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![[Post New]](/s/i/i.gif) 2010/03/09 23:46:39
Subject: Opinion on new `nid codex
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Angry Chaos Agitator
Behind you
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Well, lets hear it.
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-1754pts wins: 3 losses: 2
-842 pts wins: 3 loses: 0
- 750 pts
DQ:90-S++G+MB+I+Pw40k07+ID++A+++/mWD356R++T(D)DM+
http://commorragh.proboards.com/index.cgi |
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![[Post New]](/s/i/i.gif) 2010/03/10 00:10:41
Subject: Opinion on new `nid codex
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Dakka Veteran
Reading - UK
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Awesome, I really like it. I don't think its overally powerful by any stretch but the options available to you allows a few competetive play styles.
I love the new beasties such as the Tervigon and Doom and i love dribbling over the latest conversions some guys have done.
The introduction of Spores into the Dex and beasties that can come up from underground makes the whole army so much more fun to play.
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![[Post New]](/s/i/i.gif) 2010/03/10 00:18:03
Subject: Re:Opinion on new `nid codex
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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While I think it can be at times a convoluted mess (Refer to page 47. Now 32. Now 12. Good luck.) it's a pretty good codex. Nids got some nice new units, and it's far from overpowered - although the DoM can be a mess to take down. Really, for no other reason than its 3+ invul save. With its ability, who bothers firing regular shots at it? I've seen it get up close, drop to 1 wound, then shoot up to 9 in one turn.
I will say that it has some serious flaws, though. First off, Carnifexes. While they definitely needed a points increase, I think they went way overboard with it. Old lists used to field half a dozen of them; the ones I've seen at my FLGS field zero now because of the high price (Which can be better put into Zoas, Warriors, Trygon/Prime...). Also, why would they take out the "Without Number" rule? And furthermore, how on earth did they manage to give it to the Imperial Guard? Apparently they were even written by the same person. It just boggles the mind how they screwed that up.
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![[Post New]](/s/i/i.gif) 2010/03/10 00:24:51
Subject: Re:Opinion on new `nid codex
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Huge Hierodule
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I didn't like the codex much at all at first.
I have done a 180 since then.
I like the fact that the small guys got cheaper, and while the big ones got more expensive (on average) their damage output has been multiplied, as well.
As far as without number goes, we still have it. it's called a Tervigon, and it is one of the best true 'support' choices we have in the codex. Who needs a brood of gaunts running in from the table edge on turn 4, far from the action, when we can spawn a brood usually 2 or 3 turns per game, per tervigon? that's a far greater output of models than without number ever was, not to mention the spawner is usually a scoring monstrous creature with 6 wounds. Ouch!
Nidzilla is far from dead, just evolved from what it used to be. I like the gribbly lists, as well, and they severely increased the damage output from zoanthropes along with adding hive guard to crack transports.
I'm still playing around for the 'sweet spot' list but overall i'm happy with the changes.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2010/03/10 00:31:46
Subject: Re:Opinion on new `nid codex
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Infiltrating Broodlord
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I love it. They went from the most boring army to play to (in my opinion) the most fun.
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Tyranids
Chaos Space Marines
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![[Post New]](/s/i/i.gif) 2010/03/10 07:14:41
Subject: Opinion on new `nid codex
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Camouflaged Zero
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I am nonplussed by it. I feel it needed a few months worth of playtesting before release and it would have been great, but it just falls short because of this. Badly worded rules, terrible internal balance, certain parts of the fluff fall below the standard I expect. It is hardly one of the best books out there. It is not Necrons bad by any stretch of the imagination, but I do not feel that it is very good.
