62401
Post by: Eyjio
Don't know why this double posted, please delete.
76130
Post by: Shingen
CalgarsPimpHand wrote:Eyjio wrote:So, here's some fun maths about Mawlocs. Let's assume that it's managed to hit 6 guardsmen, who are looking to get splatted. Wanna know the chance to mishap? 1-P(killing everything in 2 hits). P(killing a thing in 2 hits) is 29/36 (only snake eyes fails), so for 6, the chance at least ONE will live and cause a mishap is 1 - (29/36)^6. Or, in other words, about 72%. Yep, 72% chance to mishap assuming that your DS wasn't doing so anyway. It turns out that the best defence against Mawlocs is to clump everything up, so that it almost always mishaps. Sure feels narrative in here. Your math is way off. Just wanted to clear this up before someone latched on to it. Odds of any one guardsmen (or any model with toughness less than 5 and no inv. save) surviving twice is 1/36, so P = 35/36 to kill, not 29/36. So the odds that any one model would survive is 1-P^n For 6 models, it's about 16%. Not the end of the world, but not the sure-fire trick it seems to be at first glance. Best defense against a Mawloc really is to bunch up, apparently. Hitting 4 models is 11%, 8 models is 20%. Within reason you're going to be looking at a 10-20% chance of mishapping any time you try to deep strike into an enemy unit, so be aware. To be fair, if my Mawloc kills a bunch of units and then gets shoved back into ongoing reserves I would consider that a success!!! It is less likely to get shot to pieces next turn...
26519
Post by: xttz
Am I reading the Spanish right, is it now 180pts for a Hive Tyrant with the Preferred Enemy bubble? And 210pts to throw on 2 TL devourers?
62401
Post by: Eyjio
CalgarsPimpHand wrote:Eyjio wrote:So, here's some fun maths about Mawlocs. Let's assume that it's managed to hit 6 guardsmen, who are looking to get splatted.
Wanna know the chance to mishap? 1-P(killing everything in 2 hits). P(killing a thing in 2 hits) is 29/36 (only snake eyes fails), so for 6, the chance at least ONE will live and cause a mishap is 1 - (29/36)^6. Or, in other words, about 72%. Yep, 72% chance to mishap assuming that your DS wasn't doing so anyway.
It turns out that the best defence against Mawlocs is to clump everything up, so that it almost always mishaps. Sure feels narrative in here.
Your math is way off. Just wanted to clear this up before someone latched on to it.
Odds of any one guardsmen (or any model with toughness less than 5 and no inv. save) surviving twice is 1/36, so 35/36 to kill, not 29/36.
So the odds that any one model would survive is 1-P^n
For 6 models, it's about 16%. Not the end of the world, but not the sure-fire trick it seems to be at first glance. Best defense against a Mawloc really is to bunch up, apparently.
Hitting 4 models is 11%, 8 models is 20%.
Within reason you're going to be looking at a 10-20% chance of mishapping any time you try to deep strike into an enemy unit, so be aware.
Ah nuts, you're right, for some reason I got it into my head that it was like TL 6's (so 7/36). Still, the change really sucks - vehicles basically become an immovable object, even AV10 open topped ones. Meh.
34416
Post by: B0B MaRlEy
Shingen wrote: B0B MaRlEy wrote:Shingen wrote:My Spanish is pretty poor but is there anything about the prime being attached to Shrikes e.g. can you give him wings? Are they are option in the wargear / upgrades / biomorphs sections?
3x Carnifex with 2x Talons, Toxin Sacs, Bioplasma (if it can still take it) and a prime with a lashwhip sounds like fun. Especially with frag spines, you might actually be able to kill something...!
The Prime's WS and BS are shared with Warriors and Shrikes it joined, which is odd since there's no way to give it wings.
Bio-plasma is the same, but lashwhips don't slow enemies down so I don't know what your plan is
Lash Whips dont lower Initiative anymore?
+3 init for the user
54283
Post by: NamelessBard
Eyjio wrote: CalgarsPimpHand wrote:Eyjio wrote:So, here's some fun maths about Mawlocs. Let's assume that it's managed to hit 6 guardsmen, who are looking to get splatted.
Wanna know the chance to mishap? 1-P(killing everything in 2 hits). P(killing a thing in 2 hits) is 29/36 (only snake eyes fails), so for 6, the chance at least ONE will live and cause a mishap is 1 - (29/36)^6. Or, in other words, about 72%. Yep, 72% chance to mishap assuming that your DS wasn't doing so anyway.
It turns out that the best defence against Mawlocs is to clump everything up, so that it almost always mishaps. Sure feels narrative in here.
Your math is way off. Just wanted to clear this up before someone latched on to it.
Odds of any one guardsmen (or any model with toughness less than 5 and no inv. save) surviving twice is 1/36, so 35/36 to kill, not 29/36.
So the odds that any one model would survive is 1-P^n
For 6 models, it's about 16%. Not the end of the world, but not the sure-fire trick it seems to be at first glance. Best defense against a Mawloc really is to bunch up, apparently.
Hitting 4 models is 11%, 8 models is 20%.
Within reason you're going to be looking at a 10-20% chance of mishapping any time you try to deep strike into an enemy unit, so be aware.
Ah nuts, you're right, for some reason I got it into my head that it was like TL 6's (so 7/36). Still, the change really sucks - vehicles basically become an immovable object, even AV10 open topped ones. Meh.
The ideal option is to deep strike twice, misshap then go back into reserve.
27961
Post by: skarsol
NamelessBard wrote:Is there any reason to run Ravengers over Shrikes in this edition?
They don't have synapse, can't take biomorphs and have a worse stat line. All for the Beast over Flying.
Raveners have +1A base, can have rending, have 1 more Init, Move Through Cover, and can add the Red Terror. So if you're expecting to fight lots of Init 4 opponents and would like Rending and more attacks, then Raveners have a place.
40649
Post by: Bodiless
Interesting to note that devgaunts kept the same stat line but the cost dropped by 2....
76130
Post by: Shingen
B0B MaRlEy wrote:Shingen wrote: B0B MaRlEy wrote:Shingen wrote:My Spanish is pretty poor but is there anything about the prime being attached to Shrikes e.g. can you give him wings? Are they are option in the wargear / upgrades / biomorphs sections?
3x Carnifex with 2x Talons, Toxin Sacs, Bioplasma (if it can still take it) and a prime with a lashwhip sounds like fun. Especially with frag spines, you might actually be able to kill something...!
The Prime's WS and BS are shared with Warriors and Shrikes it joined, which is odd since there's no way to give it wings.
Bio-plasma is the same, but lashwhips don't slow enemies down so I don't know what your plan is
Lash Whips dont lower Initiative anymore?
+3 init for the user
Well that sucks donkey cock.
62401
Post by: Eyjio
NamelessBard wrote:Eyjio wrote: CalgarsPimpHand wrote:Eyjio wrote:So, here's some fun maths about Mawlocs. Let's assume that it's managed to hit 6 guardsmen, who are looking to get splatted.
Wanna know the chance to mishap? 1-P(killing everything in 2 hits). P(killing a thing in 2 hits) is 29/36 (only snake eyes fails), so for 6, the chance at least ONE will live and cause a mishap is 1 - (29/36)^6. Or, in other words, about 72%. Yep, 72% chance to mishap assuming that your DS wasn't doing so anyway.
It turns out that the best defence against Mawlocs is to clump everything up, so that it almost always mishaps. Sure feels narrative in here.
Your math is way off. Just wanted to clear this up before someone latched on to it.
Odds of any one guardsmen (or any model with toughness less than 5 and no inv. save) surviving twice is 1/36, so 35/36 to kill, not 29/36.
So the odds that any one model would survive is 1-P^n
For 6 models, it's about 16%. Not the end of the world, but not the sure-fire trick it seems to be at first glance. Best defense against a Mawloc really is to bunch up, apparently.
Hitting 4 models is 11%, 8 models is 20%.
Within reason you're going to be looking at a 10-20% chance of mishapping any time you try to deep strike into an enemy unit, so be aware.
Ah nuts, you're right, for some reason I got it into my head that it was like TL 6's (so 7/36). Still, the change really sucks - vehicles basically become an immovable object, even AV10 open topped ones. Meh.
The ideal option is to deep strike twice, misshap then go back into reserve.
And the non-ideal is to mishap twice then instantly die or get stuck in a far away part of the board, meaning you need to retunnel. It's too much of a risk IMO.
76130
Post by: Shingen
Eyjio wrote:NamelessBard wrote:Eyjio wrote: CalgarsPimpHand wrote:Eyjio wrote:So, here's some fun maths about Mawlocs. Let's assume that it's managed to hit 6 guardsmen, who are looking to get splatted. Wanna know the chance to mishap? 1-P(killing everything in 2 hits). P(killing a thing in 2 hits) is 29/36 (only snake eyes fails), so for 6, the chance at least ONE will live and cause a mishap is 1 - (29/36)^6. Or, in other words, about 72%. Yep, 72% chance to mishap assuming that your DS wasn't doing so anyway. It turns out that the best defence against Mawlocs is to clump everything up, so that it almost always mishaps. Sure feels narrative in here. Your math is way off. Just wanted to clear this up before someone latched on to it. Odds of any one guardsmen (or any model with toughness less than 5 and no inv. save) surviving twice is 1/36, so 35/36 to kill, not 29/36. So the odds that any one model would survive is 1-P^n For 6 models, it's about 16%. Not the end of the world, but not the sure-fire trick it seems to be at first glance. Best defense against a Mawloc really is to bunch up, apparently. Hitting 4 models is 11%, 8 models is 20%. Within reason you're going to be looking at a 10-20% chance of mishapping any time you try to deep strike into an enemy unit, so be aware. Ah nuts, you're right, for some reason I got it into my head that it was like TL 6's (so 7/36). Still, the change really sucks - vehicles basically become an immovable object, even AV10 open topped ones. Meh. The ideal option is to deep strike twice, misshap then go back into reserve. And the non-ideal is to mishap twice then instantly die or get stuck in a far away part of the board, meaning you need to retunnel. It's too much of a risk IMO. Not for 140 pts it isnt, considering you only die on 1/6 chance?
27961
Post by: skarsol
xttz wrote:Am I reading the Spanish right, is it now 180pts for a Hive Tyrant with the Preferred Enemy bubble? And 210pts to throw on 2 TL devourers?
If you mean Old Adversary, it only affects himself.
73783
Post by: Skullhammer
What happened to twin swords on warriors (yes I know there not to good now but I've a load of the old ones and and I'm curious).
23036
Post by: L0rdF1end
Some thoughts on double Tyrant, Dual Devourers with Wings.
These are still potentially durable.
You have 4 rolls to get Catalyst which would grant both FNP as long as they stay within 12 of each other.
Also looks like they are BS 4 now so more dakka.
68289
Post by: Nem
So Mawlocs coming down and blopping twice, mishapping and can blop twice again if they roll 4-6 to come in next turn? That work?
494
Post by: H.B.M.C.
easysauce wrote:ork dedicated shooting units are also bs 3,
thats how it works in CC oriented armies,
your weakness, ie shooting, even on its best troops, works out to about average,
your WS, I, toughness, speed, ect are all higher throughout the army because its a CC army.
But they were BS4. And now they're not. And they're more expensive. How does this make any sense?
34416
Post by: B0B MaRlEy
Skullhammer wrote:What happened to twin swords on warriors (yes I know there not to good now but I've a load of the old ones and and I'm curious).
From what I remember there's not any advantage on taking twin boneswords over lashwhips/boneswords except cost any more ...
68355
Post by: easysauce
H.B.M.C. wrote: easysauce wrote:ork dedicated shooting units are also bs 3,
thats how it works in CC oriented armies,
your weakness, ie shooting, even on its best troops, works out to about average,
your WS, I, toughness, speed, ect are all higher throughout the army because its a CC army.
But they were BS4. And now they're not. And they're more expensive. How does this make any sense?
ork warbosses used to be bs 4 too... now they are bs2...
orks are supposedly one of the best CC fighters... bred by the old ones to fight... yet they have bad I, no AP weapons save for the claw at I 1, they have no force weapons, no ID weapons, ect ect ect
did I mention the horrible I value?
I cant really comment on the PT's to value cost, you sure they didnt gain ANYTHING? was was the pts difference? they lose anything besisdes BS?
27961
Post by: skarsol
Skullhammer wrote:What happened to twin swords on warriors (yes I know there not to good now but I've a load of the old ones and and I'm curious).
You can not get 2 pairs of boneswords. Automatically Appended Next Post: Nem wrote:So Mawlocs coming down and blopping twice, mishapping and can blop twice again if they roll 4-6 to come in next turn? That work?
Yes.
3330
Post by: Kirasu
NamelessBard wrote:Is there any reason to run Ravengers over Shrikes in this edition?
They don't have synapse, can't take biomorphs and have a worse stat line. All for the Beast over Flying.
There was never a reason to really run either of those, so it's a pretty easy choice!
23036
Post by: L0rdF1end
HQ
Flyrant, Dual Devourers 230
Flyrant, Dual Devourers 230
Troops
Termagants 40
Termagants 40
Termagants 40
Termagants 40
Fast Attack
Hive Crone 155
Hive Crone 155
Hive Crone 155
Heavy
Mawloc 140
Mawloc 140
Mawloc 140
1505
stupid 5 points :(
68289
Post by: Nem
skarsol wrote:Skullhammer wrote:What happened to twin swords on warriors (yes I know there not to good now but I've a load of the old ones and and I'm curious).
You can not get 2 pairs of boneswords.
Automatically Appended Next Post:
Nem wrote:So Mawlocs coming down and blopping twice, mishapping and can blop twice again if they roll 4-6 to come in next turn? That work?
Yes.
Thanks. Potential kamikaze just makes it more exciting.
55015
Post by: The Shadow
Iechine wrote:English or Russian please. :(
That's why Spanish is the best language to study  And, hey, I thought there were a fair few spanish speakers in the US, it's more useful for you!
Onto what I'm thinking, I'm thinking of running a Prime w/ Obliterax attached to a horde of Hormagaunts and shrouded by a Venomthrope some Zoans and maybe Tervigon/Termagaunts. Probably some outflanking Devilgaunts because they're so cheap. I'll use a Flyrant for anti-air since the new ones don't look so great, and a Lictor with some deep striking Mawlocs. Backed up by an Exocrine.
Looking like the following
Flyrant ~280
Prime ~ 180
10 Devilgants = 80
10 Termagants = 40
20 Termagants = 80
25 Hormagaunts w/ TS = 200 ( TS is 3pts in that pic, right?)
Lictor = 50
2 Zoans = 100
Venomthrope = 45
2 Mawlocs = 280
Exocrine = 170
~ 1500pts
May be able to keep it under, or just add some biomorhps and/or Tervigon to take it to 1750.
I think, with Mawlocs, Exocrines, Biovores and Carnifex (multiples of which are more than viable) the Heavy Support slot is going to be extremely crowded and its going to be tough to decide what to fill it with, kind of like the Elites in the current book (or should I be calling that the old book now?)
494
Post by: H.B.M.C.
You say that as if it were a good thing, or even an acceptable thing.
easysauce wrote:orks are supposedly one of the best CC fighters... bred by the old ones to fight... yet they have bad I, no AP weapons save for the claw at I 1, they have no force weapons, no ID weapons, ect ect ect
did I mention the horrible I value?
I cant really comment on the PT's to value cost, you sure they didnt gain ANYTHING? was was the pts difference? they lose anything besisdes BS?
And Orks are terrible. I don't see what point you're making here.
75483
Post by: Imposter101
So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
81093
Post by: Bronzefists42
H.B.M.C. wrote:
You say that as if it were a good thing, or even an acceptable thing.
easysauce wrote:orks are supposedly one of the best CC fighters... bred by the old ones to fight... yet they have bad I, no AP weapons save for the claw at I 1, they have no force weapons, no ID weapons, ect ect ect
did I mention the horrible I value?
I cant really comment on the PT's to value cost, you sure they didnt gain ANYTHING? was was the pts difference? they lose anything besisdes BS?
And Orks are terrible. I don't see what point you're making here.
Poor Orks... rest in peace 5th ed speed freaks army.
494
Post by: H.B.M.C.
Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition.
But some things are cheaper... so... umm... great news?
68289
Post by: Nem
Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition.
If you only look at the bad stuff. Yeah.
If you look at everything, no.
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Not saying I won't miss things, just that they were not everything. Biomancy for example, its great when you actually roll out Iron Arm, and then actually get a +3. Somehow I manage to survive when I don't though so (Crazy right?)... Yeaaaah... Losing MS is bad. I will go to WHW, and sit there with a sign making it known our displeasure.
54283
Post by: NamelessBard
Nem wrote:
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Actually, they are still the best (or close to) units in the codex.
61964
Post by: Fragile
H.B.M.C. wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition.
But some things are cheaper... so... umm... great news?
And those cheaper things got worse typically.. yay for the win.
55015
Post by: The Shadow
Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
75483
Post by: Imposter101
Nem wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition.
If you only look at the bad stuff. Yeah.
If you look at everything, no.
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Not saying I won't miss things, just that they were not everything. Biomancy for example, its great when you actually roll out Iron Arm, and then actually get a +3. Somehow I manage to survive when I don't though so (Crazy right?)... Yeaaaah...
Then lets go through the good stuff!
Fun optimism away!
Some stuff got cheaper
Hive Tyrant's can kind of shoot now (at the cost of melee and survivability options for a primarily melee based unit)
Venomphropes got better
And....that's it.
This truly counters all the massive negatives of this codex.
60966
Post by: jifel
NamelessBard wrote: Nem wrote:
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Actually, they are still the best (or close to) units in the codex.
I'm super pumped. 24 hours ago I was depressed, but new rumors have me very very excited for the codex! I genuinely think we are now at Daemon power level, above SM/ DA/ CSM.
PS, english biomorphs here for the monolingual readers... http://knighthammer40k.blogspot.com/2014/01/tyranid-biomorph-points-costs.html
61964
Post by: Fragile
Imposter101 wrote:
Then lets go through the good stuff!
Fun optimism away!
Some stuff got cheaper
Hive Tyrant's can kind of shoot now (at the cost of melee and survivability options for a primarily melee based unit)
Venomphropes got better
And....that's it.
This truly counters all the massive negatives of this codex.
HTs could always shoot, so you can scratch that.
27961
Post by: skarsol
The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
BS3 (+1 if it doesn't move or assault that turn) and 24". Not exactly "long".
20774
Post by: pretre
Knighthammer wrote:Evening all. There are scans of the spanish codex running around... thank Norn I've taken that class for five years! I'm not perfect, but I know what it says. Here's the Biomorph list for Tyranids, in English!
Basic Bioweapons: (warrior options I think)
spinefists free
devourer free
Deathspitter +5
Basic Biocannons:
Barbed strangler +10
Venom Cannon +10
Monstrous Biocannons:
Twin linked Deathspitter +5
Twin Linked Devourers with BL worms +15
Stranglethorn Cannon +15
Heavy Venom Cannon +20
Close Combat Bioweapons:
Rending Claws +5
Two Boneswords +15
Lashwhip and Bonesword +20
Thorax biomorphs:
Shreddershard Beetles +10
Electroshock Grubs +10
Dessicator Larvae +10
Major Biomorphs:
Toxin Sacks +10
Adrenal Glands +15
Acid Blood +15
Regeneration +30
Bioartifacts:
Maw-Claws of Thryax +10
Miasma Cannon +25
Norn Crown +40
Ymgarl Factor +40
The Reaper of Obliterax +45
1. Can't take Heavy VC and Stranglethorn Cannon
2. Haruspex can't take acid blood
3. Norn Crown/Ymgarl factor don't replace weapons, rest of bioartifacts do./quote]
68289
Post by: Nem
NamelessBard wrote: Nem wrote:
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Actually, they are still the best (or close to) units in the codex.
