NEW Tyranids Review!

The Bugs are Back: Review of the New Tyranids

I am once again telling you that the Carnifex might be good now

The Tyranid Codex has (seemingly) leaked, and I think it looks absolutely awesome. As ever, there’s the caveat that these rules may not have been the final draft, so it’s possible that some things could change a little between this and the full release. For the moment though, this book looks super exciting, and I think bugs fans everywhere should be rejoicing. Even better, I actually don’t think it looks like it’ll be oppressive in the way we’ve been (reluctantly) getting used to: basically everything is a lot stronger, but everything's also gotten more expensive, so we’re not going to have a Custodes or T’au experience where everything gets better and there’s more of it. A lot of the most problematic units in the book (Hive Guard and the Swarmlord) have also had substantial tweaks, so fingers crossed that that will hold it back a little.

If you wanna read the rules, this unnamed Russian site's got everything you could ever need

I’m not going to do a full rule-by-rule review here, because the internet is already filling up with those and I find them pretty dull to write anyway. If you’re looking to just read all the rules, everyone’s favourite online repository has been freshly updated with them, so peruse away. Instead I’m just going to touch on my first impressions of the book, the rules and models that stand out to me as strong, and where I think this book is going to do well and fall behind. I’m also going to round things out with the first list I built from the new book, because that’s just fun.

First Impressions

Maybe now is finally the moment (Frontline Gaming)

This book looks really strong. Basically everything that isn’t a Winged Hive Tyrant or Impaler Hive Guard has improved a lot, some things by an absolute ton. I’m not the most across the old Tyranid rules, but I’m relatively certain no one was looking at Pyrovores going ‘the range isn’t great, but that damage output is incredibly strong’ before. At first glance, the internal balance also looks really good, with a number of viable looking builds that don’t share that many common tools. Monster mash, hordes, shooty ‘Nids and even March of the Brain Bugs look like they have play. Everything oozes flavour (sometimes literally), and it really feels like a proper Tyranids book. On the flipside, the price increases almost army-wide mean that a ‘Nids player should expect to put down one or two less units than before, which will hopefully be enough to keep the army in check. Or maybe GW will implement Day 1 points reductions again, and we’ll be in for six months of misery. Time will tell.

 

New Army-Wide Rules

The old Synaptic Links from the Psychic Awakening book are gone, replaced by three things:

Would it be a proper review without at least one badly-made meme?

First, all the HQ bugs gain unique Command Phase buffs they can hand out in the normal way (although some of them can use Synaptic Link range, as I’ll discuss in a moment). There’s seemingly no limitations on stacking these buffs on the same units or anything, but they’re also not massively exciting: the Hive Tyrant hands out reroll 1’s to hit to a Core unit, for example. With the exception of the Neurthrope, who still hands out its old 'roll 3D6 pick two for psychic' buff, these are good but not great.

GW have gotten a lot better with their explanatory graphics in recent years

The second replacement to Synaptic Links is a new rule for measuring ranges for spells and auras, called, uh, Synaptic Links. Basically all your Synapse creatures have 12” bubbles of Synaptic Link range around them, and you can ‘chain’ these bubbles together to hand out a buff to or cast a spell at a model on the other side of the board, like how the old Synaptic Links worked. This seems really strong, as if you keep a chain of Synapse creatures across the board then you can hand out buffs to almost anyone, or fire off your psychic powers from way outside of Deny range. Of note, that’s the main benefit of Synapse. Otherwise, it’s mostly just a 6” bubble of autopass morale, with Instinctive Behaviour going in the bin entirely. Of course, the one other thing that Synapse does do is…

