Hive Guard - A welcome addition to the Tyranid codex, Hive guard bring something to the Tyranid codex that it was seriously lacking, anti-light vehicle.
The good
- Ballistic Skill 4 - a rarity in the Tyranid codex, high BS makes this unit more reliable than most other options in the book.
- Toughness 6 and wounds 2 - Stats like these make them tough to kill and not useless in close combat if they're assaulted
- The Impaler Cannon - Coming in at STR 8 AP 4 assault 2 the Impaler cannon is a rhino busting, chimera cracking, raider stomping, piece of awesome. And to top it all off, it ignores line of sight and cover savers granted by anything less than area terrain or turbo boosting. While it only comes it at a 24" range, you get a lot of bang for your buck
The only kinda good
- Static - Were you deploy these guys is usually where they stay, to take advantage of their impaler cannons you want to hide these guys coupled with with short range, and lack of move through cover, the need to re-position in combat can be your undoing
- Initiative 2 - You go before power fists, but why are you in close combat anyway?
- LD 7 - This means you should stay in synapse for optimal effectiveness, but won't be in terrible trouble if you stray.
- 4+ save - The tyrant guard trades in some armor for a sweet gun, good deal in my opinion
Overall
- Coming in at 50 points each the Hive Guard are well worth their points, the question you have to ask when you buy them is, do they fit into your list? They have no option to deep strike and are support units, thus would best compliment a slower foot list. Hive guard are great for defense, and in a balanced army are great for holding your home objective.
- Are they worth the price of the model, both in points and cash? Yes.
- Are they still relevant? Yes.
- Will they fit into every list? No. Tyranid elite choices are prime real estate, in most games you'll fill all three slots. Experiment, see if they fit in your list, most definitely worth a try.
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