As individuals - maybe, but with new units filling in the 'gaps', as support, its just better. I'd rather use a mix of units now rather than just cramming as many of those in, we have actual options to deal with some situations we were lacking in previously (albeit because many people refused to take the over priced Tyrannofex). Like anything above ST6. We have lots of STR 6, but that never helped against AV13. Looking at you Necrons.
I have been sat across from Necron players in some situations where the only damn thing that can hurt them is Zoans lance, and then I've got to pass tests, and hit, then roll out to Pen... I now have other units which are multi purpose and can engage in this. I'm freaking jumping for joy, worst thing about the current codex for me = fixed. Woo.
28444
Post by: DarknessEternal
Carnage43 wrote:
You don't....math...do you?
T5 W4 2+ Sv, 3++ EW chapter master, with lets say a thunder hammer (because the double relic thing still isn't hammered out)
T6 W4 3+ SV, No++ No EW Tyrant,
Do you?
230 - 165 =/= 0
76130
Post by: Shingen
That's what smash is for.
26519
Post by: xttz
New List: 1500 pts
----- HQ -------------------------------
1. Hive Tyrant (230pts)
- 2x Devourer with Brainleech Worms - Twin-linked, 1x Wings
----- Troop ----------------------------
1. Termagant Brood (180pts)
- 30x Termagant
- 15x Devourer
2. Termagant Brood (120pts)
- 30x Termagant
3. Tervigon (195pts)
4. Tervigon (195pts)
----- Elite ----------------------------
1. Venomthrope Brood (90pts)
- 2x Venomthrope
2. Venomthrope Brood (90pts)
- 2x Venomthrope
3. Zoanthrope (100pts)
- 2x Zoanthrope
----- Fast Attack ----------------------
----- Heavy Support --------------------
1. Carnifex Brood (300pts)
- 2x Carnifex
- 4x Devourer with Brainleech Worms - Twin-linked
6 Psychic power rolls plus 2 Warp Blasts
36 TL Devourer shots
24 T6 Wounds
New List: 1995 pts
----- HQ -------------------------------
1. Hive Tyrant (230pts)
- 2x Devourer with Brainleech Worms - Twin-linked, 1x Wings
----- Troop ----------------------------
1. Termagant Brood (180pts)
- 30x Termagant
- 15x Devourer
2. Termagant Brood (120pts)
- 30x Termagant
3. Tervigon (195pts)
4. Tervigon (195pts)
----- Elite ----------------------------
1. Venomthrope Brood (90pts)
- 2x Venomthrope
2. Venomthrope Brood (90pts)
- 2x Venomthrope
3. Zoanthrope (100pts)
- 2x Zoanthrope
----- Fast Attack ----------------------
----- Heavy Support --------------------
1. Exocrine (170pts)
2. Tyrannofex (175pts)
3. Carnifex Brood (450pts)
- 3x Carnifex
- 6x Devourer with Brainleech Worms - Twin-linked
.6 Psychic power rolls plus 2 Warp Blasts
48 TL Devourer shots
40 T6 Wounds
68355
Post by: easysauce
H.B.M.C. wrote:
And Orks are terrible. I don't see what point you're making here.
the point being, GW says nids are a CC army, CC armies shouldnt allso be excellent at shooting.
why does a CC army have some of the best shots inthe galaxy in it? since BS is much mor static then WS (ie anything over 5 is basically irrelevant) bs4 is a big deal. Only stuff that is a REALLY good shot is bs4, and if even the CC themed armies have bs4, then there isnt much +1 room for shooty armies, let alone shooty characters.
Im not saying its "fair" or good... I am saying why they did what they did seems to be a themematic one, akin to what they have done with orks in the past.
not saying it makes sense... gw has a str 9 ap3 template in the IG codex for 125 pts, and the same thing but better for 75 pts in the FW book... things just do not add up if you do the math sometimes.
as for the buffs to the bugs.. there are FAR more then some of the nay saysers are saying... the lance rule on zoans, on a str 10 ap1 weapon, with the ability to have multiple shots?
hello, pen on a 2+, blow up on a 4+...
20% points reduction cross the board is HUGE... cheap as feth carnifexes, you can still get the 2+ saves (althought only in assault now it seems?) but to be honest, the things that are taking you out at a 3+ with no ++ are still going to take out out on a 2+ with no ++...
not having a ++ is stupid, but welcome to the world of guard, orks, tau/everyone who isnt marines or necrons/ DE/eldar
thats why you have tyrant guard, and lots and lots and LOTS of big t6 multiwound things with 3+ saves... sure they can take some of it down, but #'s are supposed the be the nids thing, horde is supposed to be a play style, GW is obviously encouraging this. good or bad.
faster guants, they are now basically the fastests troops CC, that fleets +3inch run is huge....
again the pts reduction is huge,
494
Post by: H.B.M.C.
The Shadow wrote:The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
24" is "long range"?
51881
Post by: BlaxicanX
24'' and BS3 is apparently good, long-range shooting, yes. not everything has to be broken like Tau/Eldar guy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1111!!
37477
Post by: Battlesong
Therion wrote:
If they're T5 4+ you can just forget all about them. Every skyfire autocannon, high-yield missile pod, heavy burst cannon etc. will mow them down, and it's not like they have an easy time vs. the standard tesla spam either.
One of the flyers better have SV3+ like the first rumours indicated.
The only good part about this will be that I will not have to buy them at all. It will make my wife and my wallet very happy......I'll be a very sad panda, though....
60966
Post by: jifel
Fragile wrote: Imposter101 wrote:
Then lets go through the good stuff!
Fun optimism away!
Some stuff got cheaper
Hive Tyrant's can kind of shoot now (at the cost of melee and survivability options for a primarily melee based unit)
Venomphropes got better
And....that's it.
This truly counters all the massive negatives of this codex.
HTs could always shoot, so you can scratch that.
"Some stuff got cheaper"
Virtually everything got cheaper. Actually, what didn't? Hive Guard and Tervigons, surprise. But everything else is cheaper or better now than before, literally everything. Not all will be worth it (Warriors, stealers) but I can think of many units that are now VERY worth their cost.
HQ: Deathleaper, Tervigon, Tyrant
Elites: Hive Guard, Venomthropes, haruspex
Troops: Gants, Hormagants, Tervigon
Fast Attack: Gargoyles, Crone,
Heavy Support: Carnifex, Mawloc, Biovore, Exocrine, Tyrannofex (these are ALL freaking amazing. I'm stumped for choices. Heavy is the new Elite)
So yeah, no stealers, no warriors. Deal with it and stop whining. This is going to be really good. This is an army that is pouring STRAIGHT up the field at you and is tough as heck to gun down in time, and there will be shooting while they do it!
494
Post by: H.B.M.C.
Here's an idea: Stop dismissing any criticism as "whining". Or would you rather we dismiss optimism as "mindless white knighting"? Your choice.
20774
Post by: pretre
H.B.M.C. wrote:Or would you rather we dismiss optimism as "mindless white knighting"?
Wouldn't be the first time.
In other news, I find the cost idea pretty important. Will the units be cheap enough that minor nerfs here and there be made up for? I.e. Will Quantity become a Quality of its own?
4183
Post by: Davor
@jifel
Thankyou for your explanation.
45327
Post by: CalgarsPimpHand
Nem wrote:NamelessBard wrote: Nem wrote:
If you only care to play HT and Tervies, your screwed. For everyone else, its a change, which looks pretty good overall.
Actually, they are still the best (or close to) units in the codex.
As individuals - maybe, but with new units filling in the 'gaps', as support, its just better. I'd rather use a mix of units now rather than just cramming as many of those in, we have actual options to deal with some situations we were lacking in previously (albeit because many people refused to take the over priced Tyrannofex). Like anything above ST6. We have lots of STR 6, but that never helped against AV13. Looking at you Necrons.
I have been sat across from Necron players in some situations where the only damn thing that can hurt them is Zoans lance, and then I've got to pass tests, and hit, then roll out to Pen... I now have other units which are multi purpose and can engage in this. I'm freaking jumping for joy, worst thing about the current codex for me = fixed. Woo.
Ok, I am admittedly a cynic and a pessimist. But I don't see anything filling in almost any gaps here.
The role filled by Biomancy especially has been just straight gutted with nothing to replace it except crossing your fingers and hoping 10-20% more target saturation thanks to point drops is going to help your big creatures survive.
Spores are gone with nothing to replace their role or otherwise fill that gap.
The Harpy is identical (i.e. crap) with the Crone now providing at least some anti-air, if it survives long enough to do so, so I guess that counts as AA sorted to you?
Haruspex does not fill any missing role at all.
Exocrine gives some medium-range AP2 shooting, which is nice.
What exactly are you pointing at that's going to help with AV13? Even Zoanthropes are slightly worse at anti-tank with the nerf to AP on Warp Blast.
Why are you "rawr"-ing about no longer being reliant on Biomancy? Nothing has actually replaced it, you're just barred from using it. There's no point of pride here, unless you're just proud of being forced to use weaker, less useful powers, and no telling the army isn't still "reliant" on it the same way a person with their liver removed is reliant on their missing liver.
I dunno, I just see absolutely nothing to be optimistic about. Maybe a list of actual, meaningful buffs or strong points to counter the many, many lists of nerfs and glossed-over units that weren't fixed?
60966
Post by: jifel
H.B.M.C. wrote: Here's an idea: Stop dismissing any criticism as "whining". Or would you rather we dismiss optimism as "mindless white knighting"? Your choice. Well, I'd rather not have "mindless" in there, white knighting is ok though. But this does happen every time. The codex never does what we want or expect, but it ends up doing other things better. I'm mad that I can't use Warriors or Stealers effectively, and that I had 15 models from my army straight out removed. But, this won't be the "awful" book many people say it will. Their criticism is valid, heck I whined a bit too. But there's more to the book than just "what we wanted to be good won't be."
68289
Post by: Nem
If your going to compare apples with pears don't be confused to why pears look like pears and not apples.
Here's another difference between Tau and Tyranids, Tau run away more and insta kill themselves on the table edge. Tyranids looking very OP now?
If you want to compare, compare Tyranids or at least something like Tyranids with Tyranids. Is that gun good? Compared to everything we currently have, it is very good. Rules - as an army - make up the picture. Not one or two bits of it, synergy people.
Tyranids do not want or need the fire power of Tau, they should not have the fire power of Tau. 24 is a good range for Tyranids. AP2 is very good for Tyranids range weapons. HIgh assault means were not just going to miss every shot (looking at you Mr Hive Guard). Fills a gap, does it more reliably than the current go to unit.
72530
Post by: Arbiter_Shade
Everything got cheaper and people are saying this is a good thing? While technically it IS a good thing think about why they would possibly do something like that...
Ohh to make sure that now everyone needs to own 100+ gaunts and 10+ MCs plus what ever other medium sized beasties you are using in a 1850 list. It is insane. Basically I am going to have to spend a gak ton of money just to bring my army back up to the point limit I used to play at.
On top of that almost all existing units got worse but the new ones are an absolute must have in almost every case. Exocrine is amazing, not Wave Serpent amazing but still good. Crone is fantastic. I mean, I know we all know the joke about how GW pushes new kits by making those kits must haves for the army but this is a new step up. The new kits are must haves and everything old is junk.
Just...after reading this information about units, the laughably bad artifacts, the lack of biomancy...everything about this sucks. So what if my crappy units got cheaper, they are still crappy. Can I still win with the new codex? Probably. Can it be a contender with Tau/Eldar/Deamons? No chance. Can I play a CC based army with this codex? Yeah but it is going to suck. Can I play a shooty as hell army? Yeah and it will be okay at best.
Even if the crunch is okay for this new codex, I feel like they are taking nids far and away from the reason I started playing them in the first place and have shown once again that they have no idea how to make the bugs work. I would argue that the 5th edition Tyranids codex was the worst 5th codex and it looks like we are just getting a reprint with the 6th fixings. It is bs and I probably wont buy it, this may very well be my out to 40k. Not just this, I have so many problems with 40k from Escalation, to Tau/Eldar power list, to pricing...this is just the final straw. I have 6 armies but Tyranids have always been my absolute favorite and this new codex is shaping up to be crap and I am just so tired of GW and their poor excuse for game support.
12893
Post by: evilsponge
Reminder that Robin Cruddace has a doctorate in Physics but instead chose to pursue a career in terrible game design.
494
Post by: H.B.M.C.
pretre wrote:In other news, I find the cost idea pretty important. Will the units be cheap enough that minor nerfs here and there be made up for? I.e. Will Quantity become a Quality of its own?
That's the Ork way of doing things. Tyranids are a case of "Anything you can do I can (eventually) do better", and not "Anything you can do I can do cheaper and in a less effective manner".
76130
Post by: Shingen
Mawlocs are going to destroy tau now. No hiding behind that defense line anymore.
26808
Post by: Xyptc
Interesting seeing it all in Spanish. A lot of units seem to have taken a bit of a hit, but on the other hand almost everything is 10-20% cheaper. This could be the codex that encourages enormous amounts of numbers spam (and what could be more Tyranid than that?).
I am probably going to end up running a Carnifex trio with Crushing Claws, Spine Banks and Adrenal Glands (450 points?) and either a walking Tyrant or Swarmlord with three Crushing Claws Tyrant Guard. The Swarmlord is probably safer (but more expensive of course) and has a better chance of getting Catalyst. Catalyst on his own unit and the Carnifex trio will be excellent.
Support with a Tervigon or two and thirty-sixty Termagants for objective control (and a couple more chances at Catalyst), and then add in some ranged power for the necessary anti-air/skimmer. This might take the form of a Winged Tyrant, or perhaps a Crone or two depending on how things work out with them. Hive Guard are still tempting, too.
I'm also now very, very tempted by my brood of thirty Toxic Hormagaunts, which are now really, really fast. Again, they will work best with Catalyst support, but then what doesn't?
I also want to give my Lictor trio a spin again, and they've never been cheaper so now is as good a time as any.
On the whole there is a lot of shaking up to consider, some answers to current "questions" and a few nasty surprises. Not making a proper judgement until I see the whole book, but I really do think that this time Tyranids are going to be less about psychic power spam and more about flooding the game with as many units as possible and just wearing the enemy down.
51881
Post by: BlaxicanX
Nem wrote:If your going to compare apples with pears don't be confused to why pears look like pears and not apples. Here's another difference between Tau and Tyranids, Tau run away more and insta kill themselves on the table edge. Tyranids looking very OP now? If you want to compare, compare Tyranids or at least something like Tyranids with Tyranids. Is that gun good? Compared to everything we currently have, it is very good. Rules - as an army - make up the picture. Not one or two bits of it, synergy people. Tyranids do not want or need the fire power of Tau, they should not have the fire power of Tau. 24 is a good range for Tyranids. AP2 is very good for Tyranids range weapons. HIgh assault means were not just going to miss every shot (looking at you Mr Hive Guard). Fills a gap, does it more reliably than the current go to unit. Considering that Tau and Eldar make up about 50% of the competitive meta by themselves, you're either a fool or a beer and pretzels player (and there's nothing wrong with that) to not compare Tyranids to them. There is a difference between design, I.E., how the army plays, and effectiveness, how much of an advantage or disadvantage you have against another persons army by choosing to play your army. Tyranids might have a different design in how they play from Tau, Eldar, Daemons, Space Marines whatever. But all armies should have the exact same effectiveness, to the best of their abilities. All the data we have seen thus far, from rumors to outright scans from the codex, point to Tyranids not having the tools necessary to be as effective as other armies in the meta. That is a problem, and it's worth being unhappy about. I don't think people appreciate that the "doom and gloom guys" who are complaining about the army have probably put it in just as much time, money and effort into the army as you. It's entirely reasonable for someone whose spent hundreds to thousands of dollars and hours on an army to expect it to be able to compete, and it's also entirely reasonable to expect them to be unhappy if the data that they are given (rumors and codex scans) don't indicate that to be the case. And for the record, anyone who says "I remember the rumors for Tau and Eldar, everyone expected them to suck" is either outright lying to try to prove a point, or just has a poor memory. By the time we got to this point of their releases, there was MASSIVE hype for Tau and Eldar. The confirmed rules and point costs for those two armies was leaving the majority of the community with a very positive impression. The only criticism I recall is the disappointment with their flyers (which, low and behold, turned out to be complete ass), and broadsides getting nerfed (which, low and behold, did in fact happen).
494
Post by: H.B.M.C.
Dumb question:
Are Tervigons taken as Troops scoring?
26519
Post by: xttz
For the time being... I'm still expecting 7E to make MC's non-scoring like vehicles.
4884
Post by: Therion
BlaxicanX wrote: Nem wrote:If your going to compare apples with pears don't be confused to why pears look like pears and not apples.
Here's another difference between Tau and Tyranids, Tau run away more and insta kill themselves on the table edge. Tyranids looking very OP now?
If you want to compare, compare Tyranids or at least something like Tyranids with Tyranids. Is that gun good? Compared to everything we currently have, it is very good. Rules - as an army - make up the picture. Not one or two bits of it, synergy people.
Tyranids do not want or need the fire power of Tau, they should not have the fire power of Tau. 24 is a good range for Tyranids. AP2 is very good for Tyranids range weapons. HIgh assault means were not just going to miss every shot (looking at you Mr Hive Guard). Fills a gap, does it more reliably than the current go to unit.
Considering that Tau and Eldar make up about 50% of the competitive meta by themselves, you're either a fool or a beer and pretzels player (and there's nothing wrong with that) to not compare Tyranids to them.
There is a difference between design, I.E., how the army plays, and effectiveness, how much of an advantage or disadvantage you have against another persons army by choosing to play your army. Tyranids might have a different design in how they play from Tau, Eldar, Daemons, Space Marines whatever. But all armies should have the exact same effectiveness, to the best of their abilities. All the data we have seen thus far, from rumors to outright scans from the codex, point to Tyranids not having the tools necessary to be as effective as other armies in the meta. That is a problem, and it's worth being unhappy about. I don't think people remember that the "doom and gloom guys" who are complaining about the army have probably put it in just as much time, money and effort into the army as you. It's entirely reasonable for someone whose spent hundreds to thousands of dollars and hours on an army to expect it to be able to compete, and it's also entirely reasonable to expect them to be unhappy if the data that they are given (rumors and codex scans) don't indicate that to be the case.
And for the record, anyone who says "I remember the rumors for Tau and Eldar, everyone expected them to suck" is either outright lying to try to prove a point, or just has a poor memory. By the time we got to this point of their releases, there was MASSIVE hype for Tau and Eldar. The confirmed rules and point costs for those two armies was leaving the majority of the community with a very positive impression. The only criticism I recall is the disappointment with their flyers (which, low and behold, turned out to be complete ass), and broadsides getting nerfed (which, low and behold, did in fact happen).
I agree that you should compare them to the tournament winners right away to establish whether you have any chance of competing, but I've yet to see a single reply discussing that fact. All that people are saying is that stuff could be stronger and that many individual rules are bad (and I agree). So have you established the fact that a 1750p or 1850p list cannot be constructed from the codex that could compete with Triptide/Quadtide/Ovesastar/Jetseers/Serpent Spam/Screamerstar/Cron Air Wraiths/Heldrakes? I don't think you or anyone else has even got started on that project yet. My first hunch is that there's a few lists there that pose a lot of problems, but not all of them.
