Hey 40k friends, Chaplain Sam here. Time to get to that formation review I promised! Shield of Baal: Leviathan brought five new formations (and one old). The list of formations and detachments available to Tyranids now is pretty staggering. It's getting to the point that it's hard to keep up. A big part of why I do these reviews is just to force myself to really look at all the options available to Tyranids. Of course, I hope other people find them useful and/or enjoyable as well.
Hypertoxic Node
Skytyrant Swarm
Neural Node
Sporefield
Hypertoxic Node
- 1 Hive Tyrant
- 1 Toxicrene
- 3 Vemonthrope Broods
- Hypertoxic - All hits with the poison special rule from models in the formation gain Instant Death on a to wound roll of a 6. Hits inflicted by the Toxicrene have Instant Death on a 5+.
- Miasma of Death - The Hive Tyrant in this formation has the Toxic Miasma biomorph. In addition, the Hive Tyrant and any models in this formation that are within 12" of the Hive Tyrant can use their Toxic Miasma in each of their turns, rather than only once per battle.
Chaplain Sam's Rating - Good/Average. I like this formation. I dig the extra fiesty Toxicrene, especially in a Nid Sack (Tyrannocyte). The Toxicrene comes down into cover, charges the next turn and insta-gibs stuff on a 5+. It's not a bad way to get a Flyrant either. I'd run it with the Miasma Cannon and a set of devourers, but I think double devourers is probably still a better build. However, I'm not a huge fan of the three Venomthopes. Venomthropes with instant death are certainly better than those without, I just don't think most lists will need or benefit from three (two would be better). This isn't a formation I'd bring in my most competitive lists because there are more powerful options out there, but it is still a solid formation.
Skytyrant Swarm
- 1 Hive Tyrant
- 2 Gargoyle Broods
- Command Node - The Hive Tyrant in this formation adds 6" to its synapse range
- Monstrous Flock - The Hive Tyrant and Gargoyles in this formation are a single unit. The Hive Tyrant can use the Look Out, Sir rule and will pass on a 2+. The Hive Tyrant cannot leave the unit during battle and can only glide (not swoop). The combined unit counts as 3 units for victor point purposes once completely destroyed.
Chaplain Sam's Rating - Average. This is a good way to bring a close combat Flyrant. String the Gargoyles back to a Venomthrope or Malanthrope for shrouded and then the Flyrant can jink for a 2+ cover save. With the 2+ Look Out Sir, you essentially have back-to-back 2+ chances to avoid taking a wound. The problem is the unit is majority toughness 3, so as the unit gets down to smaller numbers the Hive Tyrant becomes extremely vulnerable. The opponent may clear the unit in one volley if there is only 3 or 4 Gargoyles left. The question is, would you be better off just taking a solo Flyrant and carefully landing somewhere for 1 turn before you charge? I think so. I also think that double devourers are still a better choice. I think I probably doubt this formation more than others, so I am looking forward to hearing other peoples' thoughts on this.
Neural Node
- 1 Maleceptor
- 3 Zoanthrope Broods
- Monstrous Presence in the Warp - Enemy models are affected by the Shadow in the Warp rule if they are within 18" of the Maleceptor.
- Power of the Hive Mind - The Maleceptor in this formation and all units from this formation that are within 12" of the Maleceptor, can re-roll rolls of 1 when they take a Psychic test.
Chaplain Sam's Rating - Poor. The Maleceptor singlehandedly dooms this formation because of how bad and expensive it is. It's too bad because if it was just the Zoanthropes with the ability to reroll 1s on the Psychic test it would be a very promising formation. I'll pass on the 200 point tax.
Sporefield
- 3 Mucolid Spore Clusters
- 3 Spore Mine Clusters
- Advance Wave - All units in this formation have the infiltrate special rule.
- Sporefield - Each time a Muculid Spore Cluster or Spore Mine cluster is destroyed, it is replaced and put in ongoing reserves on a 4+.
Chaplain Sam's Rating - Good. What a wonderfully annoying formation for the opponent! With infiltrate all the Spores can move into annoying positions that force the opponent to deal with them early, thereby sparing your other units. It also can restrict and alter your opponent's movement. The cherry on top is that the units can come back from ongoing reserves on a 4+. The only thing I don't like about this formation is that BAO/LVO style tournaments limit you to two detachments/formations, and it's tough to pass up on other options for this one.