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Made in gb
Towering Hierophant Bio-Titan






From various discussions around here over the last few months, I've read and come up with on my own lots of cool ideas that would have been nice to see in the new codex. It's no secret that what we actually got was an uninspired affair full of minor tweaks and strange omissions/restrictions. Internal unit balance is rather poor, with some options (Flyrants!) often a no brainer. There are precious few options to tackle certain threats (such as engaging heavy armour at range, or combatting flyers from the ground). Of course some of these problems stem from the 6E rulebook itself, which isn't known for being friendly to assault-based armies. Rather than mess with possibly far-reaching changes like that, I've instead tried to bring the codex more in line with 6E.
I'm also frustrated with some of the fluff aspects of the codex, with many units and biomorphs not living up to their reputations. Proper Tyranid swarms shouldn't be concerned about casualties, but instead keep advancing under a hail of fire. They shouldn't be trying to hide creatures in Imperial Bastions in a desperate attempt to keep them alive, but instead expending lesser creatures to keep the overall swarm in motion.

My changes are intended to both fill tactical gaps in the codex, and at the same time make any fluffy style of play viable. The point of this post is to discuss the internal balance of these changes. I have no intention of going down the rabbit hole of external balance with other codexes, especially at the rate GW keep throwing out new content and the extent this shakes up the metagame. Instead, I'd rather discuss if these changes invalidate any other options Tyranids can take, and if some units remain (or become) near-unplayable or unstoppable no brainer choices.

One thing I've deliberately tried to avoid is messing with point values. Rather than debate if something should be worth 10pts or 12pts less than it currently is, I instead prefer to give an overpriced unit a boost rather than making it cheaper. The costs for some upgrades have been adjusted slightly, but unit point values are largely unchanged.

Welcome to Tyranids 6.1...
Tyranid Special Rules

Shadow in the Warp
Replace the following text:
within 12” of one or more models with the Shadow in the Warp special rule
with:
within Synapse range of one or more models with the Shadow in the Warp special rule

Instinctive Behaviour
After "have gone to ground"
add the following text:
", are embarked within a transport"

Instinctive Behaviour Tables
For every table, amend as follows:

Ignore the current text for each 1-3 result. Treat rolls of 1-3 as 4-5 instead.
For rolls of 4-5, the unit may be controlled as normal.
For rolls of 6, follow the rules for a 4-5 result, but the unit gains the special rule specified.

New rule: Apex Predator

Some Tyranid creatures advance as part of a larger swarm, either to direct smaller creatures or augment them in unexpected ways.

Units with this special rule may be chosen as an Apex Predator unit. Only one unit of each type may be chose per Primary Detachment in your army. This unit does not use a force organisation slot.
Before deployment, models in an Apex Predator unit may be split off and assigned to lead a different unit in the same detachment, which they cannot leave. Any model attached in this way adds (Character) to its unit type. Only one model can join a unit in this manner. The Apex Predator unit entry will specifically state which other unit types it may join. Apex Predators with the Instinctive Behaviour rule must follow the same behaviour as the unit they join, if applicable.
Any models that do not join another brood may remain together and operate as a regular unit of that type for the battle.

Example: A brood of 4 Tyranid Warriors is selected to be an Apex Predator unit. One Warrior is assigned to join a brood of Termagants, another is assigned to a brood of Hormagaunts. This leaves 2 Warriors in a single brood, which do not use a force organisation slot (and also therefore do not qualify towards the minimum Troops selection for that detatchment). Any further Warrior broods chosen from the same detachment must be used as normal, and may not be assigned to other units.[/i]

New rule: Synaptic Pillar
Certain Synapse creatures are especially vital for the Hive Mind, and it will often expend its iron will to protect them from harm.

Models with Synaptic Pillar special rule may still take a Feel No Pain save (if it has one) against attacks which cause Instant Death.

Automatically Appended Next Post:

Melee Biomorphs

Boneswords
Add the Rending special rule.
Note, this does not affect the Lash Whip and Bonesword melee biomorph

Crushing Claws
Remove current profile, treat as S: User with only the Crush special rule.
Crush: A unit with a pair of Crushing Claws gains the Smash rule. If the unit already has Smash, it does not need to halve attacks when using that ability.

Scything Talons
Amend to AP5.
Models with at least one pair of Scything Talonscan re-roll To Hit results of 1 in combat, regardless of which melee weapon they attack with.

Ranged Weapons

Remove the following note from the Wargear List: "One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon."