And for the record, anyone who says "I remember the rumors for Tau and Eldar, everyone expected them to suck" is either outright lying to try to prove a point, or just has a poor memory. By the time we got to this point of their releases, there was MASSIVE hype for Tau and Eldar.
This part of your post is outright bullgak. I don't know how far Dakka search goes, but if it goes back to the Tau release you'll find me and some other guy saying every single competitive Tau army will have 3 Riptides and 10 or more people arguing against that fact, calling Riptides overpriced if not outright bad for what they can do. Tau had a very mixed response. Some believed it to be strong, but a lot of people declared that they'll quit (just like Nid people do now) since it didn't live up to their expectations. As far as Eldar are concerned I personally despised that codex from the moment the rumours started trickling since it solidified the fact Phil Kelly is a relic of the past and shouldn't be allowed to games design anything. That codex is just so full of fail only the CSM are worse. Take away Serpent Shield and allies and it's one of the worst books in the game, but most importantly it failed to improve many units that have sucked for a decade now, if not longer.
54283
Post by: NamelessBard
With a unit of 30 termagants.
51881
Post by: BlaxicanX
To my eyes, all data points to it not being significantly better or worse than their current dex.
55015
Post by: The Shadow
skarsol wrote: The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release; * No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn * Some units no longer in synapse eat themselves, meaning suicide for low leadership units * The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex, * The Pyrovore is still garbage * A bunch of meh artefacts * The loss of Biomancy And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast. Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book. BS3 (+1 if it doesn't move or assault that turn) and 24". Not exactly "long".
That's 24" longer than the AP3 or better guns in the previous codex.
45327
Post by: CalgarsPimpHand
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
This consistent pattern in virtually every codex GW releases (at least, the ones that aren't attempting massive overhauls of the army like Daemons or Dark Eldar) demonstrates to me that GW either does not know how to, or does not really care to, write rules for their own game.
53744
Post by: rollawaythestone
My first impression is that the power of the Codex has been spread out more equitably between the FOC slots. Before, it was mostly HQ and Troops doing the heavy lifting. Now, it seems we have many more options throughout the FOC to help with the workload of devouring fleshy meatbags.
5018
Post by: Souleater
gorgon wrote:To the studio, other armies are proper protagonists and antagonists that get to have proper 'heroes' and 'villains'. Meanwhile Tyranids are just an animalistic adversary to be overcome. It's heroic and cinematic to have some level 1 librarian taking down a Trygon or Tervigon with a single swing of his force weapon, so that's acceptable. It's also heroic and cinematic for some SM officer suffer enormous blows from a Carnifex that should have pulverized him and keep fighting, so that's acceptable also. The EW rule is an expression of cinematic heroics/villainry.
I strongly suspect that you are correct. Even if this isn't The Studio's intent it has very much become the mind set of many Marine players.
If Tyranids were a third-party faction controlled by a GM or a random set of 'action cards' or some kind of flow chart that would be fine. But they aren't. I'm a player so why don't my monsters get to be heroic? Or are GW only interested in the kind of mainstream action movie cinematic experience?
How can anybody deal so poorly with iconic units such as 'stealers and Tyranid Warriors?
It frustrates me that GW can on the other hand produce a game like Space Hulk were both players can win or lose, where the two sides are both so different yet balanced...all while on the edge of their seats. The Marine player in SH knows he could lose. He knows that each marine can kill a dozen or more 'stealers but be torn apart at a stroke if he screws up or bad luck befalls him.
60966
Post by: jifel
Using my Very flawed knowledge of Spanish, here's my idea of a 2000 point list... it ain't bad folks, it ain't bad.
Hive Tyrant: (Wings, 2x TL Devourers) 230
Hive Tyrant: (Wings, 2x TL Devourers) 230
Tyranid Prime (maw claws of Thyrax) 135
30 gants 120
30 gants 120
Tervigon (Toxin, Adrenal, Crushing Claws) 235
Tervigon (Toxin, Adrenal, Crushing Claws) 235
3 Venomthropes 135
Crone 155
Tyrannofex (Rupture Cannon)205
25 Gargoyles (Adrenal Glands) 200
A lot of wounds and models being set down there. Tactics? Venomthropes/prime in the center, and every MC and one gant each is within 6" until I'm on their doorstep. Lovely stuff! Look at that. Just kill the pathfinders early and even Tau have trouble dealing with this lot. With Venoms, you should have a 3++ cover, like always. I threw the crone in there, but I'm not sure if its good, it'll be close. The missiles and VS rock, but it's not tough. But, I think if its in Area terrain and within 6" of the Venomstar it'll do just fine with that cover. (The best part is, I'm two models away from having this list, once I assemble some magnetized Crushing Claws. Then it's one Venom and a Crone for me! Compare it to the old 2000 point lists, it looks fun and dangerous with more stuff on the board.
55015
Post by: The Shadow
68355
Post by: easysauce
CalgarsPimpHand wrote: Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
This consistent pattern in virtually every codex GW releases (at least, the ones that aren't attempting massive overhauls of the army like Daemons or Dark Eldar) demonstrates to me that GW either does not know how to, or does not really care to, write rules for their own game.
and if they HAD buffed the last model that no one bought,
you would complain they only buff models to sell models....
*ducks behind couch*
76130
Post by: Shingen
3hq's
4884
Post by: Therion
CalgarsPimpHand wrote: Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
Therion wrote:most importantly it failed to improve many units that have sucked for a decade now
This consistent pattern in virtually every codex GW releases (at least, the ones that aren't attempting massive overhauls of the army like Daemons or Dark Eldar) demonstrates to me that GW either does not know how to, or does not really care to, write rules for their own game.
Right on the money. Because the 'hidden agenda' arguments don't seem to hold any water since sometimes new units are good and sometimes outright terrible, the most logical conclusion is that some units being good and some useless isn't premeditated in any way. You can pretty much roll a D6 to determine how many 'high performance' units a new codex will have. Everything else will be junk.
45327
Post by: CalgarsPimpHand
Souleater wrote:It frustrates me that GW can on the other hand produce a game like Space Hulk were both players can win or lose, where the two sides are both so different yet balanced...all while on the edge of their seats. The Marine player in SH knows he could lose. He knows that each marine can kill a dozen or more 'stealers but be torn apart at a stroke if he screws up or bad luck befalls him.
Space Hulk was written nearly 30 years ago, and then resurrected for a limited release with the new box set.
GW's follow-up to that was a newly created limited release board game called Dreadfleet, which has abysmal game play and was widely panned as garbage.
GW simply does not know how to write games anymore. The guys who did are long gone.
55015
Post by: The Shadow
Can someone sell the Crone to me? I see people saying it's good and including it in potential lists, but I'm not seeing it. Just a bunch of S5, which doesn't really cut it for the points cost and survivability. Although it has Rage, I think. Am I translating that correctly? Seems odd, but I guess it helps. Fexes have it too.
Otherwise, I'm sticking with my Flyrant's S6/T6/3+ goodness.
But yeah, Fexes have Rage. That's good...
494
Post by: H.B.M.C.
Souleater wrote:How can anybody deal so poorly with iconic units such as 'stealers and Tyranid Warriors? As I said a few pages back, this is the part that frustrates me the most. The little things that don’t change or get worse seemingly against all logic and sense and history. I mean within a few seconds of seeing the entries in the preview we knew that Warriors and ‘Stealers were hosed. Anyone who understands how the game works can see units that just don’t work as intended (or even ones that don’t work, period). And then you factor in that some of these units (Lictors, anyone?) have languished for so long without a decent set of rules to make them worth taking. I always say “Never attribute to malice that which can be attributed to incompetence”, but I don’t think it’s just general incompetence either. It’s either complete apathy or just a complete lack of understanding of the basic nature of the game they’re writing for. I’ll never claim to be the greatest rules writer in the world, but come on people, I know I could do better than some of these. Tyranids have had units that simply don’t work for over a decade, and once again they still suck (or somehow got worse, against all logic); how can a studio that we have to presume understands their own game be so consistent in getting it wrong?
45327
Post by: CalgarsPimpHand
Therion wrote:You can pretty much roll a D6 to determine how many 'high performance' units a new codex will have. Everything else will be junk.
Somewhat ironic considering "rolling a D6 to see how good your unit is for this turn/game" is one of their favorite methods for sucking the usefulness out of a unit.
61964
Post by: Fragile
Really thats not. Even with the Terv going up and Gants getting cheaper, its still a worthwhile combo and something I would have given money to GW for (buying more Gants).
54283
Post by: NamelessBard
The Shadow wrote:Can someone sell the Crone to me? I see people saying it's good and including it in potential lists, but I'm not seeing it. Just a bunch of S5, which doesn't really cut it for the points cost and survivability. Although it has Rage, I think. Am I translating that correctly? Seems odd, but I guess it helps. Fexes have it too.
Otherwise, I'm sticking with my Flyrant's S6/T6/3+ goodness.
It's really not that great. If the thing couldn't be grounded. If the thing could target flyers with it's main gun. If vector striking didn't require being in the open most of the time. If it could fire 4 weapons like a flyer. If the cannon had torrent. If no one took quad guns. Then maybe it would be good (not to mention T6 Av 4+). The missiles are pretty good, but not at the expense of everything else.
41478
Post by: Gloomfang
Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
5018
Post by: Souleater
@CalgarsPimpHand: Please re-read the original post by Gorgon that I was responding to.
I'm not talking game balance per se but the gut feeling I and Gorgon seem to share about GW's view of the Tyranid's place in the 'cinematic experience'.
You may be well about their rules writing, of course.
81431
Post by: tag8833
Bodiless wrote:Interesting to note that devgaunts kept the same stat line but the cost dropped by 2....
So, an Ork hoard works with 30 unit squads of shoota boyzs covered by a KFF.
Doesn't it seem like Tyranids running 30 unit squads of devgaunts covered by venomthropes is even more viable?
Shoota Boy:
BS 2, Range 18", S 4, AP 6, Assault 2, Cost: 6
Devgaunts:
BS 3, Range 18", S 4, AP -, Assault 3, Cost: 8
Venomthrope gives 2+ to existing cover saves, so instead of being limited to the Boyz 5+ save, if you bubblewrap the front (Carnifexes or Tyranofexes), you should be able to get 3+ saves, right?
Is seems like a pretty viable strategy to me. I know ork hoard isn't ideal, but Tyranid hoard looks much tougher.
They still may not have high range, or AP 2, but if they get within 18" they will throw dice at you until you die.
54283
Post by: NamelessBard
I think coraje means fearless, not rage.
494
Post by: H.B.M.C.
Gloomfang wrote:Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
I'm glad I gave ScyTals to the two Tervigons I built a couple of weeks ago... not that ScyTals do anything now... Bloody hell...
4884
Post by: Therion
H.B.M.C wrote:Tyranids have had units that simply don’t work for over a decade, and once again they still suck; how can a studio that we have to presume understands their own game be so consistent in getting it wrong?
I'd side with your apathy presumption. I doubt they take the task of making every unit useful and interesting very seriously. Otherwise garbage such as the new Warriors or Stealers or Howling Banshees etc. wouldn't exist. I think one of my friends (who now works as a games designer / 3d artist in the video game industry) told me long ago that it's a shame that the people at the GW studio don't realise how much potential they have. They have a fan- and customer base that has proven to be willing to take it from behind and suffer through all sorts of crap with basically zero communication and encouragement from the HQ, but they just can't deliver a competitive product and take their company to the next level.
61964
Post by: Fragile
jifel wrote:Using my Very flawed knowledge of Spanish, here's my idea of a 2000 point list... it ain't bad folks, it ain't bad.
Hive Tyrant: (Wings, 2x TL Devourers) 230
Hive Tyrant: (Wings, 2x TL Devourers) 230
Tyranid Prime (maw claws of Thyrax) 135
30 gants 120
30 gants 120
Tervigon (Toxin, Adrenal, Crushing Claws) 235
Tervigon (Toxin, Adrenal, Crushing Claws) 235
3 Venomthropes 135
Crone 155
Tyrannofex (Rupture Cannon)205
25 Gargoyles (Adrenal Glands) 200
It looks pretty on paper
A lot of wounds and models being set down there. Tactics? Venomthropes/prime in the center, and every MC and one gant each is within 6" until I'm on their doorstep. Lovely stuff! Look at that. Just kill the pathfinders early and even Tau have trouble dealing with this lot.
You have accepted an initial flaw in your army, which is a reliance on cover. So how to you kill the pathfinders early? You have 1 Rupture cannon to reach out to 36" with BS3, thats 1 dead Pathfinder. Assuming its not in cover and nightfighting..etc..
2k points.. Double FOC. Whats your plan to deal with Riptides with HBCs and IA here ? Could be 6 of them. Your FMCs can zip across the board but you will leave your support behind. 2k points, its easy to assume a Skyray might be there.. Pick a FMC and kiss it goodbye. With Velocity Trackers and no support your FMCs will do little since you have no disruption units to pop in Round 2 to occupy stuff... Doom, Ymgarls... even Devilgants.
Lets ignore Eldar with serpent spam to ignore your cover saves and blow the Venomthropes away first.
With Venoms, you should have a 3++ cover, like always. I threw the crone in there, but I'm not sure if its good, it'll be close. The missiles and VS rock, but it's not tough. But, I think if its in Area terrain and within 6" of the Venomstar it'll do just fine with that cover. (The best part is, I'm two models away from having this list, once I assemble some magnetized Crushing Claws. Then it's one Venom and a Crone for me! Compare it to the old 2000 point lists, it looks fun and dangerous with more stuff on the board.
The entirety of your tactics is based on having a Venomtrope give you cover saves ? Round 1 marker lights followed by a Overcharged IA and you can kiss that Venom brood goodbye and then what do you have ? Where is your survivability? Previously with 60 Gants you could easily have 8 scoring units + spawned rather than 4.
Double FOCs exploit our weaknesses far more. We have not alot that can protect us vs the high quality shooting out there anymore.
45327
Post by: CalgarsPimpHand
NamelessBard wrote: The Shadow wrote:Can someone sell the Crone to me? I see people saying it's good and including it in potential lists, but I'm not seeing it. Just a bunch of S5, which doesn't really cut it for the points cost and survivability. Although it has Rage, I think. Am I translating that correctly? Seems odd, but I guess it helps. Fexes have it too.
Otherwise, I'm sticking with my Flyrant's S6/T6/3+ goodness.
It's really not that great. If the thing couldn't be grounded. If the thing could target flyers with it's main gun. If vector striking didn't require being in the open most of the time. If it could fire 4 weapons like a flyer. If the cannon had torrent. If no one took quad guns. Then maybe it would be good (not to mention T6 Av 4+). The missiles are pretty good, but not at the expense of everything else.
It's even a little worse than that, T5 Sv4+. At least having 5 wounds keeps you from being one-shotted by a quad gun. Still, between that and grounding tests your Crone won't be around long.
44272
Post by: Azreal13
Therion wrote:H.B.M.C wrote:Tyranids have had units that simply don’t work for over a decade, and once again they still suck; how can a studio that we have to presume understands their own game be so consistent in getting it wrong?
I'd side with your apathy presumption. I doubt they take the task of making every unit useful and interesting very seriously. Otherwise garbage such as the new Warriors or Stealers or Howling Banshees etc. wouldn't exist. I think one of my friends (who now works as a games designer / 3d artist in the video game industry) told me long ago that it's a shame that the people at the GW studio don't realise how much potential they have. They have a fan- and customer base that has proven to be willing to take it from behind and suffer through all sorts of crap with basically zero communication and encouragement from the HQ, but they just can't deliver a competitive product and take their company to the next level.
That's my one issue, above all else, with GW.
I'll take the prices, lack of communication, all the other nonsense, because, at the end of the day, I can (and have) divorce myself from the company and continue my hobby in other directions and with other companies.
What continues to get under my skin, no matter how much I might distance myself, is the massive squandering of potential, the difference between what 40K is and what it could be feels almost criminal.
74772
Post by: the shrouded lord
Eldercaveman wrote:ductvader wrote:skarsol wrote:Shingen wrote:Defo getting more Venomthhropes if they give shrouded. Lictors with Stealth in that bubble have a 2+ cover save and can only be snapshotted at, that's a massive + on the survival front.
They give Shrouded to friendly Models (so Units) within 6".
Fantastic! I built mine from chaos spawn. All tentacles and hormagaunt heads...I don't like the current r@pethrope.
PM or link some photos, I'm interested to see what you've done, thanks
skarsol wrote:
Boneswords are S User AP3 To Wound 6 = ID. Nothing about invuln saves. Pretty blah.
You will notice I said Bonesabres, not Swords.
Agreed.
Link or send pics.
26519
Post by: xttz
Gloomfang wrote:Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
Isn't Armourbane 2D6 for pen rolls? I'd think S7+ 2D6 from 3 base attacks is better than S10+1D6 re-rolled from 2 base attacks.
54283
Post by: NamelessBard
xttz wrote: Gloomfang wrote:Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
Isn't Armourbane 2D6 for pen rolls? I'd think S7+ 2D6 from 3 base attacks is better than S10+1D6 re-rolled from 2 base attacks.
It is slightly better. But not 15 points better is the issue.
12893
Post by: evilsponge
azreal13 wrote: Therion wrote:H.B.M.C wrote:Tyranids have had units that simply don’t work for over a decade, and once again they still suck; how can a studio that we have to presume understands their own game be so consistent in getting it wrong?
I'd side with your apathy presumption. I doubt they take the task of making every unit useful and interesting very seriously. Otherwise garbage such as the new Warriors or Stealers or Howling Banshees etc. wouldn't exist. I think one of my friends (who now works as a games designer / 3d artist in the video game industry) told me long ago that it's a shame that the people at the GW studio don't realise how much potential they have. They have a fan- and customer base that has proven to be willing to take it from behind and suffer through all sorts of crap with basically zero communication and encouragement from the HQ, but they just can't deliver a competitive product and take their company to the next level.
That's my one issue, above all else, with GW.
I'll take the prices, lack of communication, all the other nonsense, because, at the end of the day, I can (and have) divorce myself from the company and continue my hobby in other directions and with other companies.
What continues to get under my skin, no matter how much I might distance myself, is the massive squandering of potential, the difference between what 40K is and what it could be feels almost criminal.
A buyout and clearing house of all the old heads who have become complacent would fix this. I don't like seeing anyone lose their jobs, but there is such a thing as staying at one company for too long imo
4884
Post by: Therion
azreal13 wrote:
What continues to get under my skin, no matter how much I might distance myself, is the massive squandering of potential, the difference between what 40K is and what it could be feels almost criminal.
My sentiments exactly. I think the problem is the company culture and being (no offence) pretty much an inbred British firm. They sell their products globally but they don't make any attempts to headhunt/recruit the best (or even competitive) people in their field. It's an old boys club where everything will always be done 'like it's always been done'. What they need is a new company structure and a dozen ambitious games designers who'd quickly re-work the whole 40K product from the ground up, all the while respecting traditions and the GW brand. Despite that being what they need that's not what they want, so it'll never happen. Noone at GW has any ambition.
I can guarantee you if GW was an American company the game would be very different today.
55015
Post by: The Shadow
"Coraje" can mean rage, but also "courage" (or something of that ilk) as well. So yes, I was trying to think of another rule similar to it and forgot about fearless. Youre probably right, fearless seems much more likely.
25247
Post by: N.I.B.
I'm kind of in a shock at the moment. Can only remember one question - in what way is the Venomthrope better?
