Friday, July 13, 2012

Tyranid Shrikes in 6th: 2 Arguments In Favor of Viability


The role of Shrikes is less clear than the Gargoyle's.
One of the reasons I enjoy Tyranids is their fluff. A swarm of little flesh eating creatures, hulking monstrosities, and fast moving terrors all capture my imagination. One unit that that I have always loved the idea of, both in the fluff and due to its potential on the table, is the Tyranid Shrike. Unfortunately being only T4 without eternal warrior always served to limit their use. I feel though that the Tyranid Shrike could become a surprise player in 6th edition.

What makes the shrike have killer potential? First start with its tyranid warrior base stats; WS5, S4, T4, W3, I4, A3, Ld10. That set up is not a chassis to scoff at. Then add in its synapse, meaning all units within 12” are fearless. Not only that, they also prevent instinctive behavior tests (meaning I can keep my shooting units shooting). Also ever important is their roll as psychic defense, forcing tests taken within 12” of them to be rolled on three dice. The shrikes also have wings making them jump infantry which in 6th has some added bonuses besides extra movement; if their wings were not used in the movement phase they can reroll their charge lengths and get hammer of wrath attacks.

I like to arm shrikes similar to how I like my tyranid primes; lashwhip, bonesword, scything talons, toxin sacs, and adrenal glands. With these upgrades they are expensive, 60 points a model, but between cover and readily available FNP boosts thanks to tervigons (or biomancy) they essentially can be given a 5+/5++ all the time. They also have the added defense of being surrounded by monstrous creatures, forcing your opponent to deal with the jump infantry or the scary MC’s. Also, if initial opinions on the internet are accurate (which they may or may not be) the increase in plasma compared to melta and other S8 weapons means there is less that can cause instant death to the unit. While still slightly fragile, they hit like a ton of bricks. Charging most everything they hit on a ‘3’, plus they get to reroll all of the ones. Don’t forget anyone in base contact with their 40mm base must strike at initiative ‘1’. Against T4 they wound on a rerollable ‘3’ and against T3 they wound on a rerollable ‘2’. All of those wounds come from weapons against which “no armour saves may be taken” meaning they can pop guys in 2+ armor. On top of that multiwound models who have taken a wound from a bonesword must pass a leadership test or suffer instant death. These fools are a nasty package in close combat. So how has 6th edition given them a boost?


Uploaded by Lars of DakkaDakka
First, the changes in wound allocation such as the closest model taking wounds make them worlds more survivable. The key is attaching a Tyranid Prime and putting him at the front of the unit. Now they have a T5 character sitting in the front. This means any S8 shots that choose to harass them rather than the MC’s won’t cause instant death on one of the Shrikes. If the opponent tries to use torrent of fire you can use the 2+ Look Out Sir roll to spread the wounds between the shrikes so that none of the models die. It is worth noting that LoS must be rolled before any saving throws due to different saves in the unit). This little rule change eliminates the biggest issue that shrikes had last edition, being doubled out by S8 with no protection.

The second new advantage comes from Purgatus over at Best Overall. He calls the tactic “Sick Em Boy!” in reference to fenrisian wolves attached to a lone wolf. The basis of the tactic is that in 6th models in a unit can each move their full movement as long as they remain in coherency, meaning that infantry moving six could be surrounded by faster models moving 12. Once in charge range the fast unit charges forward ahead of the shower unit gaining approximately 4” in how far up the table the unit is. While units such as jump infantry can not reroll their charge, the 4” jump forward should more often improve the unit’s overall distance greater than the reroll would. Even though the attached infantry model is several inches behind, their 3” pile in move at their initiative step will bring them within 2” of a model in combat if not into base contact. Not only that, even if he was not within 2”, I see nothing in the rulebook which would limit the attached model, from issuing a challenge.

What this means is that the shrikes will be able to have the prime soak up S8 shots for them, won’t lose much mobility on the charge, and will always have a character to challenge squads, taking away much of the risk that hidden power klaws and power fists posed to shrike units.

Overall I would say that at 285 points, three decked out shrikes and a well endowed tyranid prime could be a surprisingly useful force on the table top. Interestingly enough 285 points is also the cost of a fully kitted out flyrant, meaning swapping between the units in lists will be easy. Unfortunately I did not bring my shrike models with me to California, so true play testing of this will have to wait until late August. Until then, what are your thoughts on the viability of shrikes based on what you have seen of 6th edition thus far?

9 comments:

  1. Gah... that sounds completely horrible! I would have fielded these even in 5th, I think.

    Are they susceptible to blast weapons? Like IG Artillery, or a Vindicator?

    ReplyDelete
    Replies
    1. I think that blasts are possibly their biggest weakness this edition. Due to allocation going from the center of the template one can completely bypass the Prime and strictly focus on (and thus double out) the Shrikes.

      I tried them last edition, but with the way allocation used to work they could easily be doubled out by all of the missiles.

      Delete
    2. Howdy,

      Glad you liked my article. Shrikes can benefit even more by the "Sick Em Boy" tactic, since they can actually string out in front of the Prime and gain quite a bit more than 4" on the charge distance. The reason that the Lone Wolf can only ever get 4" is because none of the Fenrisien Wolves can ever be more than 2" away from him, so you can't string them out.

      I had thought about this as well, Primes leading the way to suck up ID wounds, and the Shrikes able to reach out and touch someone once you get into range, and dragging the Prime along with them. Raveners can also be used, and are quite a bit cheaper to boot.

      Delete
    3. Great report. Also only barrage blasts allocate from center, not all blasts.

      Delete
  2. I liked this article and I also like Shrikes in 40k6. I plan to run a brood of five with boneswords, lash whips and poison. The other bio morphs

    ReplyDelete
  3. ...the other biomorphs you plan to run are awesome but I'd rather forgo them so I can take a larger brood. They are quite fragile to instant death but are also highly mobile which can largely counter that weakness. I'm also interested in possibly running a brood of Raveners. Lots of fun playtesting ahead. Your Tyranid articles have given me plenty of great food for thought. :D

    ReplyDelete
    Replies
    1. Glad you enjoy them, and thanks for the plug on your blog. The way I see it AG is only 5 points per model, 15 total as I run the unit. For me I consider this a sound investment as I want to kill whatever I charge in combat without letting them swing back.

      Personally I like the 3 Shrike unit better as it keeps the cost in line with my other units. Five Shrikes will attract a lot more attention from a marine player than just 3. By making them think they can deal with them later I have a better chance of getting the charge than if I had the extra two models. Part of this also is moving them less than the full 12" turn one and thus not showing off their true threat range.

      Delete
  4. I really like the Shrikes, too - if they get where theyy want to they just shred through most enemies. Had a bunch of five shrikes roaming aroung in a 1850P List eating Marines and GK-Termis for breakfast, though they got 'help' from their little brethren, the gargoyles, which helped minimized eventual counterattacks.
    Best part in getting them across the board is the psychicpower invisibility - 2+ cover most of the tim? yes please^^ I'm trying to that at least once in every game, it's really nice :)

    ReplyDelete
  5. Id personally drop the AG, even as awesome as it makes them. I also love Shrikes and used them somewhat in 5th as a Mobile assault unit that was much faster than everything else in my army.

    Now, I think they ll be good flying up the sides, hiding behind ruins and LoS blocking terrain, as they have an even longer threat range in 6th.

    ReplyDelete

Related Posts Plugin for WordPress, Blogger...