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Order of the Ebon Chalice, 2,624pts
Officio Assassinorum, 570pts
Hive Fleet Viracocha, 3,673pts
562pts |
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![[Post New]](/s/i/i.gif) 2010/03/10 23:49:19
Subject: Re:Opinion on new `nid codex
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Decrepit Dakkanaut
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As a modeller and long time collector I am grateful that I now can revisit my old Armorcast/Epicast models (Malefactor counting as Tervigon, Exocrine counting as Tyrannofex, Drop Pod as ... well ... Drop Pod) , gaunts (termagaunts, strangleweb and harpoon) and warriors (with two boneswords!) and integrate them as legal options in my new army. The variety of units has increased by about 100%, which is a good thing that inspires conversions and a big non-GW market. If you accept that it is a completely new Codex not comparable to the old one, you can enjoy the new anti-tank and shock-options. I also like the fluffy new characters like the Nemesis and the Parasite. My army is about to be playtested, so I have no experience with performance yet.
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![[Post New]](/s/i/i.gif) 2010/03/10 23:57:11
Subject: Re:Opinion on new `nid codex
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Hanging Out with Russ until Wolftime
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Locclo wrote:although the DoM can be a mess to take down. Really, for no other reason than its 3+ invul save. With its ability, who bothers firing regular shots at it? I've seen it get up close, drop to 1 wound, then shoot up to 9 in one turn.
Firstly: It doesn't have an Invulnerable Save </Flamesuit>
Secondly: You are right, no-one should be firing Regular Shots at it, you should be firing Krak Missiles at it to instant Death it. 10 wounds don't do Jack against S8+
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Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/03/11 00:02:50
Subject: Re:Opinion on new `nid codex
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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Gwar! wrote:Firstly: It doesn't have an Invulnerable Save
Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against GKs (Which is why my friend is just raring to fight against it, IIRC one of his guns denies it its armor and that Invul save)
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![[Post New]](/s/i/i.gif) 2010/03/11 00:08:57
Subject: Re:Opinion on new `nid codex
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Hanging Out with Russ until Wolftime
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Locclo wrote:Gwar! wrote:Firstly: It doesn't have an Invulnerable Save
Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against GKs (Which is why my friend is just raring to fight against it, IIRC one of his guns denies it its armor and that Invul save)
Read the Warp Field rule very carefully.
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Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/03/11 00:18:13
Subject: Re:Opinion on new `nid codex
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Da Head Honcho Boss Grot
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Locclo wrote:Also, why would they take out the "Without Number" rule? And furthermore, how on earth did they manage to give it to the Imperial Guard? Apparently they were even written by the same person. It just boggles the mind how they screwed that up.
Send In The Next Wave only respawns a unit once. Without Number is also somewhat redundant with the Tervigons in existence.
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This message was edited 1 time. Last update was at 2010/03/11 00:18:58
Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2010/03/11 00:36:01
Subject: Re:Opinion on new `nid codex
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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Gwar! wrote:Locclo wrote:Gwar! wrote:Firstly: It doesn't have an Invulnerable Save
Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against GKs (Which is why my friend is just raring to fight against it, IIRC one of his guns denies it its armor and that Invul save)
Read the Warp Field rule very carefully.
"A Warp Field grants a Zoanthrope a 3+ Invulnerable save."
What, so because the DoM isn't technically a Zoanthrope, it doesn't get the save? Despite having the Warp Field rule in its entry? Now you're just nitpicking.
Oh, and about the SITNW/WN, I probably shouldn't have mentioned anything. I'm mainly projecting the complaints of the Nid players at my FLGS to the interwebs; I don't play either Nids or Guard, it's just that I was as surprised as the rest of them when Nids lost Without Number (Which, useless as it is with the Tervigon, was always a kind of fun thing to do when you lose a whole squad of Gaunts).
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![[Post New]](/s/i/i.gif) 2010/03/11 00:44:00
Subject: Opinion on new `nid codex
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[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..
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As a fluff reader I think it is brilliant.
Vastly expanded info on the old fleets, plus a whole host of new ones for people to use as their own.
Nice range of new units, hopefully a second wave will fill out some of the missing models.
Tyranids and generic SM seem to be getting redone at a much faster rate than the other army books.