Hoooooh boy

It lets you use Synaptic Imperatives! These are basically like the Necron Codes of Conduct, but you get to pick the buff at the start of the turn instead of before the game, you’re generally limited in your choice of buffs by the types of Synapse creatures you have on the field, and the buffs are actually strong. So, for example, at the start of Turn 1 you could opt to use the Zoanthrope Synaptic Imperative if you have any Zoanthropes on the field, which means all your Synapse creatures start broadcasting an aura of 4++ saves for monsters and 5++ saves for everything else. You couldn’t then use the Zoanthrope Imperative on future turns (which is good, because otherwise you absolutely would be mashing that button 5 turns out of 5), but could pick something else if you had other Synapse creatures on the board. The buffs themselves range from mediocre (your Death Throes go off more reliably, and you get the old Acid Blood for little bugs) to solid (two different brands of ‘sixes to hit generate an additional hit') all the way up to busted (the Zoanthrope one. Yeah). I imagine they will be genuine listbuilding considerations, with at least one squad of Zoanthropes being auto-includes and other units being taken deliberately to unlock their Imperatives for lists that need them. Overall, it’s a fun and fluffy rule with a lot of power but some decent counterplay (shoot the Synapse creatures! Break the chain!), and I like it a lot.

New Hive Fleets

It's simple, but that doesn't mean it isn't strong

The Hive Fleets are all massively improved, gaining a much better primary trait and then a sneaky little Adaptive trait as well. What that means is that if you decide, in a given matchup, that your Adaptive trait isn’t going to be particularly helpful that game, you can swap it out for another one from a list of about ten custom traits. Everyone’s a custom Chapter now! This is honestly incredibly strong, and means that lots of otherwise niche traits like rerolling Denies can be picked up when you face a Grey Knights player and otherwise ignored.

Beyond that obvious boost, all the named Hive Fleets look pretty strong. Hydra and Gorgon make hordes hit harder, Kraken makes you faster, Behemoth makes you kill stuff better in close combat, Kronos boosts your ranged attacks and messes with enemy psykers, and Jormungandr and Leviathan make you a bit tankier. Leviathan has a pretty big edge over the others as a result of its powerful primary trait, psychic power and supplement (assuming that remains legal), but I could probably see all of these having a place in the right list. The fact that you can trade out half of any of the traits for something better in a given matchup is a massive boost to all of these, and probably makes taking a custom Hive Fleet less appealing.  

Standout Units

I’ve opted not to make this a ‘most improved’ section, because aside from being repeatedly run over by Crusher Stampede I didn’t really know the old Codex that well. So without any real preconceptions, I can tell you that Pyrovores might actually be great. For 30 points you get a model that’s pretty tanky and has an extremely good flamer with two firing modes (either hitting really hard, or with 18” range and double the shots). Venomthropes are  better than ever, handing out their -1 to hit aura to everything that isn’t Titanic and actually being somewhat scary in combat with Fight Last and heaps of poison attacks. They’re dirt cheap as well, so I’d imagine 3 to be an auto-include in most lists.

Get ready to see a lot more of this on battlefields near you

Speaking of auto-includes, the brain bugs are back! Zoanthropes lost their 3++, but they give you access to their incredible Synaptic Imperative and a squad of three will average about 5.5 mortal wounds every time they cast Smite. That’s just great value, and makes my Harlequins cry. You can also use them to cast Psychic Scream and actually have a great chance of making a psyker forget one of their powers. Take that Eldrad, you jerk. Also on the brain bugs, Maleceptors get their old stratagem turned into a psychic action, and every time they cast or do a psychic action and roll above a 7 they’ll hand out mortals to the nearest enemy unit. With the right combos they’re going to be casting three powers AND doing their action super reliably, and churning out 9-15 mortal wounds as an added bonus. I’m not really sure you want to be investing the two CP that requires every turn, but even if they just sit in the middle of your army, debuffing the enemy’s Strength and throwing out chip damage, that’s still going to be worth it. They also gained the massive durability buffs that the rest of the monsters got, with T8 and 15 wounds to go with their 4++. Trust me, that's not even that durable for this codex.

Still in the Elites section, Toxicrenes and Haruspexs both look super solid, while Tyrant Guard get Bodyguard for Hive Tyrants. Hive Tyrants are pretty awesome themselves, so that's a great little niche for the Guard.

