Exocrines
Overview
If you thought the Haruspex was a bit mediocre, well you would be....well, right. Does that have negative repercussions for the Exocrine though? Nope! When the rules for the two monsters leaked, I immediately jumped on the Exocrine as one of the more cost effective monstrous creatures in the new codex, a unit that was simple in its design but very effective in its role. While the gun beast doesn't bring out anything crazy or zany, there is no confusion about its intended purpose and no question that it does that job well. But first, we'll start with the stats and remark on how decent, not bad or great, they are. Interestingly enough, they are completely identical to the Haruspex, despite the latters' melee focus; before any special rules or close combat weapons are considered, the ranged Exocrine fights just as well as the close combat Haruspex. This sees the Exocrine with a good profile that sits in the middle for Tyranid monstrous creatures, with five wounds at Toughness 6 and a 3+ armour save. From there, it has three attacks at Strength 6, Initiative 3 and Weapon Skill 3, making it roughly equivalent to a Tyrannofex in close combat and not all that bad. It can crush vehicles and defend itself against infantry, but it definitely won't stand up to heavy resistance in combat and ideally won't be there in the first place. Ballistic Skill 3 is middling for an elite ranged unit, obviously, but the weapon carried by an Exocrine as well as an additional special rule make this less of an issue than it seems.
An Exocrine is not a Synapse unit as you would expect, and it suffers from Instinctive Behaviour of the Hunt variety. Leadership 7 would usually be a death sentence for a unit suffering from the mindless syndrome, but as Hunt is essentially "shoot the nearest unit" with either a six shot Strength 7 AP2 or single shot Strength 7 AP2 large blast weapon, it likely won't be an issue in most circumstances. Like most Tyranid monstrous creatures, the Exocrine is very self sufficient overall even if it is a good idea to keep it both in Synapse range to avoid shooting at a bad target and having a supporting unit to get out of or avoid combats. The only other notable unique special rule that the Exocrine has is also one that will only really see use late in the game, if at all, from about turn three or four onwards. This is because this particular rule, Symbiotic Targeting, only functions if the Exocrine was stationary in its preceding movement phase; if this was the case, it increases its Ballistic Skill by one, usually to four. Having its six shots hit an average of four or five times instead of three times, as well as its large blast reducing scatter by one inch, is more significant than it might seem and definitely very useful. Unfortunately, the 24" range on the Exocrine's sole ranged weapon limits the usage of this special rule against defensive lists, though it will likely see use in later turns and against aggressive army lists.
Speaking of the Exocrine's ranged weapon, having a stable form of plasma is something Tyranids tend to lack, making the living artillery organism almost mandatory in a sense anyway. 2+ armour saves might not be in vogue in the usual sense - those poor Terminators - but Riptides, Chapter Masters and Seer Councils with Protect make AP2 so valuable and necessary nowadays. Without it, Tyranids lack reliable means of bringing down 2+ armoured units at range, making the Exocrine incredibly valuable. It helps that the gun itself is quite powerful, with it able to use two firing modes, choosing one before it shoots. This is either six shots at Strength 7 AP2, or one shot at Strength 7 AP2 using a large blast, both with a mediocre 24" range. This allows Exocrines to effectively engage infantry squads of all kinds, light to medium vehicles - leaving heavy vehicles to melee attacks if necessary - monstrous creatures and nullify 2+ armoured wound tanks. The versatility is undoubtedly there, with it able to Overwatch with the six shots and even Snap Fire at flyers if need be as well. It is a very strong ranged weapon and one that many opponents have learned to fear over the months since the new Tyranid codex was released. Make sure to always remember that the 24" range is quite limiting, meaning the Exocrine is a medium ranged firebase unit, not a long ranged artillery monster as its background depicts. Oh, and if you like pointless weapons, well the Exocrine brings that as well with a set of Scything Talons. They serve absolutely no purpose and frankly confuse me. Hooray! Even despite this, the Exocrine is priced similarly to a Tyrannofex and a decent bit cheaper than a Trygon which with its exclusive high rate of fire medium ranged AP2 shooting makes it one of the premier choices in the Heavy Support slot for Tyranids.
