75483
Post by: Imposter101
Hivefleet Oblivion wrote: Imposter101 wrote:
I made a mathematical error. The response is to create a poor straw man at the end of your post. I'd avoid that in the future.
Thanks for the attempt at being patronising, but your sky-is-falling mistake wasn't about maths alone, as anyone can see.
yes, there are problems, but people are focusing on them alone, and a clearer picture will emerge in time, as they have with other codices.
I'm sorry, but it's hard not to focus on the negatives when the grave majority of the changes brought with this codex are negatives, and now affect almost every aspect of the codex in a negative way. We already have the clearer picture. We have unit stats, point costs, rules, psychic powers and warlord traits. The positives are almost entirely points decreases, and while these could be good they are almost entirely negated by the tide of unwanted and unneeded nerfs and removals. You've also returned to the ad-hom, a departure from your straw man. The again it always seems like generalising criticism as overblown retorhic is an easy thing to do.
Do people have to keep using fallacies? Automatically Appended Next Post: H.B.M.C. wrote: Therion wrote:Come on. There's always someone at every tactica or other debate about competitive units and armies telling others to simply play better, and that the reason people aren't having success with some universally craptastic units is because they don't know what they are doing  Somehow to these people 40K is so deep and complicated that in the right hands every army is a GT winner, and noone can form an opinion about a unit or an army book without playing with it atleast 76 times.
I miss the days when someone would respond to a bad list or Codex with "Use Tactics!", as if that meant anything at all. 
"Git gud" - /d2g/,/vg/
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Post by: Shingen
hyv3mynd wrote: Red Corsair wrote: L0rdF1end wrote: hyv3mynd wrote:MVB did a good first glance here:
http://whiskey40k.blogspot.com/2014/01/tyranids-early-reaction-from-long-time.html?m=1
My words not his: if you're a competitive gamer, the sky has fallen for nids. The changes to deployment (drop pods removed), instinctive behavior (units flee without taking casualties, or inflict casualties on themselves), psychic power access, every single artifact is useless or overcosted, and unit nerfs make this new codex utter garbage.
If you're a beer and pretzels gamer or modeler/painter, great have fun with it. Horde nids couldn't be played in tournament time limits before and the price reductions only make this worse.
I can't wait to pull this post out in a months time when people realise that the point reduction alone made Nids competitive.
Nids don't need an uber stupid artifact to make them good.
I think we'll see NIds again as much as we did when 6th first landed, they were never going to be the "Go To" dex.
There are issues that force a slightly different list i feel but i fully expect it to still have a competitive edge.
QFT
Oh crap, the talking heads of the internet said something... They MUST be right....
Competitive 40k is a joke to begin with otherwise they wouldn't need to reformat the core rules every 2 months in order to hold an event so I have to laugh at the people who form opinions based on the game as if it was balanced like chess. He may as well right a review on competitive Yahtzee as far as I am concerned.
Neither of them have even read the book in it's entirety yet, let alone let it digest for a week. I still don't see the synapse thing as being as big an issue that some of these guys are.
Mock the competitive scene all you want. It won't stop the scene or culture. On my personal schedule, I can get 1 casual game a month and 3 tournament games. That's all I have time for and that's what I must prepare for. There are hundreds of players who enjoy the competitive 40k scene and invest thousands of dollars into traveling to events. Just because the game is intended for beer and pretzels basement gamers, don't belittle a group who plays it a different way.
Who needs weeks to digest this information and play test really? I keep hearing this but it's a myth. Almost every decent unit in the army got objectively worse either via point cost, removal of special rules, abilities, or wargear. Done, digested. Some models received a points reduction. Here's news from the competitive scene for you basement beer and pretzel guys: horde nids could not finish games in tournament time limits before, adding 20% more models actually makes this worse. Add in a whole new self-destructive IB system to make it worse.
How many other armies will literally self-destruct if you eliminate 4 key units? We aren't talking vacuums here. We're saying watch what happens when a 6 wave serpent or triptide list focuses down synapse on a flank on turn 1. Most of the army is ld6/7. Lurkers will flee the table 50% of the time with a failed leadership test. Feeders will eat themselves.
This army now causes more damage to itself than any army in the game. This is usually used as a balancing factor to powerful units, but everything got worse! Hormagaunts lost their rerolls of 1. Trygons lost all rerolls. Hive guard dropped in BS and went up in cost. Tervigons lost a boatload of abilities and went up in cost.
You can ride around on your white horses all day chirping about reduced costs and play testing and vacuums. It won't change the fact that they took a suffering army and made it worse. The warlord table is a joke. The psychic powers are mediocre at best with no guarantees that you can get anything good at all. The IB chart causes self-damage or fleeing 50% of the time! A grot on a quad gun can kill any of the FA fliers in 1 phase. You can just pick up a flyrant or crone the first time a single skyray looks at it.
You can cling to your denial and hyperbole all you want. It may surprise you that some hobbyists have a decent enough grasp of the game and its dynamics to come to an accurate conclusion without playing dozens of games with a new army.
Blah blah blah...
I don't know what's worse, that you believe anything you wrote, the fact you wrote it, or the fact I read it.
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
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Post by: Eldarain
Shingen wrote:
Blah blah blah...
I don't know what's worse, that you believe anything you wrote, the fact you wrote it, or the fact I read it.
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
What are you most excited to try? Which units/alterations do you think will bode well in competitive play?
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Post by: H.B.M.C.
I don't think that word means what you think it means.
Anyway, he listed the clear differences. It's objectively worse off than it was before. But I see we've shifted from "You don't know yet!" to "But you should have known as they were under costed!" right back to "We don't know yet!" again.
Those goal posts look heavy man. You're going to tire yourself out.
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Post by: Eyjio
Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
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Post by: Imposter101
Shingen wrote: hyv3mynd wrote: Red Corsair wrote: L0rdF1end wrote: hyv3mynd wrote:MVB did a good first glance here:
http://whiskey40k.blogspot.com/2014/01/tyranids-early-reaction-from-long-time.html?m=1
My words not his: if you're a competitive gamer, the sky has fallen for nids. The changes to deployment (drop pods removed), instinctive behavior (units flee without taking casualties, or inflict casualties on themselves), psychic power access, every single artifact is useless or overcosted, and unit nerfs make this new codex utter garbage.