15717
Post by: Backfire
Therion wrote:
This part of your post is outright bullgak. I don't know how far Dakka search goes, but if it goes back to the Tau release you'll find me and some other guy saying every single competitive Tau army will have 3 Riptides and 10 or more people arguing against that fact, calling Riptides overpriced if not outright bad for what they can do. Tau had a very mixed response. Some believed it to be strong, but a lot of people declared that they'll quit (just like Nid people do now) ...
And many of us did quit!
It was very obvious at that point that the Codex was horribly designed, and the fact that Riptides and some other things turned out to be op only served to reinforce the point.
26519
Post by: xttz
N.I.B. wrote:I'm kind of in a shock at the moment. Can only remember one question - in what way is the Venomthrope better?
It's 10pts cheaper, and gives out a bubble of Shrouded (+2 to cover saves) rather than just a fixed 5+ cover save like before. It means nearby units can get 2+ or 3+ cover saves pretty easily.
Venomthropes are one of the few bright spots discovered thus far.
55015
Post by: The Shadow
N.I.B. wrote:I'm kind of in a shock at the moment. Can only remember one question - in what way is the Venomthrope better?
It gives Shrouded, rather than a straight up 5+ cover, so therefore it will stack with area terrain etc
4001
Post by: Compel
Yeah, Riptides were pretty much the starting point of me retreating from 40k. Sure, I struggled on for a couple of months, attended some tournaments / campaigns in June but yeah... I've played about 2 games of 40k since then.
And yet, I still find myself reading these darned rumour threads!
71478
Post by: WhiteDog
Souleater wrote: gorgon wrote:To the studio, other armies are proper protagonists and antagonists that get to have proper 'heroes' and 'villains'. Meanwhile Tyranids are just an animalistic adversary to be overcome. It's heroic and cinematic to have some level 1 librarian taking down a Trygon or Tervigon with a single swing of his force weapon, so that's acceptable. It's also heroic and cinematic for some SM officer suffer enormous blows from a Carnifex that should have pulverized him and keep fighting, so that's acceptable also. The EW rule is an expression of cinematic heroics/villainry. I strongly suspect that you are correct. Even if this isn't The Studio's intent it has very much become the mind set of many Marine players. If Tyranids were a third-party faction controlled by a GM or a random set of 'action cards' or some kind of flow chart that would be fine. But they aren't. I'm a player so why don't my monsters get to be heroic? Or are GW only interested in the kind of mainstream action movie cinematic experience? How can anybody deal so poorly with iconic units such as 'stealers and Tyranid Warriors? It frustrates me that GW can on the other hand produce a game like Space Hulk were both players can win or lose, where the two sides are both so different yet balanced...all while on the edge of their seats. The Marine player in SH knows he could lose. He knows that each marine can kill a dozen or more 'stealers but be torn apart at a stroke if he screws up or bad luck befalls him.
But that's because GW always like to narrate a story from the eyes of "someone". Since Tyranids don't feel like talking, you're not going to see a tyranid being heroic, since no one is there to talk about that heroism. You'll only see the same old trend : a bunch of guardsmen expressing their fear towards what killed their entire battalion or whatnot. The Swarmlord (and his encounter against calgar) was a good idea to actually try to go beyond that.
4884
Post by: Therion
Compel wrote:Yeah, Riptides were pretty much the starting point of me retreating from 40k. Sure, I struggled on for a couple of months, attended some tournaments / campaigns in June but yeah... I've played about 2 games of 40k since then.
And yet, I still find myself reading these darned rumour threads!
You're one of the many people we're discussing about. You're still a fan, and if GW just suddenly decided to start designing good games you'd start buying their products again. Alas, they don't, and you won't
N.I.B. wrote:I'm kind of in a shock at the moment. Can only remember one question - in what way is the Venomthrope better?
Cheaper and shrouded. Seems like Hive Guard was nerfed a bit too which weakens the competition in the same force organisation slots.
69430
Post by: Wilytank
Gloomfang wrote:Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
Monstrous Creatures ignore Unwieldy. And isn't the Tervigon like Initiative 1 anyway?
75467
Post by: Zach
One thing bugging me is the Instant Deathability of the Crone/Harpy. I wont dare get them into a fist fight even outnumbering another MC, because it would just take one smash attack to delete the 130-150ish points.
61964
Post by: Fragile
One thing bugging me is the Instant Deathability of the Crone/Harpy. I wont dare get them into a fist fight even outnumbering another MC, because it would just take one smash attack to delete the 130-150ish points.
They should never land. If they do, they are dead anyways.
25580
Post by: Maelstrom808
NamelessBard wrote: xttz wrote: Gloomfang wrote:Might want to rethink Crushing Claws on tervigons. They are kinda pointless as they ar AP2 armourbane unwieldy. Better off just using Smash.
Isn't Armourbane 2D6 for pen rolls? I'd think S7+ 2D6 from 3 base attacks is better than S10+1D6 re-rolled from 2 base attacks.
It is slightly better. But not 15 points better is the issue.
The whole point of taking crushing claws on tervigons was because the bonus attacks from that plus the decent chance of getting Warp Speed through biomancy meant a ton of S10 attacks via smash. Now that all the bonus attacks are gone, it's really hard to justify.
On the whole, I'm reserving judgement until I have codex in hand and can lay everything out, but overall a lot of things that I liked about the army seemingly are gone, vastly diminished, or have failed to be brought up to a playable level.
70437
Post by: aushlo
Falling somewhere in the middle here myself- in play style, Tyranids look a lot more like they are seeing a return to the (high performance) play style of 3rd/4e bugs and seeing Fexes and many troops cheaper is a great shot in the arm. I used ONLY the Tyranid psychic powers for a couple of editions and it was fine- not that I don't enjoy the BRB powers too, I certainly do. But I suspect it still will be viable to take only bug powers. Significant point drops are going to be HUGE. I am very disappointed in the lack of love for Stealers and Lictors, I do agree that they have languished for too long and I have no idea what the writers are thinking by either not fixing or further disabling units when they need some help. Same with the Sororitas book and some others I could name. Hive Guard didn't need a nerf and cost increase either. Random 3 point boost for Rippers is funny too. I do think that this book is going to win a lot of games for sure, but it's only because we gained a couple units' worth of points back. I feel for those whose armies took a hit. But then Tervigon spam is really, really boring. Did we really expect it to stick around? My list got better, but I will probably leave more models at home than I would like. Probably a stronger book honestly, but an amazing amount of missed opportunity.
Second hand info from friends of friends but in response to the 'god old boys club' or whatnot: Yes, that's exactly the vibe that GW ex-employees tend to come away with. A bunch of UK super-dorks with no idea what people really want and some sort of idiotic stubbornness to complement their willful ignorance.
I will also add- Being able to Fleet your MC's is a big deal guys.
74772
Post by: the shrouded lord
The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
*cough* 24 inches. *cough*
60966
Post by: jifel
According to rumors on Crushing Claws (and the list I posted is a test list for a reason) they were 2x strength, armorbane, unwieldy. If they're just armorbane I wouldn't take them. Sadly the entire 'dex isn't up yet, and you can really only trust scans and your own eyesight.
As to Venomthropes, yes cover can be ignored by Tau. But if you fail to kill the markerlights, that is your fault and yours alone. Flyrants murder Pathfinders and marker drones, and 6 riptides is honestly a weak list. When in doubt, kill their troops while spawning. It usually works. Plus, hide Venoms out of LoS for extra fun.
54283
Post by: NamelessBard
jifel wrote:According to rumors on Crushing Claws (and the list I posted is a test list for a reason) they were 2x strength, armorbane, unwieldy. If they're just armorbane I wouldn't take them. Sadly the entire 'dex isn't up yet, and you can really only trust scans and your own eyesight.
As to Venomthropes, yes cover can be ignored by Tau. But if you fail to kill the markerlights, that is your fault and yours alone. Flyrants murder Pathfinders and marker drones, and 6 riptides is honestly a weak list. When in doubt, kill their troops while spawning. It usually works. Plus, hide Venoms out of LoS for extra fun.
S+1, Ap2, Armourbane and Unwieldy
They wouldn't force an MC to go at I1 anymore, but there is no reason to take them on tervigons for the reasons that Maelstrom808 summarized. With the Carnifex, Adrenal glands in a infinitely better buy.
43972
Post by: GreyHamster
Therion wrote:
I can guarantee you if GW was an American company the game would be very different today.
And we would have an equal amount of protesting that they changed it, so it sucks. Look at D&D. Similarly long-entrenched franchise with so much history and an emphasis on storytelling. Fourth edition came out, pulled vancian spellcasting in order to fix the ancient linear fighter, quadratic wizard problem, and the internet exploded in rage and hate. To the point where an internally balanced system with decent promise was allowed to die a lingering death in favor of 'rebooting' D&D and bringing back the level 1 oneshot and scaling issues. It's entirely possible GW watched Hasbro suffer with 4e while Paizo raked it in with Pathfinder and decided it validated their approach of never really changing big things.
Ontopic: The issue is that venomthropes are so squishy random Thunderfire cannons or Smart Missiles can still smack them down really easily. Firing an Ion Accelerator blast is frankly overkill for just two T4 5+ wounds. I don't see the buff making a substantial difference in their utility.
61964
Post by: Fragile
jifel wrote:According to rumors on Crushing Claws (and the list I posted is a test list for a reason) they were 2x strength, armorbane, unwieldy. If they're just armorbane I wouldn't take them. Sadly the entire 'dex isn't up yet, and you can really only trust scans and your own eyesight.
As to Venomthropes, yes cover can be ignored by Tau. But if you fail to kill the markerlights, that is your fault and yours alone. Flyrants murder Pathfinders and marker drones, and 6 riptides is honestly a weak list. When in doubt, kill their troops while spawning. It usually works. Plus, hide Venoms out of LoS for extra fun.
Yes, 6 is weak. 3 is more than enough to cripple your list. And out of sight works so well for SMS.
16387
Post by: Manchu
Please stay on-topic. @GreyH: If you want to post things about D&D that are wrong so that I can argue with you, we have a forum for that.
46864
Post by: Deadshot
the shrouded lord wrote: The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
*cough* 24 inches. *cough*
Most marine weapons are only 24" anyway so they'll need to come into range of the Exocrine. Sure, there are weapons that outrange this guy but they normally camp backfield ( Devs, Long Fangs) or are squishy vehicles, ripe targets for Carnifexes with Fleet to lung across the board at and shred to bits.
5859
Post by: Ravenous D
jifel wrote:Using my Very flawed knowledge of Spanish, here's my idea of a 2000 point list... it ain't bad folks, it ain't bad.
Hive Tyrant: (Wings, 2x TL Devourers) 230
Hive Tyrant: (Wings, 2x TL Devourers) 230
Tyranid Prime (maw claws of Thyrax) 135
30 gants 120
30 gants 120
Tervigon (Toxin, Adrenal, Crushing Claws) 235
Tervigon (Toxin, Adrenal, Crushing Claws) 235
3 Venomthropes 135
Crone 155
Tyrannofex (Rupture Cannon)205
25 Gargoyles (Adrenal Glands) 200
A lot of wounds and models being set down there. Tactics? Venomthropes/prime in the center, and every MC and one gant each is within 6" until I'm on their doorstep. Lovely stuff! Look at that. Just kill the pathfinders early and even Tau have trouble dealing with this lot. With Venoms, you should have a 3++ cover, like always. I threw the crone in there, but I'm not sure if its good, it'll be close. The missiles and VS rock, but it's not tough. But, I think if its in Area terrain and within 6" of the Venomstar it'll do just fine with that cover. (The best part is, I'm two models away from having this list, once I assemble some magnetized Crushing Claws. Then it's one Venom and a Crone for me! Compare it to the old 2000 point lists, it looks fun and dangerous with more stuff on the board.
2 sky rays kill your tyrants without blinking.
Riptide with velocity tracker and target lock murders your crone.
The rest is just mop up. Try again.
46864
Post by: Deadshot
Ravenous D wrote: jifel wrote:Using my Very flawed knowledge of Spanish, here's my idea of a 2000 point list... it ain't bad folks, it ain't bad. Hive Tyrant: (Wings, 2x TL Devourers) 230 Hive Tyrant: (Wings, 2x TL Devourers) 230 Tyranid Prime (maw claws of Thyrax) 135 30 gants 120 30 gants 120 Tervigon (Toxin, Adrenal, Crushing Claws) 235 Tervigon (Toxin, Adrenal, Crushing Claws) 235 3 Venomthropes 135 Crone 155 Tyrannofex (Rupture Cannon)205 25 Gargoyles (Adrenal Glands) 200 A lot of wounds and models being set down there. Tactics? Venomthropes/prime in the center, and every MC and one gant each is within 6" until I'm on their doorstep. Lovely stuff! Look at that. Just kill the pathfinders early and even Tau have trouble dealing with this lot. With Venoms, you should have a 3++ cover, like always. I threw the crone in there, but I'm not sure if its good, it'll be close. The missiles and VS rock, but it's not tough. But, I think if its in Area terrain and within 6" of the Venomstar it'll do just fine with that cover. (The best part is, I'm two models away from having this list, once I assemble some magnetized Crushing Claws. Then it's one Venom and a Crone for me! Compare it to the old 2000 point lists, it looks fun and dangerous with more stuff on the board. 2 sky rays kill your tyrants without blinking. Riptide with velocity tracker and target lock murders your crone. The rest is just mop up. Try again. That list and tactic is just begging for some ignores cover templates to eat it alive. Heldrakes, LRR, Hellhounds, Markerlight Tau spamming blasts. Hell, with Escalation out now its asking for a D-Blast to one shot your army.
5946
Post by: Miguelsan
The Shadow wrote:
"Coraje" can mean rage, but also "courage" (or something of that ilk) as well. So yes, I was trying to think of another rule similar to it and forgot about fearless. Youre probably right, fearless seems much more likely.
In the Eldar Codex Fearless has been translated as Coraje so it should stay constant... but then in that same Codex they use two different words to translate Stalker so everything is possible due to the high level of care used to translate things to Spanish
M.
494
Post by: H.B.M.C.
jifel wrote:But if you fail to kill the markerlights, that is your fault and yours alone.
Do explain this further. I'm curious as to going second and being marker-lit off the table is somehow the fault of the non-Tau player.
68355
Post by: easysauce
Deadshot wrote: the shrouded lord wrote: The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
*cough* 24 inches. *cough*
Most marine weapons are only 24" anyway so they'll need to come into range of the Exocrine. Sure, there are weapons that outrange this guy but they normally camp backfield ( Devs, Long Fangs) or are squishy vehicles, ripe targets for Carnifexes with Fleet to lung across the board at and shred to bits.
yeah its actually 30" range cause you get to move, so with 12" deployment, thats 42" of table on a walking dude....
my ENTIRE army is 24" as gk, its not noticable when everything can fire on the move
in other news,
I literally think this codex is the best thing since riptides, as a genuine compliment.
more meat for the dreadknights!
494
Post by: H.B.M.C.
GreyHamster wrote:And we would have an equal amount of protesting that they changed it, so it sucks.
You're missing Theron's point entirely.
74772
Post by: the shrouded lord
Deadshot wrote: the shrouded lord wrote: The Shadow wrote: Imposter101 wrote:So lets go through this wonderful release;
* No 2+ armour saves for Hive Tyrants except an artefact which can only be used every other turn
* Some units no longer in synapse eat themselves, meaning suicide for low leadership units
* The loss of Ymargl Genestealers, Spores, the Doom of Malantai, the parasite of mortex,
* The Pyrovore is still garbage
* A bunch of meh artefacts
* The loss of Biomancy
And lets sum this up, the codex has gotten even worse with this recent edition. This is the kind of thing that makes me think GW's writers despise it's fanbase. I mean, the Tyranids do now have the honour of being the army which has got terrible updates two times in a row.
The exocrine, if I'm recalling the rumours correctly, has an Assault 6 S7 AP2 gun, which can also be fired as a large blast.
Nid players would have killed for some good, long range anti- MEQ/ TEQ like that with the other book.
*cough* 24 inches. *cough*
Most marine weapons are only 24" anyway so they'll need to come into range of the Exocrine. Sure, there are weapons that outrange this guy but they normally camp backfield ( Devs, Long Fangs) or are squishy vehicles, ripe targets for Carnifexes with Fleet to lung across the board at and shred to bits.
Good point.
Have an exalt for your intelligence
494
Post by: H.B.M.C.
easysauce wrote:yeah its actually 30" range cause you get to move, so with 12" deployment, thats 42" of table on a walking dude....
Of course if you move the shooty shooting guy who does nothing but shoot and has no reason to exist beyond shooting drops down to BS3.
60966
Post by: jifel
Deadshot wrote: Ravenous D wrote: jifel wrote:Using my Very flawed knowledge of Spanish, here's my idea of a 2000 point list... it ain't bad folks, it ain't bad.
Hive Tyrant: (Wings, 2x TL Devourers) 230
Hive Tyrant: (Wings, 2x TL Devourers) 230
Tyranid Prime (maw claws of Thyrax) 135
30 gants 120
30 gants 120
Tervigon (Toxin, Adrenal, Crushing Claws) 235
Tervigon (Toxin, Adrenal, Crushing Claws) 235
3 Venomthropes 135
Crone 155
Tyrannofex (Rupture Cannon)205
25 Gargoyles (Adrenal Glands) 200
A lot of wounds and models being set down there. Tactics? Venomthropes/prime in the center, and every MC and one gant each is within 6" until I'm on their doorstep. Lovely stuff! Look at that. Just kill the pathfinders early and even Tau have trouble dealing with this lot. With Venoms, you should have a 3++ cover, like always. I threw the crone in there, but I'm not sure if its good, it'll be close. The missiles and VS rock, but it's not tough. But, I think if its in Area terrain and within 6" of the Venomstar it'll do just fine with that cover. (The best part is, I'm two models away from having this list, once I assemble some magnetized Crushing Claws. Then it's one Venom and a Crone for me! Compare it to the old 2000 point lists, it looks fun and dangerous with more stuff on the board.
2 sky rays kill your tyrants without blinking.
Riptide with velocity tracker and target lock murders your crone.
The rest is just mop up. Try again.
That list and tactic is just begging for some ignores cover templates to eat it alive. Heldrakes, LRR, Hellhounds, Markerlight Tau spamming blasts. Hell, with Escalation out now its asking for a D-Blast to one shot your army.
Heldrakes aren't that great against Nids. swarms limit where it can land, maybe it kills a venomthrope. Wasted turn. Hellhound? please. Markerlights can be killed in every form they come in by Flyrants. True, a Riptide with CnC commander is a big problem for this list, but I admit it's not perfect. Land Raider Redeemers need to get close, and would die well before that. Not mentioned, but serpent shields ignore cover yes, but that doesn't effect the 3+ armor fortunately. Venomthrope star might be more viable with a pure MC rush, we'l have to see.
Skyrays won't be able to get my Flyrants until they're in the air, and aren't a very popular choice frankly. Not concerned. There is no situation where my Flyrants are in LoS when I deploy. Kill markerlights, and skyrays aren't that good anymore. Hide flyers turn one, then pop out and kill markerlights. If his are hidden, great. They're heavy, so if he pops out they'll be pretty ineffective. Haywire missiles and Tyrannofex can do mean things to vehicles, Flyrants can glance out vehicles.
Again, this isn't perfect. But, I like the idea. I'll playtest it, refine it, change it, drop things and add things. I could very well drop the Crone for 3 biovores (poof markerlights) and some upgrades. We'll find out. But we essentially have the codex, anyone else want to throw some ideas for lists out? Automatically Appended Next Post: H.B.M.C. wrote: jifel wrote:But if you fail to kill the markerlights, that is your fault and yours alone.
