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 |
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?
Gah... that sounds completely horrible! I would have fielded these even in 5th, I think.
ReplyDeleteAre they susceptible to blast weapons? Like IG Artillery, or a Vindicator?
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.
DeleteI tried them last edition, but with the way allocation used to work they could easily be doubled out by all of the missiles.
Howdy,
DeleteGlad 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.
Great report. Also only barrage blasts allocate from center, not all blasts.
DeleteI 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...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
ReplyDeleteGlad 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.
DeletePersonally 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.
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.
ReplyDeleteBest 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 :)
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.
ReplyDeleteNow, 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.