Release Review - Tyranids



Saturday marked the release of the Tyranid 6th edition Codex. Since the insect invaders from another galaxy have always been one of my favorite 40k factions, I decided to make the trip to Cleveland to pick up some of their new models. Obviously, this also meant the new Codex!

I was fortunate enough to have someone else along to drive, so I was able to read the rules on the way home. I had already familiarized myself with many of them from leaked images found online, but it was nice to fill in the gaps and see what this book is truly capable of.

This Tyranid Codex is a vast improvement over its previous incarnation. It has received generally negative reviews online, but I personally disagree with their assessment. Almost every unit entry is cheaper than it was before, the Powers of the Hive Mind psychic chart is very solid, and many of the new entries fill a void from the previous rendition.

I plan to use several articles over the coming weeks to discuss different aspects and units in the Tyranids Codex, so for now I’m going to leave the review generalized. I plan to be buried in this book for the next several years, so I’m in no hurry to cover it all!

The new models are absolutely amazing. I went on a model bender yesterday and constructed:

- 3 Hive Guard
- 3 Tyrant Guard
- Exocrine
- Haruspex
- Hive Crone
- Carnifex

The detail in the kits is very impressive, and some of the model details I didn’t care for in Games Workshop promotional material turned out to be quite impressive in person. A big example of this is the Hive Crone. Online the body looks terribly bulky and misplaced with the flying profile. In person, it doesn’t appear nearly as round and oversized. It reminds me of the Space Marine Centurions. Games Workshop’s pictures simply do not do the model justice.

I also threw a list together late last night and played a fantastic game that lasted into the early hours of the morning. I was facing Josh’s Space Marines, with the following list:

Hive Fleet Nug
Tyranids - 2,000

HQ

Hive Tyrant: 2x Twin Devourers with Brainleech Worms, Dominion, Paroxysm

ELITES

Zoanthrope Brood: two additional Zoanthropes, Warp Blast, The Horror

Hive Guard Brood: two additional Hive Guard, Impaler Cannons

Venomthrope Brood: one additional Venomthrope

TROOPS

Tervigon: Dominion

Termagant Brood: twenty additional Termagants, Fleshborers

Genestealer Brood: five additional Genestealers, Broodlord

FAST ATTACK

Gargoyle Brood: ten additional Gargoyles

Hive Crone

HEAVY SUPPORT

Carnifex Brood: one additional Carnifex, Adrenal Glands, 2x Scything Talons

Biovore Brood: two additional Biovores

Exocrine

Relictors 5th Company
Space Marines - 2,000

Chapter Tactics: Imperial Fists
HQ

Chaplain
ELITES

Sternguard Veteran Squad: four additional Veterans, 2 Heavy Flamers, Rhino transport

TROOPS

Tactical Squad: five additional Space Marines, Multi-Melta, Meltagun, Combi-Melta, Rhino transport

Tactical Squad: five additional Space Marines, Multi-Melta, Meltagun, Combi-Melta, Rhino transport

Tactical Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns

Tactical Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns

Tactical Squad: Plasma Cannon

Scout Squad: Combi-Flamer, Land Speeder Storm transport with Heavy Flamer

FAST ATTACK

Stormtalon: Twin Assault Cannons and Skyhammer Missile Launcher

Stormtalon: Twin Assault Cannons and Skyhammer Missile Launcher

HEAVY SUPPORT

Centurion Devastator Squad: Twin Lascannons and Missile Launchers

Thunderfire Cannon

Stalker

After a grueling battle in The Scouring mission, the Tyranids were able to emerge victorious. The reduced points costs made a big difference in casualties; losing most of a brood didn’t mean nearly as much as it did before. Some of the models outperformed my expectations. Amongst them was the Hive Crone, whose kill tally for five turns included five Scouts, two Stormtalons, and a Stalker!

The psychic powers were also incredibly useful. The Horror caused a full-strength Tactical Squad to become Pinned on the last turn of the game, preventing them from taking any meaningful part in the final moments. Paroxysm also helped to mitigate the damage done by his Centurions throughout the game.

There is still much to learn about the new Tyranid release, but so far I’m impressed with what I’ve seen. For me, the lack of an auto-include unit is a big plus for any Codex. The Tyranids simply do their jobs quietly and efficiently; this has a tremendous impact in overall synergy, because there is no obvious backbone for your opponent to eliminate. Expect more battle reports, Codex consideration, and hobby articles in the near future.





Comments

  1. You sir give me hope. I've been dating the Tyranid army for over a decade now, this last week as been an emotional roller-coaster (Especially since there was a mix up in the nid order at my LGS, they got everything but only one codex) So I've been scouring the internet for all the opinion and reviews, needless to say it was very soul crushing. This is the first positive review I've read.

    I look forward to your future articles.

    ReplyDelete
    Replies
    1. Thanks for the input! Try to ignore the Internet issue with this Codex; most people are frustrated that we didn't get an auto-include unit like Riptide, Helldrake, Wraithknight, or Wave Serpent. For me this is a plus. It seems from my early musings that you just have to make a plan, and let each piece in the Hive Mind play its role quietly and efficiently. Thanks for reading!

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