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2026: Games Played:20/Models Bought:323/Sold:17/Painted:132
2025: Games Played:21/Models Bought:299/Sold:294/Painted:199
2024: Games Played:8/Models Bought:393/Sold:519/Painted: 207
2023: Games Played:0/Models Bought:287/Sold:0/Painted: 203
2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
2012-19: Games Played:781/Models Bought: 1935/Sold:1108/Painted:704 |
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![[Post New]](/s/i/i.gif) 2010/03/11 01:23:12
Subject: Re:Opinion on new `nid codex
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Doc Brown
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Locclo wrote:What, so because the DoM isn't technically a Zoanthrope, it doesn't get the save? Despite having the Warp Field rule in its entry? Now you're just nitpicking. 
Gwar!? Nitpicking about the RAW of a codex? INSANITY I SAY!
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"From the fires of Betrayal unto the blood of revenge we bring the name of Lorgar, the Bearer of the Word, the favored Son of Chaos, all praise be given to him. From those that would not heed we offer praise to those who do, that they might turn their gaze our way and gift us with the Boon of Pain, to turn the Galaxy red with the blood, and feed the hunger of the Gods."
-Excerpt from the Three Hundred and Forty-First
Book of Epistles of Lorgar
Cheese Elemental wrote:That made me think... what's a good pick-up line in the Imperium?
"Hey baby, my plasma cannon's running hot and I need to purge you in the name of the Emperor tonight." |
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![[Post New]](/s/i/i.gif) 2010/03/11 13:24:14
Subject: Re:Opinion on new `nid codex
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Towering Hierophant Bio-Titan
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Here is a quote from another forum which I think will provoke some interesting discussion. Credit to BL for writing it all.
While I think it's a bit doom and gloom he does hit some valid points, especially regarding overpriced MC's and overcrowded Elites options.
Hive Tyrant: Expensive, fragile, and expensive. Lost invulnerable saves, gained psychic powers which they can't use.
Tyrant Guard: Expensive, and people will argue with you over the rules. As in, they're worded so poorly that some people argue that they have NO EFFECT on your Tyrant. Whatsoever. I'm serious.
Tervigon: New. Other players bitch about them because they seem overpowered, but they're roughly as overpowered as the 3rd edition IG codex. Spawns troops and gives other units Feel No Pain.
Prime: Tyranid Warrior IC. THAT IS IT.
Zoanthrope: Shooting got upped. Moved to Elites. Have to be taken in squads, but lost 0-1 restriction. No options.
Hive Guard: These and/or Zoanthropes are required to make a list. They sold out nationwide in just under 4 days.
Lictor: Deploy like Marbo. Horrible unlike Marbo. They got nerfed in as many ways as they got fixed. Almost useless.
Pyrovore: In the runnings for Worst Unit in the Game. I'm not kidding.
Termagant: Nerfed.
Hormagaunt: Nerfed and dropped in price. Yes, this means termas got nerfed without a price change.
Genestealer: Dropped 2 points, got Infiltrate, and lost literally every upgrade you ever gave them. Including the mandatory ones.
Ymgarl Genestealer: Elite Genestealers that deploy like 3E Lictors. Cost nearly double.
Warrior: Moved to Troops. Gained a wound. Simultaneously the best and worst CC fighters in the game.
Ripper: Nerfed.
Gargoyle: Points halved. Nerfed.
Ravener: Still the exact problems of before, except the minimum size was raised to force you to buy the new plastic kit. Oh, and they're W3 now.
Harpy: New flying MC. Has questionable use.
Shrike: Flying warriors are called this now, and they're basically gakky warriors.
Sky-slasher: Flying rippers are called this now, and nerfed like rippers.
Carnifex: Dear god.
Mawloc: A bad Trygon that people will argue with you over just like tyrant guards. As in, they argue that the Mawloc literally cannot function.
Biovores: Nerfed.
Tyrannofex: New HS gun unit. Would be useful if it didn't cost 265 points.
The Swarmlord: Hive Tyrant character with +1WS, cool close combat rules, and a 280 point price tag. Fun fact-- Mephiston in the new BA codex has better stats and equipment for fewer points.
The Parasite of Mortrex: Gargoyle character with a special ability that never works. Bad.
Deathleaper: Lictor character with amazing rules but he's still a fething lictor.
The Doom of Malan'tai: One of 3 good units in the entire codex. Unfortunately, all of them are Elites.