Bio-Plasma
Add alternative weapon profile:
S6 AP2 template

Bio-Plasmic Cannon:
Amend both profile ranges to 30"

Flamespurt
Add Torrent special rule.
Add 'Engulf' special rule: A model that fires a Flamespurt counts as having assault grenades for the rest of the turn.

Fleshborer Hive
Amend to:
Range 24" S4 AP4 Assault 25

Rupture Cannon
Amend to:
Range 36" S10 AP2, Assault D3+1*, Armourbane
*roll each time the weapon is fired

Venom Cannon
Replace with the following two weapon profiles:
Range 36" S6 AP3 Assault 2
Range 36" S6 AP4 Assault 1 Blast

Heavy Venom Cannon
Replace with the following two weapon profiles:
Range 36" S7 AP3 Assault 4
Range 36" S9 AP3 Assault 1 Blast


Automatically Appended Next Post:

Biomorphs

Add Spine Banks option under Thorax Biomorphs (5pts)

Armoured Shell
Grants the model +1 to their armour save.

Enhanced Senses
A model with Enhanced Senses scan choose whether or not to use the Skyfire special rule at the start of each Shooting phase.They don't have to use the Skyfire special rule,but if they do,all weapons they fire that turn are treated as having the Skyfire special rule.

Psychic Powers

Tyranids now have two psychic disciplines. The last option on each table may be activated with either 1 or 2 warp charge points (declare before taking a psychic test). The effect of each charge is listed on the power.

Power of the Hive Mind (offensive discipline)

Primaris: The Horror

1-2: Paroxysm
3-4: Psychic Scream
5-6: Warp Blast
Charge 1 - fire with Burst profile
Charge 2 - fire with Lance profile

Will of the Hive Mind (supporting discipline)

Primaris: Dominion

1-2: Catalyst
3-4: Onslaught
5-6: Unnatural Vitality (new power)
Charge 1 - The psyker gains +1 Toughness
Charge 2 - The psyker gains +D3 Toughness

Bio-artefacts

Replace the following text:
A model may replace any pair of scything talons with one of the following
with:
A model may choose any one of the following

Maw-claws of Thyrax
Amend Assimilate rule:
Choose a single codex before deployment. The model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from that codex.

Miasma Cannon
No change

Norn Crown
Replace all rules text with the following:
Any friendly Codex: Tyranids models within Synapse range of a model with the Norn Crown may add +1 to any Deny the Witch or Feel No Pain rolls they make. This does not confer a FNP save to models that do not already have one.

Reaper of Obliterax
Amend profile to:
S: User + 2, AP2

Ymgarl Factor
Replace all rules text with the following:
At the start of each friendly turn, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of the following friendly turn. The same form cannot be chosen in two consecutive turns.
Slashing Claws: The model has +D3 Strength.
Tentacled Limbs: The model has +D3 Attacks.
Toughened Exoskeleton: The model has +1 Toughness.

New: Null Zone (40pts)
An incredibly rare mutation allows the Hive Mind to better focus its will and better protect certain creatures in the swarm.
The model has a 5+ invulnerable save, and may re-roll failed Deny the Witch attempts.

This message was edited 4 times. Last update was at 2014/04/25 12:33:46


 
   
Made in gb
Towering Hierophant Bio-Titan






HQ Units

Hive Tyrant
May generate powers from Power of the Hive Mind and Will of the Hive Mind
Add Synaptic Pillar rule
May take up to one of the following for 35pts:
Wings / Armoured Shell / +1 to mastery level
May take Enhanced Senses biomorph for 20 points

Amend upgrades as follows:
Old Adversary - grants Preferred Enemy to friendly units within 6" (25pts)
Hive Commander - grants Outflank and Acute Senses to a single Troops unit, and allows the player to re-roll reserves results for the chosen unit (20pts)
Indescribable Horror -(5pts)

Swarmlord
May generate powers from Power of the Hive Mind, Will of the Hive Mind, and Biomancy
Add Eternal Warrior, Fleet special rules
Add Warp Barrier biomorph (4+ invulnerable save)

Alien Cunning - Amend rule:
May choose to add or subtract 1 for any reserve rolls.

Remove Blade Parry, replace with Blade Flurry
New rule: Blade Flurry
The Swarmlord may exchange all of his attacks for a single Blade Flurry attack: place a large blast centered over the Swarmlord. Any enemy units under the template take a single S6 AP2 hit with the Ignores Cover special rule.