If you're a beer and pretzels gamer or modeler/painter, great have fun with it. Horde nids couldn't be played in tournament time limits before and the price reductions only make this worse.
I can't wait to pull this post out in a months time when people realise that the point reduction alone made Nids competitive.
Nids don't need an uber stupid artifact to make them good.
I think we'll see NIds again as much as we did when 6th first landed, they were never going to be the "Go To" dex.
There are issues that force a slightly different list i feel but i fully expect it to still have a competitive edge.
QFT
Oh crap, the talking heads of the internet said something... They MUST be right....
Competitive 40k is a joke to begin with otherwise they wouldn't need to reformat the core rules every 2 months in order to hold an event so I have to laugh at the people who form opinions based on the game as if it was balanced like chess. He may as well right a review on competitive Yahtzee as far as I am concerned.
Neither of them have even read the book in it's entirety yet, let alone let it digest for a week. I still don't see the synapse thing as being as big an issue that some of these guys are.
.
Blah blah blah...
I don't know what's worse, that you believe anything you wrote, the fact you wrote it, or the fact I read it.
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
"Instead of answering the opposing sides points, I'll ridicule his statements and act in an insulting and demeaning manner, as if he is completely and totally wrong in every way, but never point out how or why he is wrong."
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Post by: HiveFleetCollossus
I for one am super excited about the prospect of the Haruspex. T6 W5? Yes please. It also now has that OOE ability to generate extra attacks, and regenerates a wound after every combat phase... Doesn't sound too shabby? Also, its tongue has its own weapon profile and special rules, but I can't find the page. If it's a decent enough price, I may run a few on the regular.
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Post by: jifel
hyv3mynd wrote: Nem wrote:The nerf on termagaunts not moving after spawning is not really a nerf unless you don't plan on moving the Tervigon in the same direction. They don't lose out on actual movement, now it's just move terv 6 spawn up to 6 rather than spawn up to 6 move 6 move terv 6, just streamlining for speed. Many listed nerfs are not as bad as many people are making out- not that some a're not bad - just they are being blown out of proportion, or misunderstanding how it will actually impact on the game.
So being able to spawn and assault to spawn and not assault is low impact? Have you ever played with tervigons? I got in 100 games or so with them in the last book and that's a huge deal.
How about tervigons not sharing toxin sacs, adrenal glands, or their leadership value with nearby gaunts anymore? Low impact too? Oh wait they balanced it with a 35pt price increase and doubled the range of their synaptic explosion. And went from 3 psy power rolls to 1.
Definitely overreacting.
I'm convinced the people holding out and defending the codex are the ones who haven't read all the actual leaks and real rules yet.
The Tervigon is worse now than before, by a large margin. The question is... by how much? The Tervigon was ungodly before, and won tournaments on its own in a bad book. Now, it will have better support but itself is not nearly as good. Will it be worth taking? I'm not sure. It's certainly no longer a no brainer or an auto include. But with the loss of the buffs, it has one of two roles now. Run straight up, screw the gants around it, and go hit things. Pair with Carnifex for cover as it gives synapse, is scoring and is tough. This isn't a great option. Other option I see is to have it kinda isolated in the backfield. All spawns move away and up field while it holds an objective by itself. This could be viable, just keep it very cheap. Frankly, I may buy it Adrenal Glands and nothing else. Same cost as before, but not as good, however it can spawn still and has fleet if really needs to assault. Also, it may now outflank and spawn. Niche yes, but every bit helps after that nerf.
But even thinking of the Tervigon's viability as a troops choice, here's another question. What the hell else? Rippers, stealers and Warriors are literally made out of nope. Gants are ok but you need Synapse. They could hang around in the back though and do ok, I suppose. Hormagants are good and cheap as a running screen and I like the idea. However, they aren't all that great at scoring. On the other hand, they are actually more reliable scoring than gants if out of synapse. Failed that IB on either? Both can kinda stay still on a 4+ (Hormies must charge if they can. If nothings in range, just don't move and stay put.) On a 1-3, Termagants fall back. Hormagants take wounds and likely morale, which they could pass, so more likely to stay. A backfield prime with Biovores could help with synapse though. Funny thing is though? 5 genestealers are far better at holding objectives than anything but the Tervigon... wow. Troops will be the big question mark this codex, everything else is just fine.
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Post by: Shingen
Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
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Post by: Red Corsair
Eldarain wrote:Shingen wrote:
Blah blah blah...
I don't know what's worse, that you believe anything you wrote, the fact you wrote it, or the fact I read it.
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
What are you most excited to try? Which units/alterations do you think will bode well in competitive play?
I agree, it looks like the nids will play very different, which is what I am most excited for.
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Post by: Eyjio
Shingen wrote:Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
So what you're really saying is you have 5 ideas for lists which in absolutely no way stand up in competitive gaming? Hell, I'm not even mad about the loss of doom and I don't mind too much about pods, but if you think the Tervigon nerf hasn't killed the troops of this codex, you're insane.
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Post by: Therion
IcedAnimals wrote:@ Therion. Speaking of the imperial guard book. How many tanks do they have in the current book that are actually missing models right now? Because unless they get new ones I think the guard book might end up losing a lot of options.
I expect the guard book to change about as much as this current Nid book just did. More of a side grade, some serious WTFs but since guard are a shooting based army they will come out of it just fine.
I wont be playing nids competitively. I never did before and this book isn't going to make me start. But I will definitely still play them as a for fun army every now and then. especially since I just bought the heirophant. The ability to use it as a 20 man transport that is insanely hard to stop from reaching your lines really helps out in a nid army. Most of our super heavies are pretty awesome honestly. And since fortifications are worthless(to us) you might as well take what you can get.
How fine they'll do is up in the air. If it's just a bland sidegrade that loses the Vendettas and some tank options and replaces them with some Haruspex / Mutilators -class garbage the IG are screwed
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Post by: Red Corsair
H.B.M.C. wrote:
I don't think that word means what you think it means.
Anyway, he listed the clear differences. It's objectively worse off than it was before. But I see we've shifted from "You don't know yet!" to "But you should have known as they were under costed!" right back to "We don't know yet!" again.
Those goal posts look heavy man. You're going to tire yourself out.