Old One Eye: Have you ever wanted to pay 260 points for a carnifex with two unreliable upgrades?
List of codex nerfs, reduction, and removals in comparison to 4E codex:
No unit can take assault grenades except lictors (and DL), harpies, and carnifexes.
Loss of universal Move Through Cover.
Loss of universal Eternal Warrior.
Synapse changed to Fearless instead of "pass all Ld tests."
Weapons have preset stats no longer based on holder. Not a complete nerf.
Loss of Living Ammunition.
Loss of Leaping biomorph.
Implant Attack effective only on 6's to wound.
Psychic Scream has to be cast and only affects a randomly determined radius.
No creature in the codex may simultaneously take a Thornstrangler Cannon (monstrous Barbed Strangler) and Heavy Venom Cannon.
With a single exception, no creature in the codex may twin-link any of the afformentioned guns.
Shadow in the Warp distance reduced from "unlimited" to 12 inches.
Units no longer fall toward Synapse creatures.
A third of the codex doubled in point cost.
Units can no longer increase their stats with the exception of promoting the hive tyrant's armor.
Hive Tyrant cost increased to 227% old price.
Hive Tyrant has no access to Invulnerable save.
Hive Tyrant has no access to 2+ save with wings.
Hive Tyrant lost 25% of weapons and 75% of wargear options.
Tyrant Guard cost increased to 133% old price.
Tyrant Guard lost the following: -1 I, -3 Ld, Implant Attack.
Broodlord demoted to genestealer squad sergeant.
Broodlord lost Inhuman Strength, Synapse, and all wargear options except Implant Attack.
Tyranid Warriors lost unique weapons, twin-linked guns, 90% of wargear options, and deathspitters are no longer blasts.
Tyranid Warriors cost increased to 214% old price.
Lictors lost assault on arrival, Fearless, feeder tendrils, (Improved) Stealth, and the ability to operate outside of Synapse range.
Pheromone Trail no longer works when the Lictor is not on the table and provides a +1 instead of rerolls. Yes, this means that it won't activate until it's already too late to be useful.
Lictors no longer have a cover save in the open from being invisible.
Genestealers no longer have access to Extended Carapace, Feeder Tendrils, or Flesh Hooks. I have already stated this, but it NEEDS restating.
Termagants (all weapon varieties) no longer Fleet.
Loss of Without Number.
Spinegaunts went up a point.
Termagants (fleshborers) went down a point, but lost Living Ammunition as stated previously.
Hormagaunts no longer Beasts.
Hormagaunts WS reduced to 3.
Ripper Swarms Ld reduced to 5.
Ripper Swarms subject to Instinctive Behaviour. If they fail their test, they take a number of power weapon wounds equal to the amount by which they failed.
Ripper Swarms WS reduced to 2.
Raveners Ld reduced to 6.
Gargoyles Ld reduced to 6.
Gargoyles no longer Fleet.
Gargoyles Bio-plasma attack changed to "automatically causes a saveable wound on a 6 to hit in assault." Effectively A reduced by 1.
Spore Mines T and Ld reduced to 1.
Spore Mine clusters increased in minimum deployable size (but disappear when they touch ANY friendly models).
Spore Mines can no longer be remote detonated.
Loss of Toxin and Bio-acid mines.
Zoanthropes I reduced to 3, A reduced to 1, Sv reduced to 5+/3++ (psycannons penetrate, increased vulnerability to weight of fire weapons).
Zoanthropes no longer able to choose psychic powers.
Zoanthropes no longer have access to Toxic Miasma.
Biovores no longer have Brood Telepathy.
Biovores cost increased to 115% old price.
Carnifexes price increased to 188% old price.
Carnifexes lost a total 17 out of 20 wargear options and 2 out of 8 weapon options, not including the loss of previous standard Thornstrangler Cannon + Heavy Venom Cannon configuration.
Carnifexes now subject to Instinctive Behaviour.
Carnifexes Ld reduced to 7.
Crushing Claws now +D3 attacks. Still 25 points.
Carnifexes no longer available as Elites.
