Showing posts with label Sick Em Boy. Show all posts
Showing posts with label Sick Em Boy. Show all posts

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?

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