Do explain this further. I'm curious as to going second and being marker-lit off the table is somehow the fault of the non-Tau player.
If your Flyrants are in LoS of the markerlights turn one, either you or the table has a problem. Still, you can usually survive one turn of markerlights. True though, getting second turn against a good Tau list is just bad for everyone, so perhaps my original statement was a little too strong.
68355
Post by: easysauce
H.B.M.C. wrote: easysauce wrote:yeah its actually 30" range cause you get to move, so with 12" deployment, thats 42" of table on a walking dude....
Of course if you move the shooty shooting guy who does nothing but shoot and has no reason to exist beyond shooting drops down to BS3.
ummm that post makes 0 sense man... hes BS 3 to start with... stop living in the past and all that lol
is his weapon heavy? I thought it was assault.. so he can move, whats the big dealio about moving a guy who shoots?
besides, as others mention its really not a crippling range for what it is...
this new dex brings a lot to the table if you are willing to not look at it with "omgur psychic choir doom malantai or bust"
swarms of 4 pt guants are HUGE... they will eat up much more expensive troops once you get there, or your opponent is wasting shots on 4 pt models...
cheap carnifexes and MC's in general, even at a 3+ is pretty good, most people have difficulty with my 3 DK's, and I never get hit with ap3, its all ap2 or bust anyways,
3 carnifexes some flying tyrants + swarms of gargoyles rushing?
you can throw soooo much in your opponents face, shrug off casualties cheaper then orks, and move with fleet every turn...
seriously glad I play GK a lot so I have lots of force weapons... been a god send against riptides/wraith knights ect too
I feel really bad for people without armies of force weapons who have to deal with a competent player who can focuse on the MC/ zerg CC rush and get everything in by turn 2-3
27470
Post by: spacemarinedude92
Have they completely removed any opportunity to take any 2+ save in this book for hq?
827
Post by: Cruentus
I could see GW doing some Nid dataslates/supplements around seeding swarms or cults that give them the opportunity to buff lictors and stealers.
Stealers are an iconic unit in 40k, but I always saw them as belonging more in space hulk, or a hive city, rather than in an army proper. Likewise, lictors have always been portrayed as working ahead of the fleets to gain intel, and then presumably be rendered down for more gaunts/mcs/whatever.
494
Post by: H.B.M.C.
easysauce wrote:ummm that post makes 0 sense man... hes BS 3 to start with... stop living in the past and all that lol
He's BS4 when he doesn't move. Do try to keep up.
68355
Post by: easysauce
ymgarl data slate? like a cult infestation thing or something?
probably .. sounds like something GW would do...
Id love it... first data slate id like,
return of genestealer cults!
494
Post by: H.B.M.C.
You can take an upgrade on a single character in your list that gives him a 2+ save. But only in close combat. And only every other round.
So really the short answer to your question is: Yes.
60966
Post by: jifel
Against shooting yes. There's a (pricey!) upgrade that can let you choose a buff each assault phase, one is +1 armor.
Edit: Ninja'd by HBMC, who is spot on.
As to the Exocrine, I think you can afford to move it turn 1 and two up into the middle of the board, but then he should be kept still. The large blast will not be affected much by this though.
23433
Post by: schadenfreude
Looks like lots of small nerfs and a 20% point cost reduction across the board on most of the old stuff. The combo actually seems like a balanced book that can shake up the meta.
I head biovores became both cheaper and more effective, but have not seen any details yet.
I see some competitive builds, I just hope there are multiple competitive builds.
68355
Post by: easysauce
H.B.M.C. wrote: easysauce wrote:ummm that post makes 0 sense man... hes BS 3 to start with... stop living in the past and all that lol
He's BS4 when he doesn't move. Do try to keep up.
you were complaining about some shooty guy with bs 3 before... maybe dont call em shoooty shoooty guys so i can tell next time
anyways, BS 3 and moving and bs 4 stationary is awesome for that weapon... bs still can hit things, and once its in position with a good table veiw you can stand still, its not a noticable flaw by any margin.
Nids can just bring soo much fast cheap infantry, and MC's they will have lots of good builds with this dex, way better then the one trick pony of psy choir+guan spawn, although that is still a decent option minus the BRB powers
722
Post by: Kanluwen
Cruentus wrote:I could see GW doing some Nid dataslates/supplements around seeding swarms or cults that give them the opportunity to buff lictors and stealers.
Per White Dwarf, there is a "Codex Dataslate: Tyranid Vanguard".
Product description:
Detailing the Tyranid organisms utilised in first-strike situations, Tyranid Vanguard is a supplement for Warhammer 40,000 that enables you to unleash a spearhead of Lictors, Genestealers, and more.
There is also "Codex Dataslate: Tyrannic War Veterans".
In the aftermath of the Battle for Macragge, Chaplain Cassius organised an elite band of warriors as shield against the Tyranid threat. This Dataslate enables you to use this stalwart band of alien hunters.
494
Post by: H.B.M.C.
I like the idea of taking 9 Carnifexes and OOE as an HQ, so I put my 10 Carnifexes on the table, but I'm fearful that the 'Fexes will eat one another thanks to the new random cinematic IB tables.
jifel wrote:As to the Exocrine, I think you can afford to move it turn 1 and two up into the middle of the board, but then he should be kept still. The large blast will not be affected much by this though.
Probably yes. If you can get it into a decent ruins somewhere it might work. Automatically Appended Next Post: easysauce wrote:you were complaining about some shooty guy with bs 3 before... maybe dont call em shoooty shoooty guys so i can tell next time 
Yes, the Hive Guard, which dropped to BS3 and went up 10 points. Then we were talking about the Exocrine and it's mighty earth-shattering 24" range. I'll say it again: Try to keep up!
68355
Post by: easysauce
and the whole 2+ isnt a big deal... its A deal, but before the pitchforks come out
all my 2+ models always are hit by ap2 stuff... there is really very little ap3 out there, so you get your save ~ as often as a 2+ does,
but yes, to massed small arms fire, obs a 3+ will fail more then a 2+, but there isnt that much t62+ outside of GK.
I think the lack of ++'s is a much bigger issue
54283
Post by: NamelessBard
easysauce wrote:and the whole 2+ isnt a big deal... its A deal, but before the pitchforks come out
all my 2+ models always are hit by ap2 stuff... there is really very little ap3 out there, so you get your save ~ as often as a 2+ does,
but yes, to massed small arms fire, obs a 3+ will fail more then a 2+, but there isnt that much t62+ outside of GK.
I think the lack of ++'s is a much bigger issue
Just because something happens with your GK army doesn't mean it applies to a Tyranid army. Have you even played Tyranids before?
Apparently Tervigons don't share biomorphs anymore, termigant units still explode with it dies and the spawned gants can't assault the turn they spawn.
60966
Post by: jifel
Something that hasn't been mentioned yet: Hive Guards other weapons. Based on the spanish document, I believe they are 18", str 5 ap 5 haywire and maybe small blast. They also seem to be +5 points as an option... Thoughts?
I think that, should Hive Guard be taken, it will be with Impalers. They'll be just as effective against most vehicles (except LR) but are cheaper a bit and have more shots vs Infantry and are better at that. So I expect those to remain the Hive Guard of choice, now I just don't know if they're worth it. Automatically Appended Next Post: NamelessBard wrote:
Apparently Tervigons don't share biomorphs anymore, termigant units still explode with it dies and the spawned gants can't assault the turn they spawn.
...and where's this from? It'd be pretty rough if true, but no one with the codex has said anything like that on this thread, or in Warseer, Bols, and thetyranidhive as far as I've seen...
Of course I could be wrong. Where'd you hear that though?
74772
Post by: the shrouded lord
H.B.M.C. wrote: easysauce wrote:ummm that post makes 0 sense man... hes BS 3 to start with... stop living in the past and all that lol
He's BS4 when he doesn't move. Do try to keep up.
Pun intended?
54283
Post by: NamelessBard
jifel wrote:Something that hasn't been mentioned yet: Hive Guards other weapons. Based on the spanish document, I believe they are 18", str 5 ap 5 haywire and maybe small blast. They also seem to be +5 points as an option... Thoughts?
I think that, should Hive Guard be taken, it will be with Impalers. They'll be just as effective against most vehicles (except LR) but are cheaper a bit and have more shots vs Infantry and are better at that. So I expect those to remain the Hive Guard of choice, now I just don't know if they're worth it.
Automatically Appended Next Post:
NamelessBard wrote:
Apparently Tervigons don't share biomorphs anymore, termigant units still explode with it dies and the spawned gants can't assault the turn they spawn.
...and where's this from? It'd be pretty rough if true, but no one with the codex has said anything like that on this thread, or in Warseer, Bols, and thetyranidhive as far as I've seen...
Of course I could be wrong. Where'd you hear that though?
Warseer and the Hive. Multiple people have said so, but that doesn't mean it's not one person repeating the first rumor.
As to the hive guard. The original weapon will be the one of choice. Haywire doesn't make up for a loss of 6", less strength, less AP, ignore cover and out of sight shooting.
5859
Post by: Ravenous D
And they are bs3....
494
Post by: H.B.M.C.
... and more expensive, so adding even more points to them seems like a bad idea.
4884
Post by: Therion
The troops Tervigons sound like a pretty raw deal to me. They're expensive, worse than before and force you to take those massive Gaunt balls. Just a hunch but I guess people will go with MSU in troops and just spend their points in the other slots. Nids will need some allies or dataslates to get a fourth (or even fifth) heavy support choice since it seems all the good stuff is in there.
23433
Post by: schadenfreude
Any idea if the can only take 1 of 3 rumored biomorphs for tervigons is true?
5859
Post by: Ravenous D
Crone is bs3 with 4 1 shot missiles. And its flamer isn't torrent.
And the ones backing this are clinging to venomthropes like no army has S8 or multi shot ignores cover weapons in the game.
494
Post by: H.B.M.C.
Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. Every man who has ventured here over the decades has looked up to the light and imagined climbing to competitiveness. So easy... So simple... And like shipwrecked men turning to sea water from uncontrollable thirst, many have been fired trying. I learned here that there can be no true despair without hope. So, as I terrorize 40k fans, I will feed its people hope to poison their souls. I will let them believe they can survive so that you can watch them clamouring over each other to "stay in the sun." You can watch me torture an entire fan base and when you have truly understood the depth of your failure, we will fulfil Kirby's destiny... We will destroy 40k and then, when it is done and 40k is ashes, then you have my permission to buy."
Heh.
54283
Post by: NamelessBard
Those were obvisouly made up when they were first mentioned
60966
Post by: jifel
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. Every man who has ventured here over the decades has looked up to the light and imagined climbing to competitiveness. So easy... So simple... And like shipwrecked men turning to sea water from uncontrollable thirst, many have been fired trying. I learned here that there can be no true despair without hope. So, as I terrorize 40k fans, I will feed its people hope to poison their souls. I will let them believe they can survive so that you can watch them clamouring over each other to "stay in the sun." You can watch me torture an entire fan base and when you have truly understood the depth of your failure, we will fulfil Kirby's destiny... We will destroy 40k and then, when it is done and 40k is ashes, then you have my permission to buy."
Heh.
I'd love to defend the codex from this. (brilliant by the way)
The White Knight Rises...
50463
Post by: Eldercaveman
jifel wrote: H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. Every man who has ventured here over the decades has looked up to the light and imagined climbing to competitiveness. So easy... So simple... And like shipwrecked men turning to sea water from uncontrollable thirst, many have been fired trying. I learned here that there can be no true despair without hope. So, as I terrorize 40k fans, I will feed its people hope to poison their souls. I will let them believe they can survive so that you can watch them clamouring over each other to "stay in the sun." You can watch me torture an entire fan base and when you have truly understood the depth of your failure, we will fulfil Kirby's destiny... We will destroy 40k and then, when it is done and 40k is ashes, then you have my permission to buy."
Heh.
I'd love to defend the codex from this. (brilliant by the way)
The White Knight Rises...
/thread
50692
Post by: Wrath
jifel wrote:
I'd love to defend the codex from this. (brilliant by the way)
The White Knight Rises...
You can't. At this point you are still nursing the broken Credit card in the GW money pit.
12893
Post by: evilsponge
"Hope is the first step on the road to disappointment."
-Imperium Thought for the Day
76228
Post by: c0j1r0
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. Every man who has ventured here over the decades has looked up to the light and imagined climbing to competitiveness. So easy... So simple... And like shipwrecked men turning to sea water from uncontrollable thirst, many have been fired trying. I learned here that there can be no true despair without hope. So, as I terrorize 40k fans, I will feed its people hope to poison their souls. I will let them believe they can survive so that you can watch them clamouring over each other to "stay in the sun." You can watch me torture an entire fan base and when you have truly understood the depth of your failure, we will fulfil Kirby's destiny... We will destroy 40k and then, when it is done and 40k is ashes, then you have my permission to buy."
Heh.
Have an exalt. That's the best.
1021
Post by: AesSedai
Mawlocs are looking pretty good. 140 and better rules.
25360
Post by: ductvader
Ravenous D wrote:Crone is bs3 with 4 1 shot missiles. And its flamer isn't torrent.
And the ones backing this are clinging to venomthropes like no army has S8 or multi shot ignores cover weapons in the game.
It's a freaking flying TMC with a giant oval base...not a vehicle...who needs torrent?
494
Post by: H.B.M.C.
ductvader wrote:It's a freaking flying TMC with a giant oval base...not a vehicle...who needs torrent?
Someone who's T5 with a 4+ save, I'd say.
5859
Post by: Ravenous D
Yup, needing to be 8" vs 20" away isn't a big deal.
24153
Post by: tetrisphreak
What is the trygon's rule "despliegue rapido" translate to in English? Rapid deployment? Is that a new ability?
25360
Post by: ductvader
My book is in tomorrow, can't wait to start eating face.
494
Post by: H.B.M.C.
Normally I don't care when my book arrives; I pick it up on the Monday. This time though I'm going to be looking tonight and tomorrow to see if it's arrived.
24153
Post by: tetrisphreak
tetrisphreak wrote:What is the trygon's rule "despliegue rapido" translate to in English? Rapid deployment? Is that a new ability?
Spanish version of deep strike. Nvm.
34242
Post by: -Loki-
Sounds like I'm possibly done with 40k outside of painting stuff until 7th edition. A shame, because I was quite prepared to blow more money on my bugs.
76888
Post by: Tyran
GW proves again that they are a bunch of idiots.
So Dakka, which are your estimations of when will GW cease to exist?
25360
Post by: ductvader
H.B.M.C. wrote:
Normally I don't care when my book arrives; I pick it up on the Monday. This time though I'm going to be looking tonight and tomorrow to see if it's arrived.
Honestly, 30% of my enjoyment in this hobby is the act of list building itself.
57815
Post by: Ferrum_Sanguinis
While this does not affect me much since I was only gonna buy Nids for the models, I fully sympathize with all my fellow nid players.
Our only hope is that the datasheets/supplements rectify some of this stupidity.
71426
Post by: bodazoka
What were some of the things people were expecting for so much negativity?
55600
Post by: Kovnik Obama
Well, there might be a faq... Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
494
Post by: H.B.M.C.
ductvader wrote:Honestly, 30% of my enjoyment in this hobby is the act of list building itself. I have to admit, it's the same for me. I really love making lists. It's been so long since I've really done it. I need to work that "muscle" (so to speak) out again, and if I have to do with with a super-nerfed Hive Fleet, then so do it. bodazoka wrote:What were some of the things people were expecting for so much negativity? Lictors to be viable for the first time in 10 years. Genestealers that can make it into combat (granted that's more a general 6th Ed problem, but it could've been dealt with inside this Codex). Warriors that are worth taking. Psychic powers worth a damn. The list goes on and on.
76888
Post by: Tyran
bodazoka wrote:What were some of the things people were expecting for so much negativity?
Something better that the current dex, which tbh isn't something hard to do. But GW shows again that their incompetence knows no limits.
3330
Post by: Kirasu
Kovnik Obama wrote:
Well, there might be a faq...
Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
FAQ for what exactly? To fix an entire codex? I believe that's called a... codex!
181
Post by: gorgon
bodazoka wrote:What were some of the things people were expecting for so much negativity?
Rending ponies.
34242
Post by: -Loki-
bodazoka wrote:What were some of the things people were expecting for so much negativity? Not being made worse than our previous codex which even GW studio members aknowledged had a lot of problems? The fact they knew it was bad, and made it worse shows either they a. don't know what they're doing, or b. did it deliberately. Considering they work for a company that likes money and there's no financial reason to torpedo your own products sales with a bad army book, so I'm going with option a.
494
Post by: H.B.M.C.
Oh please! Ponies are broken enough as it is. They don't need Rending as well.
57815
Post by: Ferrum_Sanguinis
Kovnik Obama wrote:
Well, there might be a faq...
Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
Hormies lay eggs. I would have loved a FW piece of terrain that spit out hormagaunts. Perhaps there is still hope?
55600
Post by: Kovnik Obama
Kirasu wrote: Kovnik Obama wrote:
Well, there might be a faq...
Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
FAQ for what exactly? To fix an entire codex? I believe that's called a... codex!
Some things could help. Shadow extending up to Synapse range would already be a good start. It'd also be easy to fix the tail weapon issue. Fixing the Mawloc tunneling rule would only require a paragraph, and if well done, it'd compensate for losing the spore pods.
494
Post by: H.B.M.C.
What's the view like from that high-horse, BlaxicanX?
7222
Post by: timd
evilsponge wrote:Reminder that Robin Cruddace has a doctorate in Physics but instead chose to pursue a career in terrible game design.
... of a game where physics mean nothing.
T
68230
Post by: BlackArmour
Ferrum_Sanguinis wrote: Kovnik Obama wrote:
Well, there might be a faq...
Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
Hormies lay eggs. I would have loved a FW piece of terrain that spit out hormagaunts. Perhaps there is still hope?
There is no hope, Sadly I was hoping this codex was going to be good and good at what Tyranids are supposed to do best and that's CC. This does not give me hope for my BA army getting a good CC codex.
It appears on its surface that this codex is going to have one mono build of a good amount of FMC , a CD knock off lol.
51881
Post by: BlaxicanX
Join me at the top, and see for yourself. There's room for two.
57815
Post by: Ferrum_Sanguinis
BlackArmour wrote: Ferrum_Sanguinis wrote: Kovnik Obama wrote:
Well, there might be a faq...
Alas, no Hormies-spawning Tervigons. That was the only thing I wanted...
Hormies lay eggs. I would have loved a FW piece of terrain that spit out hormagaunts. Perhaps there is still hope?
There is no hope, Sadly I was hoping this codex was going to be good and good at what Tyranids are supposed to do best and that's CC. This does not give me hope for my BA army getting a good CC codex.
It appears on its surface that this codex is going to have one mono build of a good amount of FMC , a CD knock off lol.
Don't remind me! As you can tell from my name, BA are my #1 army.
Though to be fair, with the current C: SM points costs, they'll at least be viable even if their CC stays the same or gets worse (and really, I do not see how it can get worse right seeing as how 6e was essentially "Lets take everything that makes BA good an nerf it!"
45234
Post by: Void__Dragon
BlaxicanX wrote:
Join me at the top, and see for yourself.
There's room for two.
Three, even.
Feels good man.
494
Post by: H.B.M.C.
I'd have to get off my soap box first.