Trygons WS reduced to 5, S reduced to 6, T reduced to 6, I reduced to 4, Ld reduced to 8.
Trygons lost Invulnerable save.
Trygons Subterranean Tunnels changed to Subterranean Assault. Raveners unable to use it. Counts as Deep Strike for arriving unit. Only works if a unit happens to arrive from Reserve at appropriate time, cannot specifically reserve a unit inside tunnel.
List of ongoing rules disputes with new codex:
Instinctive Behaviour is an illegible mess.
Units which are subject to IB act under its effects for the whole turn. Conflicts with Synapse which states that units within range are not subject to rule.
Fearless timing left out. Units can arguably enter Synapse, leave Synapse range, and will never lose Fearless.
Instinctive Behaviour - Lurk abusable like old Skaven artillery. Units have to attempt to fire at an enemy if said enemy is in line of sight OR weapon range, resulting in termagants unable to move because of an enemy visible 48" away.
Instinctive Behaviour - Lurk requires the Tyranid player to break the "no pre-measuring before announcing shooting targets" rule.
Tyranid Close Combat weapons are claimed to not be useable in concert with each other, causing situations like lictors which have to choose whether to use their talons or claws, or units holding a Lash Whip and Bonesword and being unable to use the first.
Hive Tyrant reserve bonus stacking/off-table arguments.
Tyrant Guard Shieldwall rule allows a single tyrant to join "exactly as if it were an independent character." Arguments that said tyrant counts as an IC during shooting and assault phases, resulting in tyrant guards having literally no function whatsoever.
Lictor reserve bonus stacking arguments.
Harpy Spore Mine Cysts rule arguments over whether or not it counts as shooting for the purposes of targetting in later phases.
Venomthrope Spore Cloud grants "a 5+ cover save against any shooting attacks." Emphasis added.
How exactly does one obtain cover from a Hive Guard's Impaler Cannon?
Can Hive Guards target units embarked in vehicles? (the fluff dictates that the weapons penetrate vehicles and kill those inside, and the rules allow it to target any unit within range regardless of visibility)
Do Hive Guards have to take Night Fighting tests?
Do Tank Shocked Spore Mines explode?
Spore Mines automatically move d6" in a direction at the beginning of the Movement phase. No where does it say that this replaces their movement.
Spore Mines cannot fall back, go to ground, or run. They are not Fearless, and it is unknown if they are allowed to assault.
Do the Trygon Prime's Containment Spines replace the Bio-electric Pulse or augment it?
Can the Mawloc target enemy units directly with its Terror from the Deep ability?
What happens when you Tank Shock a Mycetic Spore?
The Doom of Malan'tai's Spirit Leech is a special rule that automatically affects all enemy units within 6 inches. Does this include units embarked on vehicles? NOBODY IS SHUTTING UP ABOUT THIS.
Does Stubborn interact with Deathleaper's "It's after me!" special rule?
Can you take cover saves against wounds caused by Brood Progenitor, Spirit Leech, or Terror from the Deep?
If a Tervigon uses Onslaught, a psychic shooting attack that targets a friendly unit, how does this affect targetting for the rest of the turn?
How many casualties does a Devourer have to cause for a squad to have to their break test at a penalty? Can a single casualty be caused with a devourer, and 24 caused by deathspitters, on a squad of 100, for example?
A model "counts their Initiative value as 1 until the end of the Assault phase, regardless of their actual Initiative value" if in base contact with a Lash Whip-wielding model. Since it is not a modifier as described in the rulebook, does this affect Sweeping Advance?
Lash Whips Vs. Banshee Masks.
Does the Doom have an Invulnerable save? The Warp Field rule specifically says "Zoanthropes."
Does Deathleaper have Chameleonic Skin? The Chameleonic Skin rule specifically says "Lictors."
Can you roll regenerate dice for wounds that have already regenerated?
Are Acid Blood tests/wounds capped at the number of wounds of the Acid Blood-holding model?
Can models with wings Deep Strike?
Common issues with the codex:
Still helpless against mechanized armies.