Sorry, let me make it clearer. I haven't shifted any post, I am saying we have know solid proof how the new nids will play as an army. BIG difference from saying that the tervigon change (which it clearly has) should have been expected. If anybody expected the tervigon to get better, I seriously question their common sense. I still think there are multiple viable lists in the new book from what I have seen. Automatically Appended Next Post: Eyjio wrote:Shingen wrote:Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
So what you're really saying is you have 5 ideas for lists which in absolutely no way stand up in competitive gaming? Hell, I'm not even mad about the loss of doom and I don't mind too much about pods, but if you think the Tervigon nerf hasn't killed the troops of this codex, you're insane.
Sorry but tervigons were a crutch, so it's quite revealing that you admit you can't win without them or maybe it just dates you. There was a time before tervigons when nids were quite viable.
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Post by: Deadshot
Did anyone notice that the leaked Unit Profiles, Tervigons are not listed as Characters? And thus, Nids may be the only army capable of fielding an army without a Warlord? Or there may be a restriction that a Tervigon cannot be the mandatory HQ?
75483
Post by: Imposter101
Red Corsair wrote: H.B.M.C. wrote:
I don't think that word means what you think it means.
Anyway, he listed the clear differences. It's objectively worse off than it was before. But I see we've shifted from "You don't know yet!" to "But you should have known as they were under costed!" right back to "We don't know yet!" again.
Those goal posts look heavy man. You're going to tire yourself out.
Sorry, let me make it clearer. I haven't shifted any post, I am saying we have know solid proof how the new nids will play as an army. BIG difference from saying that the tervigon change (which it clearly has) should have been expected. If anybody expected the tervigon to get better, I seriously question their common sense. I still think there are multiple viable lists in the new book from what I have seen.
Automatically Appended Next Post:
Eyjio wrote:Shingen wrote:Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
So what you're really saying is you have 5 ideas for lists which in absolutely no way stand up in competitive gaming? Hell, I'm not even mad about the loss of doom and I don't mind too much about pods, but if you think the Tervigon nerf hasn't killed the troops of this codex, you're insane.
Sorry but tervigons were a crutch, so it's quite revealing that you admit you can't win without them or maybe it just dates you. There was a time before tervigons when nids were quite viable.
But we are no longer in 4th,3rd or 2nd edition Corsair.
37477
Post by: Battlesong
Arbiter_Shade wrote:I think the idea, "What could have been" sums up why their is so much disappointment in this codex. Nothing changed from the 5th codex for the better except for the point cost. This codex feels cheap and lazy because it is cheap and lazy. The most thought went into making synapse worse...The artifacts are laughably bad, I can't see taking any of them ever. Not even in a for fun list, because the basic upgrades are better than the artifact upgrades. The warlord traits are bad for warlord traits, which doesn't say much but at the same time speaks volumes.
Tyranids got worse with this release but will still be able to field armies just fine and still win in a noncompetitive environment. I decided that I will still play my bugs despite this codex and how sick it makes me feel to have another army being just gutted with a release, my other being BT. By that I mean gutted of any potential, all the hope there was from seeing how awesome a lot of the 6th codices have been torn out leaving me feeling just...sad. I was hoping to at least see more bio-morphs than two for basic units again, maybe not the list we had in 4th but at least something better than TWO. I wanted to see some innovation and instead I just got an FAQ update to bring the codex in line with 6th edition. The worst part is there is just nothing to be excited about with the codex. I don't care how powerful or weak it is going to be in the current meta, I care that it is just...boring and bland. There is nothing that has me excited to try out or play with, it is all the same crap I have been playing for years now with a couple of new units that are boring or are looking pretty bad. The Exocrine is boring as gak, it does one thing and it will do that one thing all game long and never deviate from point and shoot. The Haurspex looks interesting but I just don't think it will be very good.
So now I have Tyranids and SoB with FAQ codices and my BT were just gutted with being turned into black Ultramarines. It is just getting hard to get excited about 40k anymore with half of my armies being taken in a "new" direction.
I feel your pain wholeheartedly. My 2 armies are Nids and CSM, so I understand completely what you are saying.
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Post by: Deadshot
HiveFleetCollossus wrote:Working on translating some of the Spanish with Google Translate. Not hard, just time consuming. (You guys can do it too...)
Some of the Spanish is weirdly translated.
- Exocrine WS3 BS3 S6 T6 W5 I3 A3 S3+ L7
Biomorphs : Bioplasma Cannon, (something spanish , I think maybe crushing claws/sything talons)
Special Rules: IB ( hunt ) , Fearless
~ Symbiotic Aiming: If does not move Exocrine During the movement phase , gain +1 to its ability to * something * ( balistic skill )
- Haruspex WS3 BS3 S6 T6 W5 I3 A3 S3+ L7
Biomorphs : Crushing Claws , prehensile tongue ( Weapon found on pg 65 . ) , Acid blood
Special Rules: IB ( Feed) , Fearless
~ Beast feeding : If a Haruspex inflicts at least one wound not saved in the Assault phase , at the end of phase one gets wound which you have lost . ( Gains one lost wound)
~ Ravenous Hunger : During the turn that a Haruspex charges each unsaved wound it inflicts in combat allows you to immediately make an additional attack . Further attacks can not generate more attacks . The Haridas causing instant death only generate an additional attack (Any idea to what this sentence means? ) . Wounds inflicted by hammer Fury , acid blood or tail biomorphic not benefit from this special rule .
I'll try to get more to you guys soon.
That last rule would possible reference the Prehensible tongue which likely causes ID (dragging prey into the mouth. Hammer of Wrath, Acid Blood and Tail Biomorphs do not generate additional attacks.
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Post by: MVBrandt
Heh, I only just realized the Tervigon had its self-destruct-on-gaunts bubble increased to 12" ... so basically if you want to use a Tervigon as synapse, don't run gaunts, which it's supposed to be used for.
It's literally a pure fluff unit now (Which in GW terms means it isn't allowed to be at all "good" at the same time). The nice thing is in casual gaming we can just retcon it; it's very easy to lol in the face of horrible rules writers at GW and play it the way it should be played instead. That doesn't do anything to help people who want to play Tyranids at the local game store, or at local tournaments, or at organized play events, or at organized narrative events, or at grand tournaments, etc., however, and that's unfortunate. GW isn't very good at building lists for the majority of its constituency, only for a very narrow niche of beer and pretzels organized group gamers who can establish acceptable play memes and standards.