Tyrant Guard
No change

Tervigon
May generate powers from Will of the Hive Mind
Add Synaptic Pillar rule
Synaptic Backlash: amend range to 6"
May add +1 mastery level for +30pts

Old One Eye
Amend to:
WS4, T7, Ld9
Apex Predator: Carnifex Broods*
*Carnifexes are far too sluggish to react in time to most threats. Old One Eye may never benefit from the Look Out, Sir rule.

Tyranid Prime
Add +1W
Add Synaptic Pillar rule

May replace any one starting weapon with one of the following for free:
Rending Claws
Boneswords
Lashwhip and Bonesword

May take the following biomorphs:
Toxin Sacs: 3pts
Flesh Hooks: 4pts
Adrenal Glands: 5pts
Armoured Shell: 10pts OR Wings: 15pts

Deathleaper
Add +1T
Add new special rule: Hyper-agile (5+ invulnerable save)

Troops Units

Tyranid Warriors
Add Synaptic Pillar rule
Apex Predator: Termagants, Hormagaunts, Rippers

The entire unit may take the following biomorphs (costs per model):
Toxin Sacs: 2pts
Flesh Hooks: 3pts
Adrenal Glands: 4pts
Armoured Shell: 5pts

Termagants
No changes

Genestealers
Scything Talons: 3pts/model

The entire unit (including a Broodlord, if chosen) may take the following biomorphs (costs per model):
Toxin Sacs: 3pts
Adrenal Glands: 1pt
Armoured Shell: 4pts

New rule: Attack from the Shadows:
Genestealer units may charge when arriving from reserve. However any unit charged in this manner may fire Overwatch using their regular, unmodified BS.

Hormaguants
The entire unit may take the following biomorphs (costs per model):
Toxin Sacs: 2pts
Adrenal Glands: 1pt

Bounding Leap: Amend the rule as follows:
Units entirely composed of models with this special rule Move an additional 3" (this will normally be 6+3").

Rippers
Add Rending Claws
Add Rampage special rule
New rule: Infestation
Ripper Swarms may contest any single objective within 6"

Elite Units

Hive Guard
Change default weapon to Shockcannon
May purchase Impaler Cannon for +5pts
May take Enhanced Senses biomorph for +10 points per model

Zoanthrope
Psychic Brood: amend as follows:
A Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit has a Mastery Level equal the number of models. In addition, if a brood of Zoanthropes uses the Warp Blast power, the number of shots fired is equal to the number of Zoanthropes in that brood. The brood may expend additional warp charge to increase the range of Warp Blast by 6" per charge.
Note: This means a single Zoanthrope cannot use Lance. However a unit of 3 models can fire Lance as Assault 3 and a range of 24" by expending the spare warp charge.

Psyker: A Zoanthrope brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Power of the Hive Mind discipline.

Venomthrope
Apex Predator: Termagants, Hormagaunts, Rippers
Spore Cloud: Amend range from 6" to 3"

Lictor
Add new special rule: Hyper-agile (5+ invulnerable save)
Apex Predator: Genestealers*
*does not roll for IB when joined to Genestealers

Haruspex
Add +1 to WS/BS
Add Adrenal Glands biomorph
Feeder Beast: add the following text:
In the movement phase, a Haruspex may add its current wound value to its movement distance.

Pyrovore
Add +1WS, +1T
Apex Predator: Termagants, Hormagaunts, Rippers

Fast Attack Units

Shrike
Add +1Sv
Synaptic Pillar
Apex Predator: Gargoyles, Sky-slasher Swarms

The entire unit may take the following biomorphs (costs per model):
Toxin Sacs: 3pts
Flesh Hooks: 3pts
Adrenal Glands: 4pts

Gargoyle
No changes

Ravener
New rule: Ravenous Charge:
If the Ravener brood rolls 7 or higher for charge distance (after any rerolls), it counts has being equipped with assault grenades for the remainder of the turn.