Pyrovores are completely worthless. The pyrovore is a model with a heavy flamer and a single WS3 I1 power weapon attack. For 45 points. With low leadership. That needs Synapse to operate.
Point costs are astronomical and Tyranid armies are easily outnumbered by IG, Orks, Eldar, Tau, and even various Space Marine armies.
The army is completely turned off by Jaws of the World Wolf.
W3 warriors with no Eternal Warrior means that for each powerfist hit, you lose 3 wounds in combat resolution. A powerklaw Nob on the charge can do 12 wounds worth of damage by himself.
Over-reliance on psychic powers means that Imperial armies basically ignore Tyranid abilities by virtue of an abundance of Psychic Hoods.
Shadow in the Warp's range is too short to be useful.
Literally cannot survive against gunlines, especially IG.
Fleshborer/Spinefist troll on GW's part pissed off a lot of horde Tyranid players.
Nearly every good unit in the codex doesn't have a model (tervigon, Doom, non-Tyrant boneswords, etc).
They honestly expect you to buy 4 hive tyrants to make The Swarmlord and multiple fex/trygon kits to make the W6 MC's.
The ability to do an entirely Deep Strike army but a complete lack of Drop Pod assault or passive reserve bonuses that don't require a lonely babysitter on the battlefield.
Venom Cannons are horrible, still.
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![[Post New]](/s/i/i.gif) 2010/03/11 19:46:14
Subject: Opinion on new `nid codex
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Camouflaged Zero
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The poster of that wall of text is intentionally ignoring facts to make things sound a heck of a lot worse than they really are. Some of the points are perfectly valid, but a lot of them are hyperbole.
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Order of the Ebon Chalice, 2,624pts
Officio Assassinorum, 570pts
Hive Fleet Viracocha, 3,673pts
562pts |
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![[Post New]](/s/i/i.gif) 2010/03/11 19:57:09
Subject: Opinion on new `nid codex
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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I think the Nid codex is much more balanced and fair than most. Harder to build super armies, which is how it should be. We need more balanced codexes, fewer power codexes like IG and SW.
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![[Post New]](/s/i/i.gif) 2010/03/11 22:20:50
Subject: Re:Opinion on new `nid codex
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Implacable Black Templar Initiate
Poconos, PA
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The new Tyranid codex is pretty well balanced and wasn't an instant #1 power army and that is a GOOD thing. I think people that hate it are comparing it to the newer codices such as IG and SW (and chances are BA will be too) which seemed to gone a step up in the power level department. I mean when the IG and SW codices came out the number of people that flooded to those armies because of the obvious power builds was kinda discouraging. I couldn't count how many "counts as" space wolves I seen around, even chaos wolves were somewhat common!
The Tyranids have both good and bad points but it ends up pretty balanced against the rest of the 40k universe, and that is how it should be in my opinion.
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4500 Points
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![[Post New]](/s/i/i.gif) 2010/03/12 18:39:04
Subject: Opinion on new `nid codex
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Ladies Love the Vibro-Cannon Operator
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I faced Nids once with my mech Eldar army.
They are less scary than I thought.
Mech Eldar is still a nemesis army for Nids.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/03/12 20:16:49
Subject: Opinion on new `nid codex
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Devious Space Marine dedicated to Tzeentch
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Skarboy wrote:I think the Nid codex is much more balanced and fair than most. Harder to build super armies, which is how it should be. We need more balanced codexes, fewer power codexes like IG and SW.
I agree that it's a perfectly good thing, if it wasn't following immediately on the heels of IG and SW. It's not like Dark Eldar are some kind of crazy powerful army by virtue of being from a bygone era, but luckily there's not a lot of it rolling around. Nids are badly overshadowed by the 2 books immediately preceding them, which doesn't bode well for the Nids being able to make a good accounting of themselves.
Now, if some newer books (like BA) manage to push the competitive meta in a different direction, Nids may gain some ground relative to the others. I'm not sure what BA could do to lower the reliance on massed transports and long-ranged fire, but the Nid book seems like it would much rather be mixing it up with Horde Orks, drop/assault Marines, Daemons, and jump-packing BA rather than the Rhino and Chimera walls of current IG and SW builds.