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Post by: rollawaythestone
Deadshot wrote:Did anyone notice that the leaked Unit Profiles, Tervigons are not listed as Characters? And thus, Nids may be the only army capable of fielding an army without a Warlord? Or there may be a restriction that a Tervigon cannot be the mandatory HQ?
Just saw this. Quite a rules quandary. It makes sense though that Tervigons are no longer characters. I kind of sympathized with my opponent when I could smash his Sergeant in a challenge while bidding time for my spawned gants to join the fight.
60506
Post by: Plumbumbarum
I am happy that I've never bashed mr. Crudacce 5th ed codex, and I regret pre ordering the new one. I'd rather still play the old one with friends using ymgarls, mycetic spores to throw around doom zoanthropes and carnifexes. Fun fact, I have a few Mawlocks in the work, I prefer the look over Trygons also it was somehow obvious for me they would be good in the new codex. I also don't have mycetic spore models only use nid terrain to represent them. So, no dissapointed powergamer as I could own a few people with Mawlocks, no spent too much on conversions butthurt, just the new codex looks less fun and nidy than the last also castrated for the sake of addons, in addition to probably being weaker power - wise. The only good thing about it so far is the uphill battle factor, I tend to enjoy hard mode.
btw I didn't use Tervigons a lot but Tervigon spam was a very fluffy kind of list, imo. Just taking biomancy from them would be enough of a nerf, assuming "can't take allies" and assault oriented nids needed any.
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Post by: Deadshot
HiveFleetCollossus wrote:Lol. More Google translate crap. Think I'll stop here.
Carnifex special rule (suckily traslated):
Living Ram: when this miniature hammer attack charges into anger instead of just 1 attack. (Any idea what this means?)
It says Carnifexes have Rage, or do D3 Hammer of Wrath when under Rage I think. Likely the translation is
When this model declares a charge while under the Rage Special Rule, a Carnifex inflicts D3 Hammer of Wrath Hits instead of 1.
Either that or anger is a mistranslation for combat.
28269
Post by: Red Corsair
Imposter101 wrote: Red Corsair wrote: H.B.M.C. wrote:
I don't think that word means what you think it means.
Anyway, he listed the clear differences. It's objectively worse off than it was before. But I see we've shifted from "You don't know yet!" to "But you should have known as they were under costed!" right back to "We don't know yet!" again.
Those goal posts look heavy man. You're going to tire yourself out.
Sorry, let me make it clearer. I haven't shifted any post, I am saying we have know solid proof how the new nids will play as an army. BIG difference from saying that the tervigon change (which it clearly has) should have been expected. If anybody expected the tervigon to get better, I seriously question their common sense. I still think there are multiple viable lists in the new book from what I have seen.
Automatically Appended Next Post:
Eyjio wrote:Shingen wrote:Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
So what you're really saying is you have 5 ideas for lists which in absolutely no way stand up in competitive gaming? Hell, I'm not even mad about the loss of doom and I don't mind too much about pods, but if you think the Tervigon nerf hasn't killed the troops of this codex, you're insane.
Sorry but tervigons were a crutch, so it's quite revealing that you admit you can't win without them or maybe it just dates you. There was a time before tervigons when nids were quite viable.
But we are no longer in 4th,3rd or 2nd edition Corsair.
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
72530
Post by: Arbiter_Shade
Battlesong wrote:Arbiter_Shade wrote:I think the idea, "What could have been" sums up why their is so much disappointment in this codex. Nothing changed from the 5th codex for the better except for the point cost. This codex feels cheap and lazy because it is cheap and lazy. The most thought went into making synapse worse...The artifacts are laughably bad, I can't see taking any of them ever. Not even in a for fun list, because the basic upgrades are better than the artifact upgrades. The warlord traits are bad for warlord traits, which doesn't say much but at the same time speaks volumes.
Tyranids got worse with this release but will still be able to field armies just fine and still win in a noncompetitive environment. I decided that I will still play my bugs despite this codex and how sick it makes me feel to have another army being just gutted with a release, my other being BT. By that I mean gutted of any potential, all the hope there was from seeing how awesome a lot of the 6th codices have been torn out leaving me feeling just...sad. I was hoping to at least see more bio-morphs than two for basic units again, maybe not the list we had in 4th but at least something better than TWO. I wanted to see some innovation and instead I just got an FAQ update to bring the codex in line with 6th edition. The worst part is there is just nothing to be excited about with the codex. I don't care how powerful or weak it is going to be in the current meta, I care that it is just...boring and bland. There is nothing that has me excited to try out or play with, it is all the same crap I have been playing for years now with a couple of new units that are boring or are looking pretty bad. The Exocrine is boring as gak, it does one thing and it will do that one thing all game long and never deviate from point and shoot. The Haurspex looks interesting but I just don't think it will be very good.
So now I have Tyranids and SoB with FAQ codices and my BT were just gutted with being turned into black Ultramarines. It is just getting hard to get excited about 40k anymore with half of my armies being taken in a "new" direction.
I feel your pain wholeheartedly. My 2 armies are Nids and CSM, so I understand completely what you are saying.
Hey I have Nids, CSM, CD, Eldar, Sob, and BT(Black Ultramarines) Every army I have has been updated for 6th and it ranges from bad, Nids, to decent, CSM and SoB, to great!, Eldar, to non-existant, BT.  The worst part is? I don't really play the Eldar because they were given to me by a friend who was getting out of the game and I just don't care for them. Nids and BT have always been my favorite armies and... GW has not been kind to me lately. Hopefully my next project being Orks I can see if I can finally be thrown a bone!
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Post by: rigeld2
Red Corsair wrote:Sorry but tervigons were a crutch, so it's quite revealing that you admit you can't win without them or maybe it just dates you. There was a time before tervigons when nids were quite viable.
Are you playing 6th edition? It would explain a lot if you're not.
Please, show me a winning army with the 5th edition codex that didn't use Tervigons.
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Post by: wyomingfox
hyv3mynd wrote:How about tervigons not sharing toxin sacs, adrenal glands, or their leadership value with nearby gaunts anymore? Low impact too? Oh wait they balanced it with a 35pt price increase and doubled the range of their synaptic explosion. And went from 3 psy power rolls to 1.
