"The answer to its riddle is writ in blood" - Dawnlord Vyros
The Simple Intro
The Sphinx is a simple myrmidon. He is a cheap beatstick that has his uses. If the Phoenix is an ornate longsword, the Sphinx is a club. He has no movement shenanigans, no extra defences, and no super cool weapons. What he does have are two wolverine claws and a gun that enables portions of your army. He's also one tough sucker for his low point cost, usually forcing your opponent to commit more points to killing him. He's not meant for clearing out large swarms of infantry (unless hes with vyros), but rather for destroying heavies many times his point cost while supporting your magic.
The Simple Stats
He runs on a Vyre chassis, so that means no force field, slower speed, higher armor, and a gun that can’t be disabled. His gun is lowish range, has the same power as a handcannon, and lowers the defence of an enemy model hit against magic attacks. He has a single reach, average p+s weapon and a single non-reach, below average p+s weapon, both of which are open fists. The open fists are awsome because they allow for some nice double handed throws. All together, this Myrmidon seems simple. Here is the kicker. He's our cheapest heavy at seven points. Boom. Mind blown.
We now have a cheap, melee beatstick. Retribution style.
The Runespear Cannon
The Sphinx's gun is an enabler. It enables battle mages, Artificers, Lanyssa, A+H, the list goes on. Unfortunately, the Sphinx has an issue that every non-character myrmidon must face... Rat 5. What this means is either you must sacrifice your movement to aim, boost with a focus, or marshal to Sentinels, although I don’t recommend this option as it cripples his melee ability. It is situational, but still it can make that clutch spell more reliable. Our low magic ability battle mages need all the help they can get.
Do NOT get the Sphinx for his gun, however, as it is not very powerful by itself. See it as a nice bonus to a melee beatstick.
Simple Synergies and Tactics
pVyros - He likes the Sphinx. He generally likes all reach jacks for flank, but he likes the Sphinx more because he's a cheap heavy with reach. Inviolable Resolve can make the Sphinx tough as nails, as well as mobility giving pathfinder and a small speed increase, and if needed you to can use his gun to snipe an annoying solo with Birds Eye. His feat can sometimes be useful for the Sphinx, allowing for pseudo-thresher attacks.
eVyros - He has romantic relations with the Sphinx. Similar reasons as the original, except you add synergy to the mix. With ConPow and +2 synergy, you have a 7 point jack that could remove the Avatar in a single turn. Bazinga! His feat can get the Sphinx right into combat, giving him a large threat range. One good stratagy is to use a fully synergyzed Sphinx to trample toward the enemy caster, clearing the way of any small based models in the way of Vyros and opening up an assassination run.
Garryth - Although Garryth doesn’t directly support the Sphinx, he likes this Myrmidon. By enabling the battle mages and gallows you now can reliably use those push/pull shenanigans to create assassination vectors that you would have had trouble creating before. Also can make death sentence more reliable.
Rhan - Not his favourite myrmidon, as the Sphinx doesn’t have arcnode. However, he can make the Battle Mages more effective outside his feat turn, which can help. He also likes the cheap beatstick to put the final blow on some caster. TK can give him a small threat increase, and polarity shield can help him survive a bit longer.
Ossyan - Ossy likes him because he's a cheap beat stick. Can give him a small speed/defence increase, as well as Chronomancer and Chrono Cannon increasing his accuracy slightly. One fun strategy you can do is the Ossyan-pinball wizard. Use the Chronophage cannon on a reasonably high armor target, then hit him with the Sphinx. You can now use a team of battle mages to push and pull that target so that the temporal distortion is automatically over your actual target. Good for ensuring the effects of the Distortion.
Arcanist - Bring a pair of these if you want to marshal the Sphinx. ConPow and the extra focus can give this jack 3 p+s 18 attacks. Not bad for a 7 point marshaled jack.
Aiyanna & Holt – Although she already has a high MA, the bonus doesn’t hurt. As well, if the Sphinx is able to hit a single model in a unit (and he survives), Aiyanna can kiss that model and affect the whole unit. She can also make the Sphinx’s weapon magical, which can help in certain situations.
Sentinels - Pronto can effectivly remove the Sphinx's Rat/range problem, as well as creating a yo-yo ranged attack at will. With pronto, you can boost this jacks threat range up to extreme lengths. Wouldnt recomend without some arcanist support however.
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