76888
Post by: Tyran
This is going what I'm going to tell to anyone that complains about Blizzard terrible writing skills (which are indeed TERRIBLE). "Guys, in the gaming world there is 2 kinds of companies, the one that can't write to save its own life, but actually knows what it is doing; and GW; what do you prefer?".
77474
Post by: SHUPPET
I wish I could just keep my 5E dex :(
57815
Post by: Ferrum_Sanguinis
I never thought I would ever hear anyone say that in regards to Nids.
494
Post by: H.B.M.C.
Do you think you'd have said that two weeks ago? Do you think anyone would ever say that about the 5th Ed 'Nid 'Dex?
68230
Post by: BlackArmour
Nids didnt think it could get worse either ferrum........ but it did.
Automatically Appended Next Post: "So what I'm basically getting is that the Tau Codex is way over the top on shooting, and nobody likes that. The thing that all seem to be complaining about is the new Nid Dex isn't more over the top to deal with it.
So taking Tau out of the equation, how do you think they will do against Marines, IG, Dark Eldar, Chaos and Orks?"
Eldar will shoot and run shoot and run. gunning you down as you try to get to them, Marines-grav guns and Bolters I really don't need to explain that one. Dark Eldar-poison andddd laugh. Choas SM- will be too busy crying with their awful book in hand and orks will shoot you to pieces with waves of fire as will IG and Both of those are set to get new Dexs so that stand to get worse.
They took points costs down on some things and nerfed them and Nerfed some things and raised their points costs and gave Nids Cheap FMC and no real skyfire in their dex. It doesnt look great at this moment, not sky is falling kind of person but one mono build that people will eventually known exactly how to crush isnt fun
23433
Post by: schadenfreude
Hmm looks like biovores went down in price, land d3 spores, and spores get to move 3"/turn in any direction they want.
44751
Post by: SBG
Weird.
I've had great luck using Monstrous Creatures and Venomthropes, to the point of exclusivity - this book promises to make both significantly better.
I am excited. Cheaper, more options, faster, and new t6 Elite ap2 monsters to boot? This is Great News!
Also, tyrannofexen are now costed reasonably. They were usable before, but now, I think 2 of them plus 1-2 plasma bugs will be sufficient for me. It's kind of like when I go to the games store; lumber to the objective slowly then get in everyone's way until they devote enough resources or firepower to get rid of me.
Wait, what?
41701
Post by: Altruizine
This is probably going to be one of the worst codex releases ever.
Not because it won't competitive; I'm sure there will be strong lists.
But because there's not an iota of creativity to be found across the entire sorry mess
41478
Post by: Gloomfang
SBG wrote:Weird.
I've had great luck using Monstrous Creatures and Venomthropes, to the point of exclusivity - this book promises to make both significantly better.
I am excited. Cheaper, more options, faster, and new t6 Elite ap2 monsters to boot? This is Great News!
Also, tyrannofexen are now costed reasonably. They were usable before, but now, I think 2 of them plus 1-2 plasma bugs will be sufficient for me. It's kind of like when I go to the games store; lumber to the objective slowly then get in everyone's way until they devote enough resources or firepower to get rid of me.
Wait, what?
Nidzilla is a good way to go honestly. You just need to figure out how to deal with things that ignore cover, are AP3 (no more 2+ saves for MCs) or cause ID.
Not being snarky, its the list I am looking at making. That or flying circus.
71426
Post by: bodazoka
Flying Circus seems to be the way too go.
57815
Post by: Ferrum_Sanguinis
Gloomfang wrote:SBG wrote:Weird.
I've had great luck using Monstrous Creatures and Venomthropes, to the point of exclusivity - this book promises to make both significantly better.
I am excited. Cheaper, more options, faster, and new t6 Elite ap2 monsters to boot? This is Great News!
Also, tyrannofexen are now costed reasonably. They were usable before, but now, I think 2 of them plus 1-2 plasma bugs will be sufficient for me. It's kind of like when I go to the games store; lumber to the objective slowly then get in everyone's way until they devote enough resources or firepower to get rid of me.
Wait, what?
Nidzilla is a good way to go honestly. You just need to figure out how to deal with things that ignore cover, are AP3 (no more 2+ saves for MCs) or cause ID.
Not being snarky, its the list I am looking at making. That or flying circus.
Eldar Iyanden lists will absolutely murder Nidzilla.
759
Post by: dumbuket
Is it just me, or have tyranids gotten steadily worse with each new edition? They were kinda crap in 3rd when I started with 40k, but now?
I forget who said it, but yeah, they're like the faceless mooks of 40k... they exist to make every other army seem more heroic and, er, protagonist-y.
Like, why is the prime 35 more points? WHY?
494
Post by: H.B.M.C.
To help you forge a cinematic narrative.
41478
Post by: Gloomfang
Lots of things and list murder MCs now. Before everyone tooled up for mech and our MCs laughed off those weapons because we had so many wounds. No one REALLY prepared for 3 to MCs.
Now there are tons of MCs in all the top lists, so folks tool up to deal with it.
759
Post by: dumbuket
Passionately indifferent. I don't know how else to describe the GW game design attitude.
77474
Post by: SHUPPET
H.B.M.C. wrote: Do you think you'd have said that two weeks ago? Do you think anyone would ever say that about the 5th Ed 'Nid 'Dex? As soon as I saw the rumour that Doom & Spores were out of the dex I wasn't completely thrown but I realised we were going to need to unlock a lot of flawed options for this dex to be anything but a sidegrade. I held out hope that there would be EW grantable for Warriors& Rav's, Trygon tunnels, sensible ways of getting Hormagants Lictors and Stealers into combat (this one may actually have improved slightly but not sensibly), None of these things were given, more was taken out (Biomancy & Parasite), so yeah, I suspected it might come to this two weeks ago, i had just held out hope that it wouldn't. What we have gained doesn't even make up for what we have LOST, and realistically it should not just be equal to it should be MORE coming into a new codex, this isn't an FAQ. Whether or not the codex gets a competitively stronger mono-build or not, I have just lost a bunch of options coming into the Dex and the only way to replace them is by spending tons of cash on new overpriced Monstrous Creatures (which tbh aren't even very nice sculpts). So yeah I now have a bunch of useless models on my bench and the tradeoff for this is a codex that seems to sit at a similar or lower level of power, with smaller total unit count. I want my 5E dex back, which I don't think was something even asked for by the Eldarbook skeptics. This release was handled beyond poorly.
53128
Post by: shamroll
I'm definitely concerned and a bit irritated as it does look like tyranids got worse. We will see how things shake out but I may sell part of my 6600pt tyranid army to fund my growing HH army. (on a related note, most of the AdMech stuff has stats and point costs exactly what Tyranids should be. 85pts for an MC troop choice, 40pts for a T5 S5 W3 troop, 35pts for 10 S4 T3 chaff)
A Nidzilla list seems like the best option but the problem is that the troop section went from good to bad. You could try for the old Term/Tervigon troops but that would cost you at least 100pts more than it did in 5E. Genestealers still die like overpriced guardsmen, warriors die to S8 like they have for years, hormagaunts die worse than guardsmen in CC and with no rerolls they might as well be guardsmen without guns, and rippers are still rippers but more expensive.
The new stuff looks cool so I guess the best option would be to go 2 groups of 10 termagants to keep more points open for MCs and FMCs.
57815
Post by: Ferrum_Sanguinis
In a slight glimmer of hope/fairness to warriors, hasn't the meta now favored S7 weapons to S8 considerably? For example, Tau always take missile broadsides instead of rail broadsides. SM rarely if ever take MLs now.
Perhaps they maybe some staying power for warriors???
71426
Post by: bodazoka
There are a number of small mechanics that I have trouble with.. One being a Carnifex at Str-9. What is the point now the MC's have smash?
90% of things you will wound on a 2+ with Str 6 and if you encounter a tank or a MC you will just use your 3 smash attacks anyway.
A Str-6 Carnifex at 10-15 points lower would be significantly better.
I understand doubling out T 4 but 2 x wound T4 people have invuns...
Things like that make me feel like im paying lots of points for not much actual benefit.
30143
Post by: Carnage43
bodazoka wrote:There are a number of small mechanics that I have trouble with.. One being a Carnifex at Str-9. What is the point now the MC's have smash?
90% of things you will wound on a 2+ with Str 6 and if you encounter a tank or a MC you will just use your 3 smash attacks anyway.
A Str-6 Carnifex at 10-15 points lower would be significantly better.
I understand doubling out T 4 but 2 x wound T4 people have invuns...
Things like that make me feel like im paying lots of points for not much actual benefit.
Tradition. Carnifexes have always been S9 or S10. Smash really it just another slap in their face in 6th edition really.
53128
Post by: shamroll
bodazoka wrote:There are a number of small mechanics that I have trouble with.. One being a Carnifex at Str-9. What is the point now the MC's have smash?
90% of things you will wound on a 2+ with Str 6 and if you encounter a tank or a MC you will just use your 3 smash attacks anyway.
A Str-6 Carnifex at 10-15 points lower would be significantly better.
I understand doubling out T 4 but 2 x wound T4 people have invuns...
Things like that make me feel like im paying lots of points for not much actual benefit.
I think the S9 is mostly a hold-over from previous codexes. But being S9 is fine even with smash because it means you don't have to smash to ID T4 models. So instead of 3 S10 smash attacks, you get 5 or 6 S9 attacks with the same effect. Also, it means HOW can ID T4 models too and is more likely to destroy a tank on the charge. Since Carnifexes are WS3, and Scything talons don't give rerolls, and crushing claws don't add D3 attack, you want as many attacks as possible.
Another problem. Why are all our CC MCs still only WS3? Why is the Swarmlord only WS9 and BS4 when an Avatar is WS10 BS10 and a Bloodletter (that's right, a bloodletter) is BS5? Why is our MCs only T6 or T5 while Eldar have T8 MCs?
71426
Post by: bodazoka
Carnage43 wrote:Tradition. Carnifexes have always been S9 or S10. Smash really it just another slap in their face in 6th edition really.
Seems that way.
Honestly I don't care that people didn't get things they wanted or even that things got nerfed or removed etc.. I am positive there is a MC build in there which will be scary once the book is out.
Little things like putting in the smash mechanic and then charging you points to give a Carnifex Str9 get my goat... Automatically Appended Next Post: shamroll wrote:I think the S9 is mostly a hold-over from previous codexes. But being S9 is fine even with smash because it means you don't have to smash to ID T4 models. So instead of 3 S10 smash attacks, you get 5 or 6 S9 attacks with the same effect. Also, it means HOW can ID T4 models too and is more likely to destroy a tank on the charge. Since Carnifexes are WS3, and Scything talons don't give rerolls, and crushing claws don't add D3 attack, you want as many attacks as possible.
Another problem. Why are all our CC MCs still only WS3? Why is the Swarmlord only WS9 and BS4 when an Avatar is WS10 BS10 and a Bloodletter (that's right, a bloodletter) is BS5? Why is our MCs only T6 or T5 while Eldar have T8 MCs?
Which T4 - 2 x wound models are we talking about though?
And if they dropped the Str by 1 and upped the WS to 4 you would instantly make the model worth the 120 points. Currently it is very close to being beaten by 2 x Necron Spyder's at 100 points...
44751
Post by: SBG
Gloomfang wrote:SBG wrote:Weird.
I've had great luck using Monstrous Creatures and Venomthropes, to the point of exclusivity - this book promises to make both significantly better.
I am excited. Cheaper, more options, faster, and new t6 Elite ap2 monsters to boot? This is Great News!
Also, tyrannofexen are now costed reasonably. They were usable before, but now, I think 2 of them plus 1-2 plasma bugs will be sufficient for me. It's kind of like when I go to the games store; lumber to the objective slowly then get in everyone's way until they devote enough resources or firepower to get rid of me.
Wait, what?
Nidzilla is a good way to go honestly. You just need to figure out how to deal with things that ignore cover, are AP3 (no more 2+ saves for MCs) or cause ID.
Not being snarky, its the list I am looking at making. That or flying circus.
That's the great thing about the T-fex, being a 2+ save. I'm thinking of running 3 of them, hopefully with catalyst support.
I hope they didn't lose that save, now that I think about it... uh-oh.
---
They still have a 2+. But they have to buy the extra thorax template - which I'm OK with.
77474
Post by: SHUPPET
shamroll wrote:ls too and is more likely to destroy a tank on the charge. Since Carnifexes are WS3, and Scything talons don't give rerolls, and crushing claws don't add D3 attack, you want as many attacks as possible. Another problem. Why are all our CC MCs still only WS3? Why is the Swarmlord only WS9 and BS4 when an Avatar is WS10 BS10 and a Bloodletter (that's right, a bloodletter) is BS5? Why is our MCs only T6 or T5 while Eldar have T8 MCs? I'd say the answer to this question is internal balance. The stats of a unit is not compared to the stats of a similar unit from a different dex, its balanced to be level with the army rules, supporting units and general playtheme in our own dex to create hopefully one all around balanced product. Unfortunately, they have failed horribly at internal balance on this dex. Why was this allowed to go through? Feels like it was written by someone who has never played Nids before, and just decided "oh well Hormagants and Lictors don't see much play hmm lets give them small buffs I'm sure this will make them usable, Tervigon sees a lot of play well we better nerf that one slightly, Tyranids are in desperate need of anti-air so lets drop some points off the Flyrant, oh look a bunch of people saying they want models for everything in the dex, so lets just fix that for them by wiping everything that doesn't have a model from the Codex that'll put a grin on their face, now it's important to the people that Tyranid rules reflect that they are their own entity for another galaxy so we'll lock em into their very own unique psyker table that no other race can get. how cool is that? Damn it this feels good, just being here to provide for the fans" Whether or not it's the strongest or weakest 6E codex out yet is to be seen, but it's without a doubt hands down the least thought-out most badly conceived one yet.
26170
Post by: davethepak
Sooo.....after reading tons of posts on various forums, looking over various scans (including the spanish ones).
Overall, there are some good things, a lot of "meh" things, and a lot of not so good things.
I have a feeling that in the end, some things will be a little better than we thought, and it will take a while for some combos to form, and in the end, things will prolly be somewhat better than they are now.
BUT...
What are we missing?
The special rules on synapse and shadows?
Details on if ANY psykers can take BRB powers?
(have not seen the entries for zoeys, for example).
Is there anything we have not seen? Any biomorph, or weapon or something? Is there a bit "you have to see the whole codex" piece of information.
For example, the eldar did not get good until people saw the psychic powers and understood what serpent shields and battle focus did. Of course, then they read scatter lasers and bladestorm...and those little morsels changed perspective quite a bit.
So, what are we missing? Is there a reference there we don't know yet?
Or is that just fleeting hope...
51881
Post by: BlaxicanX
I wonder what Brass Angel's opinion on these latest developments are.
44751
Post by: SBG
What if there were some simple addendum, like: "Adaptive Defense: All Tyranid models ignore any wounds taken on a roll of 3+".
Maybe slightly OP.
57815
Post by: Ferrum_Sanguinis
BlaxicanX wrote:I wonder what Brass Angel's opinion on these latest developments are.
Yeah where is he? He banned or something?
77474
Post by: SHUPPET
BlaxicanX wrote:I wonder what Brass Angel's opinion on these latest developments are. I'm sure we have to wait at least 2 months before our brains could possibly be capable of digesting the information we've been given, only then we are allowed to cast judgement upon the facts at hand. I don't even know what that guy was doing in a "News & Rumours" thread if people were not allowed to judge the news and rumours, but I won't lie I'm glad that he's stopped posting that "b-b-but, Eldar dex" crap here, even if only temporarily.
61931
Post by: barit
davethepak wrote:Sooo.....after reading tons of posts on various forums, looking over various scans (including the spanish ones).
Overall, there are some good things, a lot of "meh" things, and a lot of not so good things.
Is there anything we have not seen? Any biomorph, or weapon or something? Is there a bit "you have to see the whole codex" piece of information.
For example, the eldar did not get good until people saw the psychic powers and understood what serpent shields and battle focus did. Of course, then they read scatter lasers and bladestorm...and those little morsels changed perspective quite a bit.
So, what are we missing? Is there a reference there we don't know yet?
Or is that just fleeting hope...
Fleeting hope, there is no new special rules detailed for anything that I have seen.
61535
Post by: Noctem
Will adrenal gland be worth putting on a cc flyrant?
41478
Post by: Gloomfang
No, we know pretty much the whole codex at this point.
to answer your questions.
No BRB powers for anyone in the codex.
Zoens are a brother hood of psykers with ML2. they use the power as a brood. warp blast and one random power. warp blast is A:X where X is number of members in the brood.
for real fun no more tervigon buffs. oh and there is something like a 25% chance your termigaunts will break and run every turn they are out of synapse for now good reason. Imagine a 120pt unit you are using to hold a backfeild objective running off the board because the babysitter got gaked.
47473
Post by: gigasnail
POW! right in the babymaker.
10335
Post by: Razerous
I agree with the 'wait & look at the whole codex in context' point of view.
So far GW haven't released a poor codex. I think AS is closest to this but is still really fun if not top tier. Everything after DA anyhow. I think...
I want fun. I dream for top tier. Plus top tier is a wider context anyway, as a further codex release may change the meta in favour of Tyranids,
12893
Post by: evilsponge
If you think GW hasn't released a poor codex you're literally deluding yourself and I don't know what to say that will convince you otherwise that hasn't already been said somewhere else in this thread.
72326
Post by: zaak
Venom Cannons got better. Same stats but no vehicle damage penalty it seems. I wouldn't mind fielding Harpys.
68355
Post by: easysauce
plenty of good stuff in the codex... haters gonna hate
23433
Post by: schadenfreude
Biovores gained 1 wound 1 A and 1I while price went down 5 points a model.
Blurry picture of spore mines indicate they have a 3" move and can run or charge with the distance halved, random direction tossed out the window, and one spore mine of the nid players choice explodes at I10. Additional spore mines increases the str of the blast by 1 per mine.
47473
Post by: gigasnail
yeah the biovores got a nice buff, for sure. spore mines nearly useful, that came from way out of left field.
1021
Post by: AesSedai
easysauce wrote:plenty of good stuff in the codex... haters gonna hate
Sure, dismiss people who are critical as haters hating. How about you back up your statement, so you don't come across as obtuse?
5018
Post by: Souleater
I participated in one of those 'Tournament of Champions' evenings. 150pt characters fighting one on one. One battle was my Prime Warrior against a GK Captain. The GK player was gobsmacked when he lost one of the three rounds. He expressed his amazement that Nids had anything 'that powerful in assault'.
Tradition. Carnifexes have always been S9 or S10. .
No, they were S7 (usually S8 from Voltage Fields) in 2nd Ed. They were also WS7 and I4. Nids took a huge stat nerfing compared to other races in the transition to 3rd.
Let's not make Fexes go any further down the cheap knock off MC route, eh? There are a couple of good reasons for keeping the high S9 - Fexes don't just fight vehicles. Multiwound CC enemies with INV saves. Just avoiding the sheer embarssment of struggling to wound Eldar MCs.
1021
Post by: AesSedai
Souleater wrote:
I participated in one of those 'Tournament of Champions' evenings. 150pt characters fighting one on one. One battle was my Prime Warrior against a GK Captain. The GK player was gobsmacked when he lost one of the three rounds. He expressed his amazement that Nids had anything 'that powerful in assault'.
A one off duel you had once doesn't really speak to the effectiveness of the tyranid prime. I think it was appropriately costed before and through balanced, overlooked by players favoring the vastly superior flyrant.