I guess if these guys can Bodyguard a Winged Hive Tyrant we shouldn't hold out hope for that Bodyguard fix

The Fast Attack section got a lot more sidegrades, with the Mawloc and the new Parasite both looking interesting but most of the rest seeming mediocre. The exception there is the Trygon, which looks absolutely terrifying with 13(!) S7 AP-3 D2 attacks. It's not the most durable, but it's pretty fast and pretty cheap, so I'm impressed. I'm also maybe underrating the Raveners, as while they don't look especially exciting this army likely has a problem with speed and spreading out, both of which they're good at.

In the Flyers section, the Harpy honestly looks super strong: it’s got a great bomb, it’s a little tougher, and it can pump out 6 S9 AP-3 D4 shots from its Heavy Venom Cannons every turn. It can’t move 30” then charge anymore, sadly, but it can still go into hover mode and shank stuff , which is fun. The Hive Crone is the budget option, but is so much worse I'd never take it unless I absolutely knew I was playing Harlequins every single game. Aside from how miserable that sounds, I'd probably just take more brain bugs instead anyway.

I suppose stapling -1 Damage and a 2+ save onto models does tend to make them more competitive

The Heavy Support slot is now dominated by the Carnifexes, with basically everything else looking fairly unexciting. The Hive Guard are probably still decent in the right list, but no longer will they dominate the meta with indirect fire that’s efficient into everything. The vanilla ‘Fexes seem solid, roughly equivalent to a Wraithlord for pretty equivalent prices. Interestingly, I think they’re a little weaker in close combat but much better at range, with the Heavy Venom Cannon being decisively better than the Bright Lance that the Wraithlord can mount. If you want melee bruisers then Screamer Killers are fairly fast, cheap, and have 11 Damage 3 attacks on the charge, although they’ll want something to buff their Strength above S6. Otherwise, both the Tyrannofex and Exocrine seem pretty solid, I can imagine them fitting in well as fire support pieces that blow up stuff from range.

The guns are good, but the price point is not

Onto the Troops, where there’ve been some definite sidegrades. The Termagants definitely got a lot better (aside from their devourers, which are now both bad and expensive), but are also now 7ppm, which hurts a fair amount. The Hormagants seem better value, being much faster and hitting surprisingly hard in combat, but again they’re 8ppm so it’s a little hard to justify. The Hormagants do seem like you could really build around them with Hive Fleets though, so there may be play there. The Warriors also got more expensive, although basically all their weapon options are now free, so it depends how you were running them before. They’re a bit tankier and much scarier in combat now, so they’re probably a bit better value than before.

Unfortunately, both kinds of 'Gants feel a little overshadowed by the Gargoyles now. At only 8ppm you get a fairly cheap squad with a pretty good gun, great mobility, and the ability to jump into Deep Strike for a CP. Outside of Crusher Stampede, I can imagine myself mostly just fielding these unless I was building around the ‘Gants.

I feel like they tried to stop you taking two big guns on the Hive Tyrants, but just kind of... didn't

Finally, in the HQ slots, Neurothropes are about as much of an auto-include as ever. Stick them in a big blob of Zoanthropes and you’ll probably end up healing any injured models for free, and they still cast a lot and pretty well themselves (plus handing out their old ‘3D6 pick the highest to cast’ buff). Pretty much everything else in this slot also looks like it has a role, which is definitely a nice change from the past. The footslogging Hive Tyrants look particularly tasty, with two Heavy Venom Cannons being even better here than on the Harpy. A pair of those with some Tyrant Guard looks like a fairly terrifying firebase to be honest. The final point to mention on HQ’s is that Swarmy now hands out Chapter Master rerolls and ObSec instead of letting squads move again. That’s honestly probably good for the health of the game, and handing out ObSec in the Command Phase via Synaptic Links is potentially extremely strong if you’re not Leviathan.

Crusher Stampede: Still a Thing?