The entire unit may take the following biomorphs (costs per model):
Toxin Sacs: 3pts
Adrenal Glands: 5pts

Crone
No change

Harpy
No change

Sky-Slasher Swarm
Add Rending Claws
Add Rampage rule
New rule: Infestation
Sky-Slasher Swarms may contest any single objective within 6"

Spore Mine Cluster
No change

Heavy Support Units

Trygon (and Trygon Prime)
Subterranean Assault: remove "in subsequent turns" text from this rule

Exocrine
No change

Tyrannofex
Fleshborer Hive option is twin-linked

Carnifex
Add +1WS
May take Thorax Biomorphs (replaces Spine Banks option)
The entire brood may take Enhanced Senses biomorph for +20 points per model

Mawloc
No change

Biovore
No change

Apocalypse and Imperial Armour Weapons

Bio-Cannon
Change to dual-profile:
Range 48" S10 AP3 Assault 12
Range 24" S10 AP1 Assault 4

New rule: Cleave
When a Tyranid Gargantuan Creature uses the Smash special rule to attack in melee, those attacks are made at Strength D AP2

Apocalypse and Imperial Armour Units

Malanthrope
Change unit type to Monstrous Creature

Scythed Hierodule
Add Adrenal Glands and Spine Banks biomorphs
Add +1W, +1I, +1Sv
May take Regenerate biomorph for +40pts

Barbed Hierodule
Amend weapon to:
One twin-linked Bio-Cannon
Add +1W, +1I, +1Sv
May take Regenerate biomorph for +40pts

Harridan
Amend weapon to:
One twin-linked Bio-Cannon
Born in the Skies: May re-roll grounding test results of 1.
May take Regenerate biomorph for +60pts

Hierophant
Add Fleet rule
Add Spine Banks biomorph
Amend weapon to:
One twin-linked Bio-Cannon

Bio-titan Warp Field: Amend as follows:
For each successful hit with a shooting attack on the Hierophant, roll a D6. On a roll of 5+, the weapon strength is reduced by 1 point. Destroyer weapons successfully reduced this way are treated as a S10 AP2 attack, and must roll to wound as normal. This ability has no effect in melee, or against attacks that do not use a Strength value.

This message was edited 4 times. Last update was at 2014/04/25 13:07:43


 
   
Made in za
Fixture of Dakka




Temple Prime

Good start, but I'd also say that the Lictor and Deathleaper need to be actually good at their role of being highly selective assassin models. The Deatheleaper gets a warlord trait that it will never benefit from because it is very unlikely to kill any ICs, and the last book's Lictors mostly saw use as something to pop up on something's rear armor and hope that three sets of two S6 rending hits would crack it open.

In addition, I feel that Carnifexes, Tyrant guards, and Trygons deserve at least an option for improved armor saves.

Old One Eye's adaptive FNP ability needs to be detached from the warlord traits table because there's no way he's ever going to get use out of it unless he's literally the only HQ unit in the Tyranid army. A 2+ save would also be quite thematic on him, as would perhaps an even further improved regenerative ability.

I have my own ideas for new relics, so allow me to share them.

Hive Lordship: The Tyranid monstrosity in question has been designated a Hive Lord, a masculine counterpart to the Norn Queens first reported in subsector aurelia, guiding the Tyranids there to successfully depart from the subsector and rejoin Hive Fleet Leviathan proper. Hive Lords are known for their dire cunning, resilience, more menacing additions to their armor plating and distinctive markings, and superior synaptic abilities. A Hive Lord has eternal warrior, an additional point of toughness, and enhanced synapse (units in synapse range may use bearer's leadership), 50 points.

Venom cannon of Sondheim: As heavy venom cannon with the following modifications: -1 AP, forces rerolls on successful invulnerable saves, +1 strength against units with the daemon special rule. 30 points.

And some options I made for the Biovore a long time ago:

Acid spore mine 10 points: S5 Ap3 - Armorbane (No blast though)
Frag spore mine 5 points: S4 Ap4 Small blast: Rending
Toxin spore mine 10 points: S4 Ap4 Poisoned(4+) Large blast.

Some old options I'd like to see return:

Adamantium tusks: Grants an additional attack on the charge

Hive node: For gaunts only; improves the leadership of the brood by 2 so long as at least one model with hive node remains in play. 1 point. (mostly to make peeking out of synapse a bit more viable)

Bio-plasma can now be taken by Hive Tyrants again.

Raveners need a price cut, they're a tad squishy due to being 3 wound T4 5+ models.

I'm not too sure on the change to crushing claws though, while it does help things that can take them that aren't Carnifexes, it does kind of hurt the Fexen as they only really get tank-hunters out of smashing. Perhaps making it so that it's counted as AP1?

The Venom cannons are still a touch naff against vehicles with your rules, and the blast VC is still as underwhelming as ever. I like the concept of giving it a regular shot mode though.

I'm fond of a lot of things the Dawn of War series did, and I like the idea of Venom Cannons and Barbed Stranglers being something the entire Warrior brood can take rather than just one model contributing a rather dinky shot.

