Dominion to bring him in synapse range after he goes to ground, and he immediately operates as normal! His homer ability should bring in Mawlocs, while he scuttles around taking targets of opportunity and staying alive. In CC he's rending with 5 attacks, at a VERY high weapon skill of 9, and assault grenades. But he's still only a t4 three wound model... so, don't let him stray too far from the horde. If he's in your opponents back lines he'll be assaulted and chopped up. He should be roughly halfway between your army and your opponents, where a charge would bring whatever unit dared assault into the range of your own units.
Overall: Take him in 2xFOC, as Flyrants are so great, but even consider him in lower points. This guy is invaluable for the smart, strategic player. Combo him with DS units though for full affect. (7/10)

HQ overall: Flyrants and Deathleaper are our best options by far, but primes get a mention if you need them in your list. Every list should have one Flyrant, but the second slot can be another flyrant or Leaper or the prime. The choice is yours, but I like 2 Flyrants in 1850 and under, because flyers are always a problem. I do think Deathleaper will make my 2000 point list however!

Woo, there's HQ choices done! I'll see when I can get to troops, hopefully tomorrow! What're your thoughs on the HQ choices?