Mostly I'm just disappointed in how the book stacks up to the one that came out immediately before it...the Space Wolves outshoot the Nids at range, cruise around with all the transports being a fairly large pain to the Nids (or alternatively, take Land Raiders for a big pain), have some super-nasty CC elements that can really tear up even good Nid fighters (short of the Swarmlord), have Psykers that can just literally throw Nids down holes (and from outside of SitW range), and have a long-range 4+ cancellation of all the new Nid psychic powers (better than a Ld10 hood and immune to Deathleaper, and it outranges all of the Nid psychic powers)...3+ cancellation if anyone shows up with Njal. It's seriously like the guy writing the SW book was secretly looking at the Nid book and making sure that his stuff didn't get trumped by the Nids a few months later.
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![[Post New]](/s/i/i.gif) 2010/03/12 20:32:30
Subject: Re:Opinion on new `nid codex
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Annoyed Blood Angel Devastator
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At first i thought the nid codex was quite weak and i didn't like it from a competitive playing style. But i think overall its good, if you choose the right list it can be competitive if you need it to be but overall i think its now quite a fun army to play. Sure some things could have been done differently but the overall effect is still quite appeasing.
The only thing they should have worked on more is rule wording.
Other than that i thought it was really well done.
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 Phish Skills wrote:Fluff, the ultimate cure-all for all modelling errors. 
http://phishsrecantations.blogspot.com/ - Read for Wargaming and Gaming Articles |
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![[Post New]](/s/i/i.gif) 2010/03/12 20:43:56
Subject: Opinion on new `nid codex
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Pragmatic Primus Commanding Cult Forces
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Elric of Grans wrote:The poster of that wall of text is intentionally ignoring facts to make things sound a heck of a lot worse than they really are. Some of the points are perfectly valid, but a lot of them are hyperbole.
That's actually being kind. If that OP really believes some of those things, they oughta to give up 40K and consider a career in weather forecasting. It's a nice field for people with a habit of being wrong 50% of the time.
Regarding the codex, you'll probably find it stronger in pick-up games and other situations in which you can tune your list than in heavy tournament play. The top tier, all-comers tourney build has been very elusive. But if you know what you're going to face in a given game, you have some a lot of tools at your disposal.
Another point is that there are many good units in the codex, but not all of them work well together. The new army takes some practice to figure out.
Overall, I like it. If I could make 2 or 3 minor changes to the codex, I'd absolutely love it.
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![[Post New]](/s/i/i.gif) 2010/03/12 21:56:47
Subject: Opinion on new `nid codex
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Ambitious Space Wolves Initiate
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I have a mate who plays Tyranids, and loves his Carnifexes, so I just love the fact they're almost double the points! Lol
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2000 Points
Ragnar Rules All!
VC 1000, WiP
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![[Post New]](/s/i/i.gif) 2010/03/12 22:04:45
Subject: Opinion on new `nid codex
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Longtime Dakkanaut
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The codex and the list (the same IMO) is fine for standard and competitive play. I think the bugs add to the rock - papers - scissors the 40k tourney lists are slowly becoming.
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![[Post New]](/s/i/i.gif) 2010/03/12 22:20:02
Subject: Opinion on new `nid codex
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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sirisaacnuton wrote:I agree that it's a perfectly good thing, if it wasn't following immediately on the heels of IG and SW. It's not like Dark Eldar are some kind of crazy powerful army by virtue of being from a bygone era, but luckily there's not a lot of it rolling around. Nids are badly overshadowed by the 2 books immediately preceding them, which doesn't bode well for the Nids being able to make a good accounting of themselves.
Now, if some newer books (like BA) manage to push the competitive meta in a different direction, Nids may gain some ground relative to the others. I'm not sure what BA could do to lower the reliance on massed transports and long-ranged fire, but the Nid book seems like it would much rather be mixing it up with Horde Orks, drop/assault Marines, Daemons, and jump-packing BA rather than the Rhino and Chimera walls of current IG and SW builds.