The Null zone and Norn crown also have a bit of overlap, so I'm going to bring out another idea I had.

The Norn Crown: 40 points for something any psyker can give you for free...hoo boy this one is quite rightfully scorned as one of the most overcosted for minimal value unique wargear items in the game. My proposal is a rather simple one, it improves ML by 1 as well as extends your synapse range, or grants ML1 to a suitable unit that ordinarily lacks it.

The Maw claws would be a bit nicer for their price if they had rendings on a 5+ and shred/tank hunters.

As for the reaper: The instant death now happens on a 5+, or a 4+ if it already had boneswords in some form.

Miasma cannon: Can either be fired as a torrent or a twinlinked blast with the same profile as before.

My own homebrewed Swarmlord was also a tad different:

WS10 BS4 S7 T7 W5 I7 A6 LD10 SV2+ 5++ 335 points

Biomorphs and weapons: Bonesabres (forces successful invulnerables to be rerolled), Regeneration, Spine banks, Prehensile Pincer

Special rules: Eternal warrior, Blade parry, Blade storm (as you put it), Psyker (Mastery level 3), Shadow in the warp, 18' synapse, Alien cunning (as you have it), Swarm Leader (grants both the target unit and it's own the special rules), and Speed Synapse.

Speed Synapse: All models within the Swarmlord's synapse range and itself benefit from fleet of foot, hit and run, and crusader

Warlord trait: No longer locked.

My own psyker tables were also quite different:

Firstly, two distinct psychic power tables for the Tyranids, one is mostly for support, while the other is much more direct.

So catalyst, onslaught, dominion, horrify, paroxysm, and such get placed into the support table, while Warp Lance, Life Leech, and Psychic Scream go to the offensive table. If the BRB powers are allowed, then some more redundant abilities may be altered.

For the buff table, we still have three more powers to fill out. So here's what I gave out.

Fury of the swarm: identical range to Catalyst, grants both the caster and the user rage, furious charge, hatred.

Guidance of the many: Identical range to Catalyst, improves WS and BS of target unit and caster by d3.

Kinetic drain: Target loses d3 initiative, and attacks and may not move more than 6 inches under any circumstances or utilize counter-attack, overwatch, fleet of foot, crusader, relentless, or hit and special rules for that turn, in addition any unit charging them is treated as having assault grenades (warp charge 2)

For the offensive table I came up with:

Chittering inferno: S4 AP 5 torrent, soul blaze

Lobotomize: Designate an enemy model within 18' and make an opposed leadership check, if the enemy fails, it is removed from play with no saves allowed(FNP still applies but LOS does not), models with EW instead take 1d3+1 wounds with no saves allowed (may still roll for FNP).

Inside your soul: Here, the Hive mind is sent surging into the target unit, driving the victims to temporary madness as they are filled with the same instincts of the beasts of the hive mind, only magnified. Roll an opposed leadership test against the highest LD value in the targeted unit, if the target fails, the unit attacks itself as per feed. 24' range.

Flesh twist: S4 Poisoned (4+), Ap4 large blast, strike down.

Altered powers: Warp blast, blast becomes S6, Lance goes back to AP1.


My group also lets all armies roll from all BRB tables for psychic powers.

Generally our homebrew is aimed at making all codices about level to whatever's top dog at the moment, both internally and externally.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Ragin' Ork Dreadnought




I gotabout halfway through this before I overdosed on the lactose.
You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.
Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?

This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.
   
Made in za
Fixture of Dakka




Temple Prime

Waaaghpower wrote:
I gotabout halfway through this before I overdosed on the lactose.
You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.
Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?

This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.

My group buffs every other codex too and homebrews in a crap ton of stuff?

Remember that Necron Phaeron who got a few lines that had him cut apart a planet in one slash of his weapon?

We got rules for him.

BFG rules yes, but rules.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Towering Hierophant Bio-Titan






Waaaghpower wrote:
I gotabout halfway through this before I overdosed on the lactose.
You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.
Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?

This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.


Most of the unit changes were with the aim of improving internal balance, and giving people a reason to take something other than the new mono-build FMC spam. A good example of this is for Hive Tyrants... as an alternative to Wings they can have better armour or psychic buffs, meaning Flyrants are no longer an automatically better choice over Walkrants.
The units with the biggest changes are the ones who are considered over-costed. Some strong units did get changes, but this was mainly to encourage alternative uses for them (such as Carnifexes getting WS4 because they're currently virtually always fielded for shooting).