You could also look at the old Tervigon as having provided very cheap poison and furious charge to all of your gaunts (20 pts per Tervigon split between all the gaunts on the field -- which for me was normally 60 after spawning) . Now to get the same benifit you have to pay +4 points a model for toxic sacs & adrenal glands on each guant...which increases thier cost from 5.66ppm (40 pts for two tervies divided over 60 models) in 5th to 8ppm in 6th (or 6ppm if you only cared about poison). How I see it is that termigaunts didn't get cheaper...they actually got more expensive.
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Post by: Deadshot
rollawaythestone wrote: Deadshot wrote:Did anyone notice that the leaked Unit Profiles, Tervigons are not listed as Characters? And thus, Nids may be the only army capable of fielding an army without a Warlord? Or there may be a restriction that a Tervigon cannot be the mandatory HQ?
Just saw this. Quite a rules quandary. It makes sense though that Tervigons are no longer characters. I kind of sympathized with my opponent when I could smash his Sergeant in a challenge while bidding time for my spawned gants to join the fight.
I see this as a way of Nids denying a VP for Slay the Warlord, but also hampering themselves by denying access to Strategic Traits.
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Post by: Eyjio
Red Corsair wrote:
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
Name anyone ever who won anything at all with a 5e nid list who didn't use Tervigons. Hell, write the list here.
I'll give you a hint:
Ready?
You sure?
THERE ISN'T ONE. The ENTIRE codex relies on the capability to spawn troops. Without that, the troops get gunned down by anyone with a brain in 2 turns.
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Post by: Red Corsair
rigeld2 wrote: Red Corsair wrote:Sorry but tervigons were a crutch, so it's quite revealing that you admit you can't win without them or maybe it just dates you. There was a time before tervigons when nids were quite viable.
Are you playing 6th edition? It would explain a lot if you're not.
Please, show me a winning army with the 5th edition codex that didn't use Tervigons.
Sorry, I meant tyranids were viable prior to having access to them. Yes I admit in 5th they were a no brainer, and most times necessary but does that mean they should be relied upon forever? I welcome a new era that doesn't rely on one broken unit.
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Post by: Ravenous D
H.B.M.C. wrote:Yikes. Just read the Tervigon page. Hive Mind powers or nothing. No moving/shooting for spawned Termagants. Doesn't sound fun.
Think of the narratives!! That's where the fun is.
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Post by: Altruizine
rollawaythestone wrote: Deadshot wrote:Did anyone notice that the leaked Unit Profiles, Tervigons are not listed as Characters? And thus, Nids may be the only army capable of fielding an army without a Warlord? Or there may be a restriction that a Tervigon cannot be the mandatory HQ?
Just saw this. Quite a rules quandary. It makes sense though that Tervigons are no longer characters. I kind of sympathized with my opponent when I could smash his Sergeant in a challenge while bidding time for my spawned gants to join the fight.
This is actually kind of spitefully awesome. It might be a legitimate strategy to go without a Warlord, since it can be hard for nids to get the Warlord VP from an opponent, whereas our own Warlords are relatively easy to poach since they often have to be leading the pack, and unprotected. They'll FAQ it eventually, though.
Has anyone seen a comprehensive list of which models can take the awful bio-relics? Tyrants and Primes for sure... but how about Trygon Primes, Tervigons, and so on?
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Post by: Plumbumbarum
Shingen wrote:Eyjio wrote:Shingen wrote:
Based on the codex entries I have read I have about 5 ideas for competitive lists.
The codex is actually looking really very good. I guess the 1 list you want to play though is off the cards.
I'm going to really enjoy this dex, quite frankly it's 100x closer to what nids should be than the last codex.
It's okay, you're just in denial. You'll come around and be as disgusted as us too soon.
Actually I won't.
I never used to used tervigons or doom and the units I usually use are better and cheaper. The New dex is perfect from that standpoint.
If you think Nids are all about pods, doom and tervigons then you might as well go play space marines.
Yes lets remove possible playstyles and tactics, because you don't like / don't use them. Dumbing down ftw.
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Post by: H.B.M.C.
I'm getting my forge ready! My narrative forge that is!
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Post by: Red Corsair
Eyjio wrote: Red Corsair wrote:
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
Name anyone ever who won anything at all with a 5e nid list who didn't use Tervigons. Hell, write the list here.
I'll give you a hint:
Ready?
You sure?
THERE ISN'T ONE. The ENTIRE codex relies on the capability to spawn troops. Without that, the troops get gunned down by anyone with a brain in 2 turns.
Wow, I really don't explain my points well enough on the web. I admit it. See the above. I am not saying tervigons weren't good or required in 5th, I am saying it was bad for the army IMO that they were an auto include. There was a time when they didn't exist and nids were fine. I am suggesting, heaven forbid, that this may be the case once again.
*edit for SP
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Post by: Traceoftoxin
The most hilarious thing, to me, is that instead of making Warriors really good in order to sell more, they just nerfed Tervigons so hard that Warriors seem like a viable option in comparison.
I imagine the conversation went something like this,
"We need to really push this new warrior kit"
"Well, with the Tervigon being such a hot item, I imagine we'll really have to buff them to make them desirable"
"Are you crazy? Buff Warriors? They're overpowered beyond belief as it is!"
"Yeah, I suppose you're right. So what do we do?"
"Clearly we've got to make sure no other troop choice is any better than Warriors. I mean, we've gotta show the other codices SOME mercy"
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Post by: Eyjio
Red Corsair wrote:Eyjio wrote: Red Corsair wrote:
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
Name anyone ever who won anything at all with a 5e nid list who didn't use Tervigons. Hell, write the list here.
I'll give you a hint:
Ready?
You sure?
THERE ISN'T ONE. The ENTIRE codex relies on the capability to spawn troops. Without that, the troops get gunned down by anyone with a brain in 2 turns.
Wow, I really don't explain my points well enough on the web. I admit it. See the above. I am not saying tervigons weren't good or required in 5th, I am saying it was bad for the army IMO that they were an auto include. There was a time when they didn't exist and nids were fine. I am suggesting, heaen forbid, that this may be the case once again.