53744
Post by: rollawaythestone
Tervigon can take a Thorax Swarm? At least they were able to make one obvious change. That's an upgrade I would be willing to buy on a Tervigon. 10 Points for a decent template weapon.
494
Post by: H.B.M.C.
Souleater wrote:No, they were S7 (usually S8 from Voltage Fields) in 2nd Ed. They were also WS7 and I4. Nids took a huge stat nerfing compared to other races in the transition to 3rd.
And they had 10 wounds. And Lictors were WS7 with 4 attacks and were actually useful. One Genestealer could go toe-to-toe with a Marine Captain. 3 Genestealers would kill one.
1021
Post by: AesSedai
rollawaythestone wrote:Tervigon can take a Thorax Swarm? At least they were able to make one obvious change. That's an upgrade I would be willing to buy on a Tervigon. 10 Points for a decent template weapon.
Good catch, I didn't notice that!
71426
Post by: bodazoka
Souleater wrote:Let's not make Fexes go any further down the cheap knock off MC route, eh? There are a couple of good reasons for keeping the high S9 - Fexes don't just fight vehicles. Multiwound CC enemies with INV saves. Just avoiding the sheer embarssment of struggling to wound Eldar MCs.
There is a couple of good reasons for keeping the Str9. There is also significantly more instances where you would prefer -1S and +1WS or +1I or +1A or +1Save or -10 points. To be honest.. I would prefer WS 5 and Str 6 at the same cost than WS 3 and Str 9.
What do we need to hit an Eldar MC now anyway?
72326
Post by: zaak
Death Spitters are s5 ap4 assault 4 now. lol
53744
Post by: rollawaythestone
zaak wrote:Death Spitters are s5 ap4 assault 4 now. lol
Deathspitters didn't change. They are still Str 5, Ap 5, Assault 3.
41478
Post by: Gloomfang
The big problem with venom cannons are that they can't target flyers. That really sucks as 2 of our flyers have them. Poor harpy can't even shoot at anouther flyer with any weapons.
75483
Post by: Imposter101
This reads as; "My only response to criticism is a thinly veiled as-homien attack used by the Tumblr and Facebook community in response to people like Justin Beiber, since forming a proper argument with points would be respectable and not immature in the extreme." Also, could you name the so called "plenty of good stuff" for us.
44067
Post by: DarkStarSabre
Gloomfang wrote:No, we know pretty much the whole codex at this point.
to answer your questions.
No BRB powers for anyone in the codex.
Zoens are a brother hood of psykers with ML2. they use the power as a brood. warp blast and one random power. warp blast is A:X where X is number of members in the brood.
for real fun no more tervigon buffs. oh and there is something like a 25% chance your termigaunts will break and run every turn they are out of synapse for now good reason. Imagine a 120pt unit you are using to hold a backfeild objective running off the board because the babysitter got gaked.
To be perfectly honest Termagants used to go to ground outside of Synapse - still not counting as a scoring unit in that case iirc. No big change. They may scurry toward synapse to be honest.
57815
Post by: Ferrum_Sanguinis
So tyrant guard are 70 pts each with crushing claws, which we now know grant +1 S, Armourbane, and AP2.
Would you guys say this is worth it on a tyrant guard, since its essentially makes Tyrant Guard like MCs were back in 5e interms of power (S6 Armorbane)? The only other way I can thing of having them is bare bones. They have rending claws so boneswords are useless to them, and the lashwhip, while giving them I7 is nice, I still think being able to pop vehicles is better.
58878
Post by: DexKivuli
If the rumours are to be believed (and all signs suggest that they are credible), it's important to keep them in perspective. Abilities have been removed (Doom, Biomancy etc), but points costs have been reduced too.
On the one hand, nerfing with no cost decrease would be terrible. On the other hand, nerfing and reducing the cost of a flyrant to 10 points would be OP.
There is a sliding scale there, and hopefully GW have got the mix about right.
59981
Post by: AllSeeingSkink
Souleater wrote:I participated in one of those 'Tournament of Champions' evenings. 150pt characters fighting one on one. One battle was my Prime Warrior against a GK Captain. The GK player was gobsmacked when he lost one of the three rounds. He expressed his amazement that Nids had anything 'that powerful in assault'.
Oh I played one of those once. My Space Wolf Lord killed a Blood Thirster in close combat. Better raise the price of Space Wolf Lord by 150pts
47473
Post by: gigasnail
@Dex yeah because nerfing them and increasing their cost would be out of the question. i mean, they'd never do that, right?
oh, wait-
44067
Post by: DarkStarSabre
Ferrum_Sanguinis wrote:So tyrant guard are 70 pts each with crushing claws, which we now know grant +1 S, Armourbane, and AP2.
That seems....kind of slap in the face for the Carnifex. S10...Armourbane. Bit redundant really.
I now have to seriously reconsider the build of the final two plasti-fexes I have. I might just make them Scytals for convenience...
71426
Post by: bodazoka
@ Ferrum
Crushing Claws IMO are the better option. I care not much for armour bane but +1S and AP2 are worth it.
Would you get a +1A for them?
41478
Post by: Gloomfang
Termiguants that failed IB would just not move but still counted as scoring as they were not broken.
Now they act like every other unit that falls back and go 2d6 towards there table edge like any other unit. With a back field unit and a ld6 that is a real good chance they will go off the edge as all the synapse will be ahead of them.
Fail an IB with a unit of 20 hormagaunts and you have a 33% chance of losing 8-9 of them to 20 S3 hits.
57815
Post by: Ferrum_Sanguinis
DarkStarSabre wrote: Ferrum_Sanguinis wrote:So tyrant guard are 70 pts each with crushing claws, which we now know grant +1 S, Armourbane, and AP2.
That seems....kind of slap in the face for the Carnifex. S10...Armourbane. Bit redundant really.
I now have to seriously reconsider the build of the final two plasti-fexes I have. I might just make them Scytals for convenience...
Um its only +1 S now x2, tyrant guard are only S6 with the claws.
I would still take them on Fex for 15 points. Pretty much guarantees any vehicle you assault gets popped if they somehow managed to survive your HoW attacks. Automatically Appended Next Post: bodazoka wrote:@ Ferrum
Crushing Claws IMO are the better option. I care not much for armour bane but +1S and AP2 are worth it.
Would you get a +1A for them?
Yes you would, so you get 4 attacks with your guard on the charge.
54283
Post by: NamelessBard
Ferrum_Sanguinis wrote: DarkStarSabre wrote: Ferrum_Sanguinis wrote:So tyrant guard are 70 pts each with crushing claws, which we now know grant +1 S, Armourbane, and AP2.
That seems....kind of slap in the face for the Carnifex. S10...Armourbane. Bit redundant really.
I now have to seriously reconsider the build of the final two plasti-fexes I have. I might just make them Scytals for convenience...
Um its only +1 S now x2, tyrant guard are only S6 with the claws.
I would still take them on Fex for 15 points. Pretty much guarantees any vehicle you assault gets popped if they somehow managed to survive your HoW attacks.
Automatically Appended Next Post:
bodazoka wrote:@ Ferrum
Crushing Claws IMO are the better option. I care not much for armour bane but +1S and AP2 are worth it.
Would you get a +1A for them?
Yes you would, so you get 4 attacks with your guard on the charge.
I'd say that adrenal glands on a fex are a better buy for the same cost.
74772
Post by: the shrouded lord
do tyrant guard have to be attached to a tyrant. I know they have to be purchased together.
59981
Post by: AllSeeingSkink
Gloomfang wrote:Termiguants that failed IB would just not move but still counted as scoring as they were not broken.
Now they act like every other unit that falls back and go 2d6 towards there table edge like any other unit. With a back field unit and a ld6 that is a real good chance they will go off the edge as all the synapse will be ahead of them.
Fail an IB with a unit of 20 hormagaunts and you have a 33% chance of losing 8-9 of them to 20 S3 hits.
So cinematic!
82203
Post by: Dezmo916sp
I've been watching this thread as a guest for a long time now and decided to join. I'm a Nid player with an army of about 30,000pts, well minus about 600pts now thanks to GW eliminating some of the best and fun units in the 5th Ed codex...glad I spent all that time and money on the conversions!
From what I've read on the leaked rules and stats I'm saddened and fearful that my Nids will not be as fun to play as they were previously (even in 6th using the 5th Ed codex). I did expect some things to change like boneswards, shadow in the warp and the Doom would get nerfed or see a points hike (never considered they would alter fluff to exclude him and others!)
I'm not writing them off as a complete loss of disappointment, I'll wait till I get a first hand read of the new codex and get many games in before I pass final judgement on them. I'm just saying I'm doubtful they won't be good and CSMs would be a more competitive army and we all know that Codex is subpar at best.
1021
Post by: AesSedai
Punching vehicles to death is not something nids are going to struggle with. Sinking points into a fex to make it better against vehicles in CC would not be my first choice.
7625
Post by: Alex Kolodotschko
Gloomfang wrote:
Fail an IB with a unit of 20 hormagaunts and you have a 33% chance of losing 8-9 of them to 20 S3 hits.
I thought it was a 1 in 6 chance of taking the hits.
Then roll to wound.
Then a save.
So in reality you're far less likely to lose any.
494
Post by: H.B.M.C.
It's a 1-2 result, so 33%. Then it's an S3 hit, so 10 of the 20. Then you save 1 or 2.
Hence losing 8-9.
7625
Post by: Alex Kolodotschko
Wow, my bad.
I thought I'd read 1 in 6 somewhere in this gargantuthread.
Thanks for clearing that up, I should be getting my tendrils on a copy later today.
Can't wait.
77474
Post by: SHUPPET
Any info on the Crone's mouth cannon / missiles?
44067
Post by: DarkStarSabre
Ferrum_Sanguinis wrote: DarkStarSabre wrote: Ferrum_Sanguinis wrote:So tyrant guard are 70 pts each with crushing claws, which we now know grant +1 S, Armourbane, and AP2.
That seems....kind of slap in the face for the Carnifex. S10...Armourbane. Bit redundant really.
I now have to seriously reconsider the build of the final two plasti-fexes I have. I might just make them Scytals for convenience...
Um its only +1 S now x2, tyrant guard are only S6 with the claws.
I would still take them on Fex for 15 points. Pretty much guarantees any vehicle you assault gets popped if they somehow managed to survive your HoW attacks.
Like I said, redundant. I mention the Carnifex specifically. S10 and Armourbane is really redundant when you consider the number of attacks - I suppose it'll ruin a dreadnought's day at least.
But as already mentioned...for the same cost Adrenal Glands do the job better. Seriously. Fleet. Fleeting Carnifexes.
26519
Post by: xttz
The drool cannon (yes they seriously called it that) is S6 AP4. It does not get Torrent.
The missiles look decent, but they're one-shot and the Crone only gets four of them to use.
36", S5 AP5, Haywire and count as twin-linked against Flyers and FMCs. That means 75% chance to hit, 83% chance to get a glance or pen.
15829
Post by: Redemption
Of course, you can probably only fire two at a time, and only in turns where you don't Vector Strike or fire the Drool Cannon.
1021
Post by: AesSedai
Small point, but I would prefer saliva cannon to drool cannon. Drool cannon is an abysmal name (and this is from the company that named a character "Kruellagh the vile").
I'm warming up to the idea of tyrannofexes. I have 3 Tervigons magnetized and what I'm seeing is tervigons:
-lost biomancy
-capped at one power
-spawned gants can't move or charge the turn they are spawned
-AG/TS no longer conferred
-points increased
Whereas the tyannofex gained:
- huge points decrease
- access to AG
64324
Post by: James811
The crones tentaclids are only twin linked against zooming flyers and swooping flying MCs
41701
Post by: Altruizine
AesSedai wrote:Punching vehicles to death is not something nids are going to struggle with. Sinking points into a fex to make it better against vehicles in CC would not be my first choice.
I don't know how they're supposed to catch anything without spores. I guess Fleet can help a little bit, but a vehicle can still outpace you if it really wants to.
I'd still like to know what Bioplasma does, but I'm assuming it's unchanged. I guess Screamer-Killers will be fairly cheap and decent, if they can ever get where they're going.
xttz wrote:
The drool cannon (yes they seriously called it that) is S6 AP4. It does not get Torrent.
The missiles look decent, but they're one-shot and the Crone only gets four of them to use.
36", S5 AP5, Haywire and count as twin-linked against Flyers and FMCs. That means 75% chance to hit, 83% chance to get a glance or pen.
I do like that they come stock. I was expecting to have to pay per missile. The Crone is one of the few exciting things about this book, but even it is kind of an unintuitive, illogical mess. Long-range, low strength anti-armour missiles + an anti-everything Vector Strike + a super short range Barf Cannon.
77474
Post by: SHUPPET
Redemption wrote:Of course, you can probably only fire two at a time, and only in turns where you don't Vector Strike or fire the Drool Cannon. Vektor Strike + missile launch every turn for 4 turns straight... Drool cannon (possibly the least intimidating name they could have given - probably fits considering how much they hyped up a S6 AP 4 non torrent flamer) where its useful... the Crone doesn't seem as bad as it is being made out to be, like, far from useless... I mean people are in here talking about taking Lictors and Genestealers ~_~ Automatically Appended Next Post: AesSedai wrote:Small point, but I would prefer saliva cannon to drool cannon. Drool cannon is an abysmal name (and this is from the company that named a character "Kruellagh the vile"). I'm warming up to the idea of tyrannofexes. I have 3 Tervigons magnetized and what I'm seeing is tervigons: -lost biomancy -capped at one power -spawned gants can't move or charge the turn they are spawned - AG/ TS no longer conferred -points increased Whereas the tyannofex gained: - huge points decrease - access to AG I think my first shot at this codex will be a nice Bulky walking wall of Death, including two T-Fex's
26519
Post by: xttz
AesSedai wrote:Small point, but I would prefer saliva cannon to drool cannon. Drool cannon is an abysmal name (and this is from the company that named a character "Kruellagh the vile").
I'm warming up to the idea of tyrannofexes. I have 3 Tervigons magnetized and what I'm seeing is tervigons:
Me too. At 175pts for a T6 W6 2+ save that isn't too hard to throw FNP or Venomthrope buffs on, it's very tempting. I'm leaning toward putting 1-2 of them in front of a Fex brood and saying ' deal with this by turn 2' before the rest of the army arrives.
I'm also considering dropping Tervigons completely in favour of walking Tyrants, Zoanthropes and Venomthropes within a huge mass of gaunts. My thinking is that:
1) Hive Tyrants are now BS4, and TL devourers are still our best ground-based option for dealing with flyers.
2) Tyrant Guard automatically pass LoS rolls, and you can use them to get cover on at least half the unit in conjunction with Venomthropes. That works out better than Jink saves and you don't need to forgo shooting to use them.
3) By walking they won't be taking S9 hits from failing grounding tests, won't run too far ahead of my troops, and can now take Fleet.
4) For the price of a Tervigon you can get 4 Zoanthropes that have better synapse coverage, invuln saves and 4 psychic power rolls to get decent powers (as well as Warp Blast). Plus you don't end up with half your guants dying from losing a Tervigon that's trying to stay within synapse range of everything.
51100
Post by: sixshot1999
Do Tervigons still have the exhaust rule on the roll of any doubles?
41701
Post by: Altruizine
xttz wrote: AesSedai wrote:Small point, but I would prefer saliva cannon to drool cannon. Drool cannon is an abysmal name (and this is from the company that named a character "Kruellagh the vile").
I'm warming up to the idea of tyrannofexes. I have 3 Tervigons magnetized and what I'm seeing is tervigons:
Me too. At 175pts for a T6 W6 2+ save that isn't too hard to throw FNP or Venomthrope buffs on, it's very tempting. I'm leaning toward putting 1-2 of them in front of a Fex brood and saying ' deal with this by turn 2' before the rest of the army arrives.
I'm also considering dropping Tervigons completely in favour of walking Tyrants, Zoanthropes and Venomthropes within a huge mass of gaunts. My thinking is that:
1) Hive Tyrants are now BS4, and TL devourers are still our best ground-based option for dealing with flyers.
2) Tyrant Guard automatically pass LoS rolls, and you can use them to get cover on at least half the unit in conjunction with Venomthropes. That works out better than Jink saves and you don't need to forgo shooting to use them.
3) By walking they won't be taking S9 hits from failing grounding tests, won't run too far ahead of my troops, and can now take Fleet.
4) For the price of a Tervigon you can get 4 Zoanthropes that have better synapse coverage, invuln saves and 4 psychic power rolls to get decent powers (as well as Warp Blast). Plus you don't end up with half your guants dying from losing a Tervigon that's trying to stay within synapse range of everything.
BS 4 won't matter against Flyers. I'd rather take a potshot with 3x Hive Guard who will be ignoring Jink.
26519
Post by: xttz
Altruizine wrote:
BS 4 won't matter against Flyers. I'd rather take a potshot with 3x Hive Guard who will be ignoring Jink.
Yeah but they're still twin-linked, and BS4 really helps against most other targets.
I think Nids are going to live and die based on what they roll on the psychic table at the start of the game, and Hive Tyrants with Devourers are the best combined option for ticking the psychic, synapse and shooting boxes now.
sixshot1999 wrote:Do Tervigons still have the exhaust rule on the roll of any doubles?
Yep. They also nerfed Termagant spawning. They can't move or assault on the turn they're spawned, and they no longer gain TS or AG buffs from the Tervigon (just counter-attack). Between that and the single random psychic power I think the days of the Terivgon are definitely numbered.
15829
Post by: Redemption
I dunno, the Crone seems to be all over the place. It wants to get close to be able to use Vector Strike, its Drool Cannon and perhaps the random assault, but it wants to stay at longer ranges to fire its Tentaclids and to protect it as it is so frail. And I rarely get to Vector Strike my Hive Tyrants, and it'll be even harder to do with the Crone's larger base because you have 6cm less to manoeuvre and much easier to kill with anti-infantry weapons.
The Tentaclids are horrible against other FMC, so they're only really worthwhile against vehicles - flyers especially. But if you depend on them for your anti-air, you'll probably need to start it in reserve if you want any hope of firing said Tentaclids against the flyer before it is killed.
With the removal of the -1 to the damage table for Venom Cannons and its reasonable point cost drop, I think I prefer the Harpy to the Crone myself. For anti-air I guess I'll just use the Hive Tyrant and lots of snap-firing like the previous dex.
26519
Post by: xttz
New List: 1850 pts
----- HQ -------------------------------
1. Hive Tyrant (245pts)
- 1x Hive Tyrant
- 2x Devourer with Brainleech Worms - Twin-linked
- 1x Tyrant Guard
2. Hive Tyrant (245pts)
- 1x Hive Tyrant
- 2x Devourer with Brainleech Worms - Twin-linked
- 1x Tyrant Guard
----- Troop ----------------------------
1. Termagant Brood (140pts)
- 25x Termagant
- 10x Devourer
2. Termagant Brood (120pts)
- 25x Termagant
- 5x Devourer
3. Termagant Brood (100pts)
- 25x Termagant
4. Hormaguant Brood (100pts)
- 20x Hormaguant
5. Tyranid Warrior Brood (90pts)
- 3x Tyranid Warrior
----- Elite ----------------------------
1. Venomthrope Brood (135pts)
- 3x Venomthrope
2. Zoanthrope (100pts)
- 2x Zoanthrope
3. Zoanthrope (100pts)
- 2x Zoanthrope
----- Heavy Support --------------------
1. Tyrannofex (175pts)
2. Carnifex Brood (300pts)
- 2x Carnifex
- 4x Devourer with Brainleech Worms - Twin-linked
This is the best I can come up so far... had to throw in the Warriors as it's really hard to find cheap, decent Synapse units that aren't Zoanthropes. The list will do very little damage on turn 1-2, it basically comes down to how much of it your opponent can whittle down in that time before it hits.