How to Equip Them
Where to Put Them
With no alternative deployment options such as Deep Strike or Outflank, the Exocrine belongs on the battlefield with the rest of your forces. This opens up the always handy tactic of employing Venomthropes as a defensive tool while they use the Exocrine as a screen against enemy fire. Using the Venomthropes behind and smaller creatures such as Hormagaunts that are tall and numerous enough to provide intervening cover to an Exocrine to the front will allow an Exocrine to advance into range with its bio-plasmic cannon. In this sense, the 24" range isn't that much of an issue as the Exocrine is naturally tough enough and gets a lot of survivability boosts from other units to make it to the midfield with ease. If you use such units to cover the Exocrine, moving through terrain to gain cover saves usually won't be necessary unless it is facing a range of nasty barrage weapons from Basilisks, Colossi and so on. This means it can advance without being slowed down and employ Run moves, usually seeing it in range of backfield gunline armies by turn three unless the game is using the short table edge deployment on a standard 6x4 gaming board.
If such units are unavailable or Barrage weapons are to be faced, moving through terrain at the possible expense of speed isn't a bad idea at all; rolling 3D6 for moving through cover due to the aptly named special rule makes it rather reliable. Still, if you can avoid being slowed down without sacrificing much or at all on durability, then that is generally the preferred option. Like with any Tyranid unit, keep to cover wins the game, not running blindly into the open; Tyranids mostly lack invulnerable saves for a reason, after all. Instinctive Behaviour really isn't an issue for the Exocrine, so deploying it away from available Synapse isn't necessarily a bad thing, or moving outside of their bubble so as to keep or begin shooting. However, I still recommend against it as being forced to shoot at a Land Raider the Exocrine cannot hurt as opposed to a juicy squad of Tactical Marines in the open, for example, is never ideal. On that note, try to avoid charging an Exocrine unless you are attempting to destroy a vehicle and the bio-plasmic cannon is either unlikely to or incapable of doing the deed. It belongs at range and wants to avoid potential combats as much as possible; keeping a baby-sitting unit of Hormagaunts nearby isn't a bad idea, though generally speaking those should be far forward of an Exocrine. Instead, use a nearby Tervigon to spawn Termagants in a pinch if assault units are looking to tie the gun beast up.
Best Uses
The best application for an Exocrine is undoubtedly as a medium ranged platform sitting in the midfield and preferably backed by a support or melee unit such as a small brood of Warriors. Exocrines need to be shooting early, so advancing with mobile cover provided by Hormagaunts and Venomthropes together or individually is almost mandatory to protect the five wound beast. Ideally, move into a ruin within 24" of multiple enemy units and begin the bombardment. From there, don't be afraid to sacrifice Ballistic Skill 4 to be able to escape attacks by opposing close combat units. Being able to move and shoot its weapon is still great and is far preferable than to have it be unable to shoot whatsoever, after all. The best targets for an Exocrine tend to be monstrous creatures like Riptides that are otherwise near impervious to Tyranid shooting, light to medium vehicles like Rhinos and Wave Serpents, and finally squads of medium to heavy infantry like Tactical Marines and Broadside Teams that are also quite resistant to the mostly AP4 ranged prowess of Tyranids. Exocrines benefit hugely from Onslaught in particular due to the ability to Run and shoot for what is definitely a more limited range than you would want for an artillery beast. Plus, due to the wording of its Symbiotic Targeting rule, running and then shooting doesn't impose the Ballistic Skill penalty as long as the Exocrine didn't move in the movement phase! One of the more obvious uses for the Exocrine appears to be sitting it behind an Aegis Defence Line and Quad Gun, but this tactic really doesn't work against the good gun-lines I've found and I prefer the Bastion anyway for the Shrouded or Synapse bubble it provides.
Recommended Builds
These are a few example builds for the unit that I feel can fit into a number of competitive Tyranid lists. I'll list some thoughts on each build and what kind of lists they fit better in.
Exocrine - Much like the Mawloc before it, an Exocrine is at home without upgrades, amusingly enough. The biomorphs aren't really suited to a ranged monster, while Regeneration is a questionable purchase even on a more survivable Trygon. The tail biomorphs might see use once every so often on a melee unit, but they are a definite skip for a unit based on shooting.
Bio-Plasmic Devastation
Thank you for reading this article! Please, share your thoughts on the article and the changes I am experimenting with for this series. I am open to any and all feedback! And remember, for any and all discussion on Tyranids and Games Workshop stuff, head on over to +Bell of Lost Souls. Thanks again! Eel out.
A very good read. Great article!
ReplyDeleteSo nice! You put tour time into it :) Thank you! /Fredrik,SWE
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