Mostly I'm just disappointed in how the book stacks up to the one that came out immediately before it...the Space Wolves outshoot the Nids at range, cruise around with all the transports being a fairly large pain to the Nids (or alternatively, take Land Raiders for a big pain), have some super-nasty CC elements that can really tear up even good Nid fighters (short of the Swarmlord), have Psykers that can just literally throw Nids down holes (and from outside of SitW range), and have a long-range 4+ cancellation of all the new Nid psychic powers (better than a Ld10 hood and immune to Deathleaper, and it outranges all of the Nid psychic powers)...3+ cancellation if anyone shows up with Njal. It's seriously like the guy writing the SW book was secretly looking at the Nid book and making sure that his stuff didn't get trumped by the Nids a few months later.
My hope is that more codexes follow the Nid pattern of balance rather than the SW and IG "so easy a caveman can do it" method of power-building. Like everything else, in a few months, people will have really explored the Nid dex, found effective combinations of units, and it will be fine. I think it still is fine, and it will get better with refined lists and units. The ones complaining (rightly so) are those whose old lists were nerfed by the new codex. Sadly, that's the reality of the game, but they usually give you some new toys to play with. But you're right; if the current over-abundance of mechanized lists doesn't alter, the Nids are little out in the cold in this respect. I expect 6th Ed will probably scale vehicles back... again... so there's always that.
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![[Post New]](/s/i/i.gif) 2010/03/12 22:23:21
Subject: Opinion on new `nid codex
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Fixture of Dakka
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I'm liking it and not too fussed if some of the units aren't the greatest value for their points as I try to create characterful armies rather than powerful ones. However, I will never, ever field a Pyrovore (GW, what were you thinking? Release a mini that costs £20 :O And then make it rubbish).
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![[Post New]](/s/i/i.gif) 2010/03/12 22:54:30
Subject: Opinion on new `nid codex
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Angry Chaos Agitator
Behind you
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getting it tomarrow along with chaos sorcerer.
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-1754pts wins: 3 losses: 2
-842 pts wins: 3 loses: 0
- 750 pts
DQ:90-S++G+MB+I+Pw40k07+ID++A+++/mWD356R++T(D)DM+
http://commorragh.proboards.com/index.cgi |
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![[Post New]](/s/i/i.gif) 2010/03/14 04:26:56
Subject: Opinion on new `nid codex
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Angry Chaos Agitator
Rochester, New York
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I think it's playable, amazingly solid, full of fluff and the new MC's are great.
I also think, that unless something guarantees a tournament victory, people cry "worthless".
It's my opinion that Nids act now, how they should have in the past. The book is much more dramatic, and lends to greater imagery in battles.
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: 4000 Points : 3000 Points : 2000 Points |
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![[Post New]](/s/i/i.gif) 2010/03/14 13:32:31
Subject: Opinion on new `nid codex
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Wolf Guard Bodyguard in Terminator Armor
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I have problems with a few things...
I cant run a genestealer only army any more. I have a $10000 investment into a Genestealer Cult Themed army based on IG and nids, and I had to break the theme because the new codex removed options I had in the past (Broodlords as HQ)
Genestealers lost Flesh Hooks. I didn't care that Genestealers were expensive, I didnt care that I was spending 23 points a model, They are meant to be an assault-shock troop, and without access to assault grenades they just plain suck.
Lictors lost a useful pheremone trail. Now I cant try and coordinate outflanks, I have to just suck it up and hope to get lucky.
overall the army I play (Genestealers, ala 2nd edition) got a huge nerf that has made them practically unplayable. I mention a 10 thousand dollar investment earlier, only maybe $300 was on GW models, the rest was in supplies from different companies and my labor hours calculated at minimum wage. Unacceptable, GW made a quick buck redoing a codex and screwed over an entire year of my hard work.
I will be shelving this army untill the next nid codex.
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THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+ |
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![[Post New]](/s/i/i.gif) 2010/03/14 16:28:03
Subject: Opinion on new `nid codex
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Combat Jumping Rasyat
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You knew the risks. You didn't have to buy the army. It rains, you get wet.
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