1021
Post by: AesSedai
If Tervigons are on the way out and I think it's clear they are, what do you think will fill the role of troops choice?
I thinking hoards of termagants mixed with 1/3 of the units armed with devourers. Abalative gaunts die on the way in and there is no functional loss of firepower. 18 inches is nice too. Seems to be a solid option to replace all the devilgaunts from the now defunct spore bomb, and all the fleshborer gants from termagant spam.
51100
Post by: sixshot1999
sixshot1999 wrote:Do Tervigons still have the exhaust rule on the roll of any doubles?
Yep. They also nerfed Termagant spawning. They can't move or assault on the turn they're spawned, and they no longer gain TS or AG buffs from the Tervigon (just counter-attack). Between that and the single random psychic power I think the days of the Terivgon are definitely numbered.
thanks for the heads up, like others I've been reading the various forums and outcries of the codex looks like I'm going to have to invest in a couple T-Fexes
also any word of the Swarmlord full stat line and abilities I may of over looked it when browsing around..
1021
Post by: AesSedai
sixshot1999 wrote:
thanks for the heads up, like others I've been reading the various forums and outcries of the codex looks like I'm going to have to invest in a couple T-Fexes
also any word of the Swarmlord full stat line and abilities I may of over looked it when browsing around..
Swarmy: 9/4/6/6/5/6/4/10/3+
26519
Post by: xttz
sixshot1999 wrote:
also any word of the Swarmlord full stat line and abilities I may of over looked it when browsing around..
He's very meh. Same profile, and his weapons effectively confer a bonus attack. However,
a) he lost the ability to force opponents to re-roll successful invulns
b) went up by 5pts
c) can only roll 3 powers rather than 4 now.
51100
Post by: sixshot1999
xttz wrote: sixshot1999 wrote:
also any word of the Swarmlord full stat line and abilities I may of over looked it when browsing around..
He's very meh. Same profile, and his weapons effectively confer a bonus attack. However,
a) he lost the ability to force opponents to re-roll successful invulns
b) went up by 5pts
c) can only roll 3 powers rather than 4 now.
Man that is depressing.....
494
Post by: H.B.M.C.
Now part of me wants to believe the Tervigon nerf is due to 3rd parties making their own versions. I mean I know it isn't, but it's fun to imagine... GW Suit: We're going to make those dastardly 3rd parties suffer by destroying something they've been selling lots of. GW Designer: But sir- GW Suit: Finally everything will be back under our control. GW Designer: But sir, we make- GW Suit: Never again will the tyranny of third party miniature makers plague the pure and righteous nature of Games Workshop. GW Designer: We released a Tervi- GW Suit: Did you see what I did there? Tyranny? Tyranids? I deserve a 3 hour lunch. GW Designer: But we sell a Tervigon model- GW Suit: You're right Anderson. A four hour lunch it is. GW Designer: My name is... oh forget it...
74772
Post by: the shrouded lord
H.B.M.C. wrote:Now part of me wants to believe the Tervigon nerf is due to 3rd parties making their own versions. I mean I know it isn't, but it's fun to imagine...
GW Suit: We're going to make those dastardly 3rd parties suffer by destroying something they've been selling lots of.
GW Designer: But sir-
GW Suit: Finally everything will be back under our control.
GW Designer: But sir, we make-
GW Suit: Never again will the tyranny of third party miniature makers plague the pure and righteous nature of Games Workshop.
GW Designer: We released a Tervi-
GW Suit: Did you see what I did there? Tyranny? Tyranids? I deserve a 3 hour lunch.
GW Designer: But we sell a Tervigon model-
GW Suit: You're right Anderson. A four hour lunch it is.
GW Designer: My name is... oh forget it...
I lolled.
75467
Post by: Zach
Im thankful the Tervigon isnt a 'must have' for every list now, I got sick of using even my one.
26519
Post by: xttz
This is how dire things are looking... I'm actually considering Shrikes as a viable option right now.
Lictors can make deep striking them viable, and they provide fairly cheap synapse in a slot without much competition from other units. Throw on rending claws and flesh hooks and a small unit can put out a decent number of attacks, while throwing SitW over the hostile deployment zone.
Alternatively, Trygon Primes can do a similar thing alongside decent shooting.
What about the following:
2-3 Lictor broods infiltrate up front early on, ideally in 4+ cover.
If they take any fire, they go to ground, combining it with Stealth for a 2+ cover save.
On turn 2 you deep strike in some combination of Trygon Primes, Mawlocs, Shrikes and Gargoyles without scattering.
Lictors become fearless from synapse and stand up, and are free to start tying up units as flesh hooks are now assault grenades.
In the meantime, some combination of Termagants and Hormaguants advance with a Prime or two for synapse.
It's an obvious gimmick and will die horribly to Tau with markerlights, but that's grasping at straws for you.
74772
Post by: the shrouded lord
im getting a trygon/mawloc on saterday.
76130
Post by: Shingen
sixshot1999 wrote:
sixshot1999 wrote:Do Tervigons still have the exhaust rule on the roll of any doubles?
Yep. They also nerfed Termagant spawning. They can't move or assault on the turn they're spawned, and they no longer gain TS or AG buffs from the Tervigon (just counter-attack). Between that and the single random psychic power I think the days of the Terivgon are definitely numbered.
thanks for the heads up, like others I've been reading the various forums and outcries of the codex looks like I'm going to have to invest in a couple T-Fexes
also any word of the Swarmlord full stat line and abilities I may of over looked it when browsing around..
Yay, tervigons are crap anyway, I'm glad to see the back of them.
9808
Post by: HoverBoy
I liked the tyranofex better and had great fun with them, and now they're cheaper. Somehow i could tell tervigons won't last long from the start.
22054
Post by: Bloodhorror
I think i'm going to agree with my Friends that for Apocaylpse Games, i am allowed to use Doom and Pods.
I paid £70 for all 9 of my Spods.... I'll be damned if that money has gone to waste!
15829
Post by: Redemption
Can someone with the codex check if Thorax Swarm weapons can still be fired in addition to the normal 2 weapon limit of MC? Could be a nice upgrade for Flying Hive Tyrants now that they're not mutually exclusive with Wings any more.
24153
Post by: tetrisphreak
Redemption wrote:Can someone with the codex check if Thorax Swarm weapons can still be fired in addition to the normal 2 weapon limit of MC? Could be a nice upgrade for Flying Hive Tyrants now that they're not mutually exclusive with Wings any more.
All it says is "thorax swarms are ranged weapons". So no rule granting them for free. However, with the shred & rending USR I really like the idea of shreddershard beetles.
15829
Post by: Redemption
Ah, that's too bad. Small nerf for the Tyrannofex too in that case. Still, with added Haywire and Shred the profiles are a bit better at least.
49817
Post by: monkeypuzzle
I have heard a few people say that biovores are better now. What info do we know about them? I haven't seen any.
24153
Post by: tetrisphreak
monkeypuzzle wrote:I have heard a few people say that biovores are better now. What info do we know about them? I haven't seen any.
Identical to now but 5 points cheaper.
15829
Post by: Redemption
And upped their Wounds, Attack and Initiative by 1.
24153
Post by: tetrisphreak
tetrisphreak wrote: monkeypuzzle wrote:I have heard a few people say that biovores are better now. What info do we know about them? I haven't seen any.
Identical to now but 5 points cheaper.
Edit - spore mines are no longer random after they land either, but they only move 1/2 the distance when they move, RUN, or CHARGE. That's huge.
25247
Post by: N.I.B.
Why are people so excited about Venomthropes? The Spore Cloud only affects models within 6", not units. So useless for a horde build, mediocre utility for 2-3 MC's, clumping up in the center.
Ah, the old clumping up and getting in the way of your own units, at least some things didn't change.
64804
Post by: AdagiO
N.I.B. wrote:Why are people so excited about Venomthropes? The Spore Cloud only affects models within 6", not units. So useless for a horde build, mediocre utility for 2-3 MC's, clumping up in the center.
Ah, the old clumping up and getting in the way of your own units, at least some things didn't change.
:( its like everytime we find something good in the new dex it turns out it aint good.....
72436
Post by: eskimo
The Swarmlord, honestly what use is he?! So so depressing. 285pts for what?
tetrisphreak wrote: Redemption wrote:Can someone with the codex check if Thorax Swarm weapons can still be fired in addition to the normal 2 weapon limit of MC? Could be a nice upgrade for Flying Hive Tyrants now that they're not mutually exclusive with Wings any more.
All it says is "thorax swarms are ranged weapons". So no rule granting them for free. However, with the shred & rending USR I really like the idea of shreddershard beetles.
Another kick in the face. I was set on Terranofexing up, now i'm gonna have to wait to i see more info. I've been itching to use/ buy the Tyranno for a while. urgh
Gargoyles, hammer of wrath for each model = blind. then atk?
Is that correct?
Warriors at 30pts. other T6 models are generally 30pts per wound. So loosing a warrior doesn't seem so bad to s8.
Also, Regen/ IWND 4+ 30pts? That's like another wound it seems to me. Not convinced with that.
Lictor has Infiltrate? maybe all our FMC can deepstrike safely now.
Isit possible to Deepstrike a Crone over another model to get the S8 vector??
Have a unopened Battleforce. It may stay unopened. Hormagaunts i love you, but MC love me back.
Spore mines now don't kill each other!
Cool! Sound fun. How many points anyone know? I have about 17 of these floating around. (pun intended)
Still seems, our shooting is about as good as GWs writing of Codex Tyranids. 50% good, 50% bad.
BS3 nurfs, urgh.
As much as i don't want to run Flyrants, now for the first time ever, dual Flyrants may just be auto-include.
Cheaper, BS4, and Skyfire. Flying AV12.
Forgive my maths.
Flyrant against AV12 = 2 glance(ish)
Crone Vector S8 against AV12 = 1 pen, 1 glance(ish)
Crone is how many points more? With no more survivability IIRC.
Mawloc, if he fails to kill what's underneath him, and he rolls 4-6 on the Mishap chart, he goes into Ongoing Reserves. Risky, cool?
As mentioned previously, Lictor/ Deathleaper will give the Mawloc a Hit! within 6".
My list from what i can tell so far will be:
Flyrant x2 w/ TL-D-BLW
Tervigon x1 (i've only run a Tervigon a hand full of times. T6 W6 synapse scoring model is just dependable.
-But 6x Warriors = same points. That's just as survivable as a Tervigon and more killy. hmmm?
Some Devilgants/ Hormas
Hive Guard x3 (Haywire sounds good?)
Lictor
Tyrannofex x2 w/ Acid Spray
Mawloc
Plus room for more Elites
This means i buy only 2 new Tyrannofex models.
24153
Post by: tetrisphreak
N.I.B. wrote:Why are people so excited about Venomthropes? The Spore Cloud only affects models within 6", not units. So useless for a horde build, mediocre utility for 2-3 MC's, clumping up in the center.
Ah, the old clumping up and getting in the way of your own units, at least some things didn't change.
Because 1 MODEL with the shrouded USR confers it to the unit and having a 3+ forest save or 2+ ruins save is pretty freaking good.
64804
Post by: AdagiO
tetrisphreak wrote: N.I.B. wrote:Why are people so excited about Venomthropes? The Spore Cloud only affects models within 6", not units. So useless for a horde build, mediocre utility for 2-3 MC's, clumping up in the center.
Ah, the old clumping up and getting in the way of your own units, at least some things didn't change.
Because 1 MODEL with the shrouded USR confers it to the unit and having a 3+ forest save or 2+ ruins save is pretty freaking good.
Are you sure? This might make the venoms good
24153
Post by: tetrisphreak
AdagiO wrote: tetrisphreak wrote: N.I.B. wrote:Why are people so excited about Venomthropes? The Spore Cloud only affects models within 6", not units. So useless for a horde build, mediocre utility for 2-3 MC's, clumping up in the center.
Ah, the old clumping up and getting in the way of your own units, at least some things didn't change.
Because 1 MODEL with the shrouded USR confers it to the unit and having a 3+ forest save or 2+ ruins save is pretty freaking good.
Are you sure? This might make the venoms good
I'm positive. It's been that way for stealth, shrouded, fearless, and preferred enemy throughout 6th ed
62401
Post by: Eyjio
Pay 285 points for something worse than a Wraithknight in almost every conceivable way! Watch merrily as your 285 point "ultimate badass" gets wiped instantly for having the impunity to charge Eldar Wraithguard. Feel the cinematic vision as your unstoppable force is ground into the dust by any other army in the game! Enjoy the tactical brilliance of your warlord rolling to create a carnivorous forest in your own board half on a desert board! Laugh merrily as your toughest unit is T6 2+ save in a game where Riptides, GUOs, most Tzeentch daemons/princes, Wraithknights and Dreadknights are better! Revel in the frivolity of everything getting worse for almost no reason whatsoever! Cry as you shelve your Tyranid army for another 4 years!
The more I see and try to make a usable list, the worse it gets. At this point, I'm almost convinced that having at least 2 Tyrannofexes is a must and even then, that's not amazing. I cannot make a single list which wasn't about 3 times better in the 5e codex. It's pathetic and if I still feel like this in a week, I might send my first angry email out to them. One of the only counters to Riptide and Jet Council lists just got nerfed hard for literally no reason. Fantastic. I know people will say "you haven't even played it yet" but frankly, ewhen all the lists are worse than 5e ones, I don't need to.
1021
Post by: AesSedai
tetrisphreak wrote:
All it says is "thorax swarms are ranged weapons". So no rule granting them for free. However, with the shred & rending USR I really like the idea of shreddershard beetles.
Aw, no more 3 weapons firing....shred + rending is really nice though.
74772
Post by: the shrouded lord
ummm, fexes can still fire thorax swarm and their primary weapon, you guys realise that right?
or am I derping?
77474
Post by: SHUPPET
the shrouded lord wrote:ummm, fexes can still fire thorax swarm and their primary weapon, you guys realise that right?
or am I derping?
Yeh but they miss out on a round of cluster spines. And the cluster spines are almost on par with whatever thorax swarm they took. And they always want to be firing the Rupture Cannon.
So its a serious nerf to the larvae, but the T-Fex will carry on going. Just no rounds of blasting everything at once really.
64804
Post by: AdagiO
SHUPPET wrote: the shrouded lord wrote:ummm, fexes can still fire thorax swarm and their primary weapon, you guys realise that right?
or am I derping?
Yeh but they miss out on a round of cluster spines. And the cluster spines are almost on par with whatever thorax swarm they took. And they always want to be firing the Rupture Cannon.
So its a serious nerf to the larvae, but the T-Fex will carry on going. Just no rounds of blasting everything at once really.
I still wont bother with rupture cannon, but the tfex might work like a frontline bunker firing thorax and acid templates....
25360
Post by: ductvader
AdagiO wrote: SHUPPET wrote: the shrouded lord wrote:ummm, fexes can still fire thorax swarm and their primary weapon, you guys realise that right?
or am I derping?
Yeh but they miss out on a round of cluster spines. And the cluster spines are almost on par with whatever thorax swarm they took. And they always want to be firing the Rupture Cannon.
So its a serious nerf to the larvae, but the T-Fex will carry on going. Just no rounds of blasting everything at once really.
I still wont bother with rupture cannon, but the tfex might work like a frontline bunker firing thorax and acid templates....
Rupture cannon is a decently costed buy...I think the problem is that most people are fooled by its 48" range.
I personally onslaught dual tyrannos with cannons and blast/run away until i am in assault/template range.
Even if you're blasting S10 into a vehicle at point blank range, at least then you can assault the contents.
And the great part is that even with the cannon on, you can choose to fire your other two templates instead anyways.
1021
Post by: AesSedai
The tyannofex bio-acid/thorax is balanced for its points. What remains to be seen is whether its worth taking over other HS choices. Someone said it well earlier: HS is our new elites.
78973
Post by: Hybrid Son Of Oxayotl
Souleater wrote:No, they were S7 (usually S8 from Voltage Fields) in 2nd Ed. They were also WS7 and I4. Nids took a huge stat nerfing compared to other races in the transition to 3rd.
Canoness went from S5 T5 so S3 T3  .
8520
Post by: Leth
Does the tervigon spawn auto happen at the start of the movement phase or since the termagaunts cant move and charge on the same turn might it be at anytime in the movement phase? Just a thought, I am excited to see the rules as they are written instead of second hand that might leave out some context.
Honestly I might just re-buy my nids again. If a swarm looks feasible combined with the cheaper gaunts for the time being it might be worth it.
Also, I dont see as much strength 8 in peoples lists. Do you think it might be feasible to run warriors again? Even in fifth I had a decent run with them so it would be interesting to see how they might work now. Have to see the rules on them though,
55306
Post by: Hivefleet Oblivion
bodazoka wrote:What were some of the things people were expecting for so much negativity?
The main cause: all the 'rumours' that were just wishlisting. That had a lot to do with it.
I'm moving from denial to acceptance. At least we can mix devourer gaunts in with regular ones, all of them cheaper, I personally like the idea of hordes of them marching across the board (or from the flanks, if Hive COmmander allows it, albeit without the bonus)
... altho the loss of spores and biomancy is really painful, I'm looking forward to trying out new stuff - and looking out the rupture cannons.
Altho damn you, NIB, for destroying that glimmer of hope re Venomthropes!
1021
Post by: AesSedai
Tyrannofex: balanced, durable, reliable (bio acid build only)
Carnifex: broods make them FOC friendly in a crowded slot, TL devs still reliable
Mawlocs: Dirt cheap, much better rules
Trygon prime: Fast, durable synapse now that synapse is the most important its ever been. Access to artefacts like Miasma cannon for +25
Biovores: significantly improved and cheaper.
Exocrine: Mobile AP 2 firebase.
Of the 7 choices, I can see myself using 6 in various lists.
26519
Post by: xttz
AesSedai wrote:Tyrannofex: balanced, durable, reliable (bio acid build only)
Carnifex: broods make them FOC friendly in a crowded slot, TL devs still reliable
Mawlocs: Dirt cheap, much better rules
Trygon prime: Fast, durable synapse now that synapse is the most important its ever been. Access to artefacts like Miasma cannon for +25
Biovores: significantly improved and cheaper.
Exocrine: Mobile AP 2 firebase.
Of the 7 choices, I can see myself using 6 in various lists.
Lictors have improved to something approaching 'decent'. They can now infiltrate and have assault grenades. Might be good with deep-strike based lists if you can do without Venomthropes/Zoanthropes.
It's all cool, man.
BRB wrote:Shouded
A unit that contains at least one model with this special rule counts its cover saves as being 2 points better than normal.
34120
Post by: ruminator
Now I can't read any Spanish, but from those codex prints there appear to be no min-max numbers of units in the squads, or is it shown in word rather than number form?
It seems I will need that supplement where carnifex become elites as 9 biovores on a skyshield still seems a pretty good deal to me.
74772
Post by: the shrouded lord
Hay, in current rules, does a tyrant guard have to be attached to a hive tyrant for the whole game. Or may they part ways.
67504
Post by: Newtype Zero
My main question: There were rumors that Hive Guard and Tyrant Guard were being put on bigger bases. Do we know if this is true yet?
494
Post by: H.B.M.C.
Yikes. Just read the Tervigon page. Hive Mind powers or nothing. No moving/shooting for spawned Termagants. Doesn't sound fun.
|
|