Does everyone still need a copy of this White Dwarf? I can conclusively say the answer is... maybe

Now, I’ve just spent a decent while talking about how much all the monsters have improved, how they’re so much tougher now, etc etc… For players who’ve lived through the last few months, that’s probably going to make you look at the Crusher Stampede supplement with a bit of new fear. From what I can see of the new Codex, there’s nothing that stops you running it as Crusher Stampede, and that may still be a strong army. Thankfully, it’s also probably a little less of an auto-include than it used to be. To start with, all the Hive Fleet abilities are vastly improved, so losing them is now actually a pretty big loss. A Leviathan list has Transhuman on all its Synapse models by default, which is pretty great, and being able to tack on either free rerolls or something like army-wide Heroic Interventions looks strong as well. You also probably care less about the 5++, with the Zoanthrope buff making it irrelevant for one turn and the improved armour saves on lots of monsters making it less relevant for the them generally. Even the -1 damage rule, while obviously still awesome, is already replicated on the Carnifex datasheet, so if you wanted to run them you’re not getting as much from the Stampede. Finally, the listbuilding restrictions of Crusher Stampede feel tighter than ever, with lots of lists likely wanting to run the medium-sized ‘Nids en masse and at least Gargoyles being a shame to leave at home.

In saying all that, Crusher Stampede still does look like it’s gotten a lot stronger from this book, for all that it’s missing the old Swarmlord and Hive Guard. In fact, I’m going to showcase a build below that I think really leans into this, although it could easily be run as a standard Leviathan build as well.

Strengths and Weaknesses

Bring back the OG Zoanthropes (Between the Bolter and Me)

The biggest new strength of the ‘Nids is their psychic phase. A list with 9 Zoanthropes, a Maleceptor and a Neurothrope could easily be outputting around 30 mortal wounds on average dice, which is the kind of mind bullets that melts whole Harlequin armies. Their other powers are also going to be extremely reliable and hard to Deny, making them arguably the best psychic army in the game.

Durability is another strength, with massive buffs across the board there. Flinging half-a-dozen monsters forward with a 4++, -1 to hit, -1 Strength to ranged attacks and an absolute pile of wounds seems terrifying, and even ‘Gants are gonna be pretty tough with some of those buffs. This army should just stick around for a lot longer than it used to.

Finally, the melee output on almost everything has been tuned way up. Even Warriors are gonna be hitting you with some scary swords now, and the melee bugs feel like they will genuinely do scary damage in close combat.

He hits way harder now, but the army as a whole will really miss that double move

A potential weakness of the army is definitely speed. With the Swarmlord losing his iconic buff, there’s a lot less room to ram a Dimmy down someone’s throat turn one. Genestealers at least get forward deployment now, so could still be an option for that, but otherwise you’re unlikely to be making many Turn 1 charges. And in the lategame, it’s going to be a lot harder for your models to casually zip across the board and onto an objective. This is all compounded by the fact that Malaceptors and Venomthropes, which both look awesome now, want you to hang out in a bit of a deathball and not spread out too much. On maps with lots of objectives, that could leave you with the old Death Guard problem of one flank being overwhelmed and the other struggling to help out. Your mobility is admittedly still a lot better than Death Guard’s, but it’s no longer a strength of the army unless you really build for it.

R.I.P. Hive Guard, you will not be missed

Shooting is a bit of a mixed bag. The guns on just about everything have gotten a lot better, and the shooty bugs look genuinely scary at range. 38 Fleshborer shots from the Tyrannofex anyone?  Perhaps more importantly, literally everything that can mount a Heavy Venom Cannon is instantly almost as good at anti-tank as a Drukhari Ravager, and lots of big bugs can take two! At the same time, the Hive Guard’s transition from ‘What Basilisks should be’ into ‘Handy for killing sneaky objective grabbers’ is a real hit to the army’s shooting capacity, and in concert with the low movement on the shooting bugs could make killing stuff tricky if it doesn’t come out and play. I could honestly imagine a lot of armies starting with two Harpies to try and resolve this problem, especially in Crusher Stampede. 