Well, I wish what you just said was true, but I cannot see how. I can't make a list even on par with my 5e ones, let alone good enough to not need Tervigons. Troops have basically become more expensive as they need poison now, hormagaunts have... I mean, what's even the point of them any more? They're strictly worse than termagants other than the run which isn't even good alone. Heck, I can take some 4e lists and THEY'RE more expensive. It's just a mess.
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Post by: H.B.M.C.
Red Corsair wrote:Wow, I really don't explain my points well enough on the web. I admit it. See the above. I am not saying tervigons weren't good or required in 5th, I am saying it was bad for the army IMO that they were an auto include. There was a time when they didn't exist and nids were fine. I am suggesting, heaen forbid, that this may be the case once again. Well… no. Not really. Cast your mind back… *harp noises* In 3rd Tyranids didn't work because of "Shoot the Big Ones", which really just meant "Shoot the Good Ones", because you'd just kill the Carnifexes before they did anything. Most Tyranid armies abused the hell out of the "mutable genus" rules to get a minimum amount of species (usually 3) to maximise the amount of Rending Claw mutants you could have in a unit of Gaunts. So Tyranid armies had three units - Hive Tyrants, Rending Claw Mutant Hordes, Carnifexes. Sometimes Tyrant Guard. No one took Warriors, Lictors, Biovores, Raveners - anything really - because they were all junk. So no, Tyranids were not ok in 3rd. So 4th came along, and with it GW's desire to sell their brand new plastic Carnifex. This was the time of the Nidzilla (and the original Stealer Shock). Unfortunately, that’s all they could do. Try playing ‘Nids in any other way resulted in a sub-par army that couldn’t really do anything. If you weren’t packing 2 HT’s and 4-6 Carnifexes (or hadn’t gone full Stealer Shock) then you weren’t going to have much luck. No one took Warriors, Lictors, Biovores, Raveners – anything really – because they were all junk. So no, Tyranids were not ok in 4th. And in 5th… well we know about that already. They couldn’t get by without a couple of units (Tervigons, Hive Guard). Stealer Shock still worked, but Nidzilla was basically dead in the water with the way ‘Fexes worked (or didn’t work). Spores could mitigate some factors, but then the FAQ ruined a significant portion of that (Primes not being able to join units pre-game). So, again, Tyranids were not ok in 5th. But now everything’s cheaper (even if most things are objectively worse), so I guess ‘Nids are ok in 6th, right?
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Post by: rigeld2
Red Corsair wrote:Eyjio wrote: Red Corsair wrote:
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
Name anyone ever who won anything at all with a 5e nid list who didn't use Tervigons. Hell, write the list here.
I'll give you a hint:
Ready?
You sure?
THERE ISN'T ONE. The ENTIRE codex relies on the capability to spawn troops. Without that, the troops get gunned down by anyone with a brain in 2 turns.
Wow, I really don't explain my points well enough on the web. I admit it. See the above. I am not saying tervigons weren't good or required in 5th, I am saying it was bad for the army IMO that they were an auto include. There was a time when they didn't exist and nids were fine. I am suggesting, heaven forbid, that this may be the case once again.
*edit for SP
The issue is that Troops got significantly more expensive overall, and harder to keep around (12" bubble of doom on the Tervigon). With 5/6 games relying on capturing the objectives it turns Nids into a "table the other guy before he kills all our Synapse" army. Which doesn't sound all that fun to me.
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Post by: spaceelf
Traceoftoxin wrote:The most hilarious thing, to me, is that instead of making Warriors really good in order to sell more, they just nerfed Tervigons so hard that Warriors seem like a viable option in comparison.
I imagine the conversation went something like this,
"We need to really push this new warrior kit"
"Well, with the Tervigon being such a hot item, I imagine we'll really have to buff them to make them desirable"
"Are you crazy? Buff Warriors? They're overpowered beyond belief as it is!"
"Yeah, I suppose you're right. So what do we do?"
"Clearly we've got to make sure no other troop choice is any better than Warriors. I mean, we've gotta show the other codices SOME mercy"
It really must have been something like that. They even hit Rippers with the nerf bat a few times, they were clearly overpowered.
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Post by: Red Corsair
Eyjio wrote: Red Corsair wrote:Eyjio wrote: Red Corsair wrote:
Or 5th, which the last incarnation of tervigons was written. Thanks for keeping pace though.
Name anyone ever who won anything at all with a 5e nid list who didn't use Tervigons. Hell, write the list here.
I'll give you a hint:
Ready?
You sure?
THERE ISN'T ONE. The ENTIRE codex relies on the capability to spawn troops. Without that, the troops get gunned down by anyone with a brain in 2 turns.
Wow, I really don't explain my points well enough on the web. I admit it. See the above. I am not saying tervigons weren't good or required in 5th, I am saying it was bad for the army IMO that they were an auto include. There was a time when they didn't exist and nids were fine. I am suggesting, heaen forbid, that this may be the case once again.
Well, I wish what you just said was true, but I cannot see how. I can't make a list even on par with my 5e ones, let alone good enough to not need Tervigons. Troops have basically become more expensive as they need poison now, hormagaunts have... I mean, what's even the point of them any more? They're strictly worse than termagants other than the run which isn't even good alone. Heck, I can take some 4e lists and THEY'RE more expensive. It's just a mess.
Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
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Post by: H.B.M.C.
The changes to Rippers had to be conscious, right? That means that the person who wrote this genuinely thought Rippers were too good or they don’t understand their own rules.
Both prospects are frightening.
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Post by: rigeld2
Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
So your solution to not taking a 195 point (base) unit is to take 160 points of gants plus 125 point Synapse HQ and leave that 285 points (without upgrades) in the backfield?
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Post by: Red Corsair
rigeld2 wrote: Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
So your solution to not taking a 195 point (base) unit is to take 160 points of gants plus 125 point Synapse HQ and leave that 285 points (without upgrades) in the backfield?
Obviously there will be more to it.
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Post by: Crimson
Everything else seems okay(-ish), but those changes to instinctive behaviour seem really worrying and potentially crippling. Tyranids are basically unable to leave an unit sitting on a backfield objective. And if the enemy guns down your synapse creatures, the entire army just folds. I don't understand what they were thinking.
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Post by: rigeld2
Red Corsair wrote:rigeld2 wrote: Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
So your solution to not taking a 195 point (base) unit is to take 160 points of gants plus 125 point Synapse HQ and leave that 285 points (without upgrades) in the backfield?
