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| 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?