How are Venomthropes attached to a unit any worse than Big Mek KFF's in a unit of Boyz (which does virtually the same thing)? A Big Mek even gets a 2+ LoS roll, and his unit is majority T4. At least the Tyranid unit is majority T3 AND can't use any transports. How is it any worse than hiding psykers or other key units in large squads? The game has rules in place to pick off key models within units - they just require a little more thought than forcing those models to sit out separately and be picked off.

The psychic tables are hardly 'vastly better'. Nearly all the powers are the same. Warp Blast got a couple of minor changes, one of which is only usable by Zoans to make up for the loss of Spore Pod deployment. The new power is a heavily watered down version of Iron Arm, which itself doesn't even need 2 warp charges for the good buffs.
The table split is because for some reason, Tyranids are the only army in the game with the choice of a single psychic discipline. Literally no other army has this restriction, and their psykers can pick and choose between psychic tables to suit their intended role. Tyranids are stuck with a mish-mash of powers for different roles in a single table. I could have just kept things the same and added Biomancy back again, but surely that's more powerful than this? Flyrants with Iron Arm were a crutch for the last codex, and I'd rather see something more imaginative.

Do you have any constructive criticism that doesn't rely on dairy-based hyperbole?

This message was edited 1 time. Last update was at 2014/04/10 12:44:21


 
   
Made in us
Ragin' Ork Dreadnought




Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have.

Your psychic charts also give a massive amount more control over powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff.

NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.


Automatically Appended Next Post:
Basically, you are taking the Tyranid's most powerful options and increase their strength, then upping everyone else to what was previously their peak. For no additional cost. And without any penalties. (And, simultaneously turning penalties into useful buffs.)

This message was edited 1 time. Last update was at 2014/04/10 17:13:47


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Yeah, a little restraint would be nice.
   
Made in za
Fixture of Dakka




Temple Prime

Waaaghpower wrote:
Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have.

Your psychic charts also give a massive amount more control over powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff.

NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.


Automatically Appended Next Post:
Basically, you are taking the Tyranid's most powerful options and increase their strength, then upping everyone else to what was previously their peak. For no additional cost. And without any penalties. (And, simultaneously turning penalties into useful buffs.)

The fix is simple; buff everyone else and make every unit in every book viable and powerful.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Towering Hierophant Bio-Titan






Waaaghpower wrote:Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have.

Your psychic charts also give a massive amount more control over powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff.

NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.


Nobody has a codex where every unit is powerful because GW doesn't write clear or balanced rules... that's kinda the whole point of this sub-forum. However, the aim here isn't to make every unit powerful, but to make them all viable. It's boring only ever seeing Flyrants as HQ choice, or never seeing Pyrovores, Rippers, Haruspex because the alternatives in similar roles are so much better it would be dumb to pick otherwise. List selection is also hamstrung by synapse, with the majority of options being either weak offensively or lacking durability. That's why the current no brainer options (Flyrants, T-Fex, Dakkafex, Gargoyles) were barely touched, if at all. Is there really anything here on par with a Wave Serpent?
If you see something here that is specifically broken then please give examples rather than claiming "most are cheesy".

The Venomthrope bonus used to work exactly the same way as the Big Mek bonus before it was replaced by Shrouded. I have no doubt the new Ork codex will make the same change. The unit is a must-have not because it's especially great (it's a T4 model with no defense against Ignores Cover), but because Tyranids have virtually no options for moving troops around without huge losses. If Spore Pods were still around Venoms wouldn't be anywhere near as necessary. If we had a transport, the same would apply. It also doesn't help that the rest of the Elite options were really lack-lustre.
I can see some merit in either dropping the Venomthrope bonus range to 3-4", or only projecting the area effect bonus in a unit of multiple Venoms. That makes units of 2-3 a viable choice to protect units they can't join, while single ones in larger units are harder to position.

I'm not doing a single thing here that hasn't been done either previously, or for other armies. Daemons have D3-based psychic charts PLUS access to BRB powers. The Primaris powers I picked are also considerably weaker than those for Divination or both Eldar disciplines. I've also restricted the charts to certain units - Tervigons can only take supporting powers and Zoanthropes can only use offensive ones.

Kain wrote:The fix is simple; buff everyone else and make every unit in every book viable and powerful.


The Eldar and Tau codexes are better examples of balance, in that they have a handful of units that need toning down rather than a plethora of useless models. I'd rather have an opponent ask me to lower my Wave Serpent shield range for a game than make all the changes needed for Banshees to be usable.
   
 
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