Obviously there will be more to it.
Even if there is you don't see the opportunity cost failure here? Requiring half of our available HQ slots to babysit 1/3 of our available Troops slots (and therefore not allowing that HQ to provide that Synapse up-table) isn't a great idea.
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Post by: Red Corsair
Crimson wrote:Everything else seems okay(-ish), but those changes to instinctive behaviour seem really worrying and potentially crippling. Tyranids are basically unable to leave an unit sitting on a backfield objective. And if the enemy guns down your synapse creatures, the entire army just folds. I don't understand what they were thinking.
They were thinking buy more synapse creatures and don't through them away. I don't understand why people fail to see how synapse is great. There is a down side obviously but don't forget your units gain the USR fearless while in it which is huge. A 4ppm GEQ with fearless. There needed to be a drawback. Automatically Appended Next Post: rigeld2 wrote: Red Corsair wrote:rigeld2 wrote: Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
So your solution to not taking a 195 point (base) unit is to take 160 points of gants plus 125 point Synapse HQ and leave that 285 points (without upgrades) in the backfield?
Obviously there will be more to it.
Even if there is you don't see the opportunity cost failure here? Requiring half of our available HQ slots to babysit 1/3 of our available Troops slots (and therefore not allowing that HQ to provide that Synapse up-table) isn't a great idea.
maybe a min genestealer unit will be the new backfield.
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Post by: Altruizine
H.B.M.C. wrote:The changes to Rippers had to be conscious, right? That means that the person who wrote this genuinely thought Rippers were too good or they don’t understand their own rules.
Both prospects are frightening.
A lot of this book is frightening like that, and makes you think GW might have been taken over by some sort of gradually-degrading-into-insanity extragalactic artifical intelligence.
Like, I will bet my life that no human being 2010-2013 ever said any of the following phrase out loud, or even thought them in a moment of private weakness:
"I really think Scything Talons are too good, and something should be done about them."
"Implant Attacks have no place in this codex!"
"In my opinion, the Tyranid Prime costs about half as much as it should."
"Crushing Claws and the creatures that can take them really need to improve at killing vehicles."
"Maybe Tyranids should shoot each other when they fail IB! It's so fluffy!"
Only a gravely diseased mind could have arrived at the conclusion that these were issues needing rectification.
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Post by: BlaxicanX
Fearless is as overrated as ATSKNF. "Oh look, my units don't run away when they get shot to pieces." We don't exist in a meta where running off the board is a huge thing anymore. We exist in a meta where certain armies can bring so much ranged firepower to bear that units simply cease to exist after a round or two of shooting, or are reduced to levels where their combat effectiveness is essentially neutered. Fearless is a benefit, sure. But it's not enough of a benefit to make synapse an advantage more than a liability.
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Post by: Eyjio
Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
Yeah, they can be, but that means they're S3. In assaults, you'll kill nothing. Out of assaults, you'll die like flies. Tau in particular can easily kill 120+ gants a turn, more if they're a gun line. The old codex succeeded with lots of units, not lots of models. Sure, you COULD fire at the unit of 6 gants, or the unit of 7 or the unit of 10, but you can't wipe them all with one squad. Now, you can, pretty easily. Devilgants need to get close, so without pods, your non-assaulty troops are walking up the board, hoping their synapse doesn't die and then firing essentially a lot of BS3 bolters. It's just not that awesome for 8ppm. Primes would have been awesome with the new mixed units but now they're 125 points with an actual nerf. Who knows why, but that means this blob will be MORE expensive than doing the same in 5e, but now you can't gain stuff from Tervigons and you don't have good delivery. Believe me, I've been trying my best to make this book work. I just don't see how to live a gun line AND actually do damage when you get there. Heck, synapse is a huge issue in this new book, far more than people think - without Tervigons, there's nothing really capable of pushing up other than primes which are way more expensive.
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Post by: StarHunter25
From reading through all of the codex images that have come out so far.. I'm just about stunned in disbelief.
This codex is just -bad-. I've yet to see the SLord's rules, but they would literally have to give your entire army +3 to all stats, have a 48" 3+ FNP bubble, 48" EW bubble, and 48" armour save become inv save.
That is not hyperbole. That is honestly how good he needs to be to counterbalance just how aweful this book is. the fact that there is a 50% chance that 2/3 of your army with either run away for no reason or kill itself is beyond idiotic.
Yes, daemons have the warp storm table. there is something like a 4% chance that something bad happens, then a further 4% chance that it actually works.
My only suggestion to everyone who plays tyranids, is to cancel your digital dex preorder, buy a physical copy, then return it 4 hours later complaining that the rules make the army almost unplayable.
Unless the playerbase does something we will literally be stuck with this awful piece of garbage for 4+ years.
And to everyone saying "Oh Tervigons were super OP and made it so Nids won EVERY TOURNAMENT EVER" ... I want to go to your tournies, because players in your area must be pretty derpy to lose to nids with Eldar, Eldau, Tau, Gravbikers, Helldrakes, Flying Circuis, Screamerstar, Seerstar, Vendettas, Scythespam, Longfang Spam. See where I'm going with that? Unless you rolled perfectly on getting the 2 powers -required- to make that army work (Iron arm and/or Endurance) on EVERY psyker, your army took a hit. Granted, the competitive scene in my area is significantly less 'competitive', but people bring strong lists none the less. I seriously can't find any synergy between what new units I've seen, aside from the same token things that literally every single army has.
Worst part about this being so bad is that even if I wanted to offload my Nids (I really don't), the book is so bad almost no-one will want them, and those that do aren't going to pay anything CLOSE to what standard 40k 3rd party prices tend to be. I guess GW wanted Tyranids to be the ACTUAL whipping boys if 6e, so the two DV armies have someone to beat up every time.
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Post by: Red Corsair
BlaxicanX wrote:Fearless is as overrated as ATSKNF. "Oh look, my units don't run away when they get shot to pieces."
We don't exist in a meta where running off the board is a huge thing anymore. We exist in a meta where certain armies can bring so much ranged firepower to bear that units simply cease to exist after a round or two of shooting, or are reduced to levels where they're basically neutered.
Fearless is a benefit, sure. But it's not enough of a benefit to make synapse a liability more than an advantage.
