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Tyranid 6th Edition Codex - Haruspex Review
You are reading another review from Murphy80, looking at the new Tyranid Codex for the 6th edition Tyranid Codex for Warhammer 40k. This time out we will look at the second half of the new Exocrine/Haruspex dual-kit: the Haruspex. I've already reviewed the stats, rules, and tactics with the Exocrine, so you can check that out here, along with their new Flying Monstrous Creatures:
While the Exocrine is a living tank; the Haruspex is much more akin to a walking sausage grinder. I'll let that vivid image sink in as we move on to looking at it's stats. This isn't going to be pretty, folks, unless you are a Tyranid player, in which (and to borrow a phrase from Khorne), you care not how the sausage is made, only that it is made!
Tyranid Haruspex Stats and Rules
Did you know that the name Haruspex is not made up gibberish? In fact, according to popular internet encyclopedias, it is the ancient Greek name for a person trained in divination via the interpretation of animal entrails. So there you go. Welcome to my most disgusting review yet!
- Elite Choice
- Monstrous Creature - Hammer of Wrath, Move Through Cover, Smash, etc!
- 3's for WS and BS
- 6's for Str and Toughness, with 5 Wounds
- 3 Initiative and Attacks
- Leadership 7 - Stay in Synapse!
- 3+ armor save
- Grasping Tongue - 12" Str 6 AP2 Assault 1 with Precision Shot.
- Crushing Claws - +1 Strength and Armorbane.
- Acid Blood - If it suffers unsaved Wounds in melee, the enemy unit takes Str 5 AP2 hits in return!
- May upgrade to a Tresher Scythe tail - an addition Str 4 Ap4 attack with Rending.
- Feed - Instinctive Behavior - assault nearest enemies if failed LD and out of Synapse.
- Feeder-beast - If you cause an unsaved wound in Assault Phase, gain back a single wound lost earlier.
- Rapacious Hunger - When it charges, unsaved wounds it causes allow you to make additional attacks! These new attacks don't create more attacks, though.
Right, let's look at what Biomorphs the Haruspex can benefit from, as well as some general thoughts about it's stats and rules.
Tyranid Haruspex Tactics
First off, the Haruspex can take options from the Biomorphs list and, unlike the other models I've reviewed, this is a melee-oriented beast, so they may be worth it!
- Toxin Sacs - Gains Poisoned, which also allows it to re-roll failed To Wound rolls when it's Str 6 is greater or equal to an enemy's Toughness.
- Adrenal Glands - Gain Fleet and Furious Charge. This will get you into assault with better results and bump you up to Strength 7, which might be great fighting other MCs.
- Regeneration - At the end of your turns, roll a 4+ to regain a lost wound. Combined with it's inherent ability to regen wounds in melee, this thing could stay around for a long time!
Let's look at a nice combo: It's Crushing Claws bump the Haruspex's Strength up to 7, so Adrenal Glands will give you Str 8 attacks on the charge. If you further combine this with Toxin Sacs, these Str 8 hits will allow for re-rolls of failed To Wound rolls on anything up to Toughness 8 . . .Also, any of these unsaved wounds will allow for additional attacks! Not to mention it will be Fleet as it charges across the battlefield. Perfect for hunting Wraithknights.
Obviously you will need to move this guy forward with your army and let it assault enemy units. With 5 wounds, it will likely get to where it's going, but the Haruspex is vulnerable to things like Devastator Squads or anything that can dish out multiple high Strength, low AP shots. This is where Regeneration comes in as a Biomorph, or getting it to regenerate via Melee attacks.
With it's high strength, Armorbane, but relatively low number of attacks, the Haruspex is best targeting low model-count units or enemy vehicles. With Smash, this thing will have 3 Str 10 attacks with Armorbane against any vehicle or 4 Str 7 attacks (8 with Adrenal Glands).
It's a big monster, but still try to use cover to your advantage. It only needs to have a tip-toe inside area terrain to get a 5+ cover save and with Move Through Cover, it's not a big deal to enter it. If you have a Venomthrope within 6", then that cover save just increased to a 3+ due to Shrouding.
Tyranid Haruspex Rating
Tyranid Haruspex Is It Worth It?
I like the Haruspex, and it certainly can have a place in your Tyranid army. With Adrenal Glands giving Furious Charge and it's Crushing Claws, it's pumping out nice Strength 8 attacks on the charge. This will insta-kill most characters and can chomp through even a Wraithknight!
That said, it is still a big beast that might chomp through 3 or 4 marines in a single round. How mad will you be when an Ork mob of 20 figures tarpits this thing for several rounds while the Nob whittles away at its wounds? Being Fearless, the Haruspex wont run away, so while it will chew through enemy elites, power armor, and even some MCs, it is susceptible to being tar-pitted.
I give it 3 out of 5 stars because it will do it's job quite well, but it isn't a Must Have of the new 6th edition codex.
How does the new Haruspex stack up?
This brings us to the end of another review for the new Tyranid Codex for 6th edition Warhammer 40k. What I like about the new Tyranid Codex is that it presents players with choices. It doesn't appear that any unit is so amazing that it overshadows everything else in the codex. I think this is how a wargame should play; every choice should be valid when compared to other options.
Take the poll on the right to give your approval or derision of the Haruspex! If you haven't already, take a gander at my other Tyranid Codex reviews or for those of another army:
As always, thanks for reading! Check out the comments section below and leave your feedback. I always respond and you readers always bring more insight into these reviews; ideas that I've missed! Until next time, Murphy Out!