Finally, while not a weakness per se, the army has a decent amount of Core-locked buffs from all its Command Phase abilities, and not that many models with Core that can actually do damage. Probably the most powerful targets for any of the buffs like reroll failed hits would be a big squad of Hormagants or Warriors, or maybe a lone Carnifex. None of those options feel amazing, so I guess the message is to take the Core-locked abilities with a grain of salt unless you're actively building for them.

 

Sample Army List

There’s a heap more to talk about in this book, with Adaptive Physiologies, warlord traits, relics, unique Secondaries and stratagems, but for now I’m going to go through a sample list instead. If you want a deep dive on the rest of the book, Auspex Tactics did a particularly thorough one that I enjoyed. Now onto the list!

Basically the gameplan with this list. Love me some mind bullets!

Hive Fleet Leviathan/Crusher Stampede Army of Renown

Patrol

Hive Tyrant with Gestalt Commander, Voracious Ammunition, Heavy Venom Cannon and Shardgullet                          205

Neurothrope with Synaptic Tendrils                                       100

Trygon Prime with Gestation Sac                                            175

3 Warriors with deathspitters and dual boneswords, 1 venom cannon                     80

2*3 Zoanthropes                             300

3 Pyrovores                                      90

2 Trygons, one with Synaptic Enhancement                         300

 

Patrol

Hive Tyrant with two Heavy Venom Cannons, Strategic Adaption                              190

3 Warriors with deathspitters and dual boneswords                         75

Maleceptor                                                                                    170

3 Venomthropes                              105

Trygon                                145

 

This list tries to adapt Crusher to the new codex, ditching the indirect fire for a massive core of mind bullets and actual bullets (well, whatever venom cannons shoot. Venom?). The central core of the Malaceptor, Venomthropes, Hive Tyrants and Zoanthropes all barrel up the middle, blasting anything they can see with 12 heavy venom cannon shots and ~30 mortal wounds, while daring the enemy to try and break through a pile of monsters with -1D, -1S, -1 to hit, dozens of wounds and a 5++ (going to a 4++ on a critical turn!). The Trygons can either use that deathball as a staging ground to start charging and killing stuff, or pop up from deepstrike where needed. The backfield is held by the Warriors and the Pyrovores, with the latter lurking in hiding to absolutely incinerate whatever tries to outflank me.

I can imagine the list going for one of the Warpcraft Secondaries, Stranglehold and then one of Synaptic Insight (much better when almost your whole army is Synapse!), Grind, To the Last (if I think I can hide my Trygon Prime), or maybe even Banners. It’d likely do well against opponents that were aiming to contest the midboard, as the mortal wound and melee output of the list will likely roll them right off the field, but will probably struggle against a list that can pick at it from outside 24” or line of sight and outmanoeuvre it, and on missions that force it to spread out a lot.

If I was adapting this list to not be Crusher Stampede, I probably trade in a couple of Trygons for Screamer Killers, and likely another for two squads of Gargoyles. I’d have a little bit less melee and a good chunk less durability, but my mobility and ability to play the mission would probably be increased and the list wouldn’t really suffer much from the change.

The real Tyranid Codex was the Lieutenants we made along the way 

If you made it to the end of that, congratulations! You’ve just wasted 30 minutes of your life on a review that will become useless when GW reveals that this was a fake all along, and the actual codex is just the statlines for 55 different Primaris Lieutenants, all with different relic pistols.

I hope you enjoyed this article, and let me know in the comments what you think looks strong from the new book. Are mind bullets as good as they seem to me (a Harlequins player, deathly terrified of them)? Are 18 Hive Guard still going to shoot every list off the tables in the name of Mani Cheema? What effect do you think this codex will have on the meta, twisted and suffering as it is?

Until next time, may you always have the right bugs alive for your Synaptic Imperatives!

 

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