Actually the change from 5th to 6th fearless assault rules was HUGE! 4ppm gants able to tie up threats while in synapse or to not worry turn 5 while on an objective is not a small thing. Never taking fearless wounds in assault is a pain.
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Post by: H.B.M.C.
How are those gants going to get into combat though? Hoofing it across the table, into the enemy gunline, devoid of their (recently destroyed) Syanpse? They'll spend more turns running away or eating one another than they will advancing or killing the enemy.
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Post by: rothrich
I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
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Post by: Ferrum_Sanguinis
rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
You're about to get your head torn off.
Just fair warning...
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Post by: BlaxicanX
Red Corsair wrote: BlaxicanX wrote:Fearless is as overrated as ATSKNF. "Oh look, my units don't run away when they get shot to pieces." We don't exist in a meta where running off the board is a huge thing anymore. We exist in a meta where certain armies can bring so much ranged firepower to bear that units simply cease to exist after a round or two of shooting, or are reduced to levels where they're basically neutered. Fearless is a benefit, sure. But it's not enough of a benefit to make synapse a liability more than an advantage. Actually the change from 5th to 6th fearless assault rules was HUGE! 4ppm gants able to tie up threats while in synapse or to not worry turn 5 while on an objective is not a small thing. Never taking fearless wounds in assault is a pain. They're going to have to walk across the entire board to get to assault. If you want to keep that fearless bubble, that means you're going to have to walk your synapse unit across the board too. Into range of enemy guns. Automatically Appended Next Post: rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
BlaxicanX wrote:
Stage 5. Community embraces the horror. The blame-game begins for the crestfallen, while the most stalwart, those who simply refuse to be phased, spend months insisting that the movie wasn't that bad; defending its flaws and attacking other members of the community (for 40K, this will be the group of people who insist for months that the community needs more time to judge the codex after its release. "We don't know all the best builds yet! Give it some time! There's still strong combos that we might have missed! Dataslates and expansion!" Just because there's no 2++ invuln cheese doesn't mean its bad!)
Glorious.
We're here guys.
Stage 5 is upon us. Embrace the horror.
62401
Post by: Eyjio
rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
It's not written for a casual environment. It's written for idiots who believe that everything is good for the game because THEY have fun still.
Want to know why you don't have pick up games? Because there are no new players. The playerbase has been stagnating for a while now, and this will make it worse again. Do you think that's a good thing? Do you really see the fact you have no pick up games as anything other than a disaster?
How can you apologise for a company shafting people who've spent hundreds, maybe thousands on their product? This is a disgrace and so are you.
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Post by: tetrisphreak
We will be taking warriors because we need them, not because they're good. Ugh.
28269
Post by: Red Corsair
Eyjio wrote: Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
Yeah, they can be, but that means they're S3. In assaults, you'll kill nothing. Out of assaults, you'll die like flies. Tau in particular can easily kill 120+ gants a turn, more if they're a gun line. The old codex succeeded with lots of units, not lots of models. Sure, you COULD fire at the unit of 6 gants, or the unit of 7 or the unit of 10, but you can't wipe them all with one squad. Now, you can, pretty easily. Devilgants need to get close, so without pods, your non-assaulty troops are walking up the board, hoping their synapse doesn't die and then firing essentially a lot of BS3 bolters. It's just not that awesome for 8ppm. Primes would have been awesome with the new mixed units but now they're 125 points with an actual nerf. Who knows why, but that means this blob will be MORE expensive than doing the same in 5e, but now you can't gain stuff from Tervigons and you don't have good delivery. Believe me, I've been trying my best to make this book work. I just don't see how to live a gun line AND actually do damage when you get there. Heck, synapse is a huge issue in this new book, far more than people think - without Tervigons, there's nothing really capable of pushing up other than primes which are way more expensive.
I share your concern, but lets look at the hormegaunt now. its nly +1PPM over the termigant and is very fast. By nerfing the tervigon GW basically shifted us in that direction. 30 stock horms is only 150pts and with fleet and bounding leap will move an average of ~13". I don't see tau killing 120+ models in a single turn unless your playing MASSIVE games.
41478
Post by: Gloomfang
Right now I am looking at 90pt warrior broods to babysit my backfield objective and babysit my 3 biovores.
Genestealers were the other unit I was looking at but they would do nothing but look threatening. So for under 100pts i have synapse and objective holding covered.
4884
Post by: Therion
The new synapse is essentially a phase out mechanic, except you don't need to kill 75% of the Tyranids.. You'll only need to kill about 25% or less. The flip of the coin is that your units are sometimes fearless. Whoopdy-gakking-doo.
Now that we know the points costs of all the units the book wouldn't be anywhere close to overpowered if everything was fearless for free and the synapse rule or instinctive behaviour didn't even exist. But we all know it wouldn't be as cinematic as Uriel Ventris and his band of brothers needling a Dominatrix with a whatever device and in one hit destroying a billion Tyranids and winning the war.
28269
Post by: Red Corsair
BlaxicanX wrote: Red Corsair wrote: BlaxicanX wrote:Fearless is as overrated as ATSKNF. "Oh look, my units don't run away when they get shot to pieces."
We don't exist in a meta where running off the board is a huge thing anymore. We exist in a meta where certain armies can bring so much ranged firepower to bear that units simply cease to exist after a round or two of shooting, or are reduced to levels where they're basically neutered.
Fearless is a benefit, sure. But it's not enough of a benefit to make synapse a liability more than an advantage.
Actually the change from 5th to 6th fearless assault rules was HUGE! 4ppm gants able to tie up threats while in synapse or to not worry turn 5 while on an objective is not a small thing. Never taking fearless wounds in assault is a pain.
They're going to have to walk across the entire board to get to assault. If you want to keep that fearless bubble, that means you're going to have to walk your synapse unit across the board too.
Into range of enemy guns.
Automatically Appended Next Post:
rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
BlaxicanX wrote:
Stage 5. Community embraces the horror. The blame-game begins for the crestfallen, while the most stalwart, those who simply refuse to be phased, spend months insisting that the movie wasn't that bad; defending its flaws and attacking other members of the community (for 40K, this will be the group of people who insist for months that the community needs more time to judge the codex after its release. "We don't know all the best builds yet! Give it some time! There's still strong combos that we might have missed! Dataslates and expansion!" Just because there's no 2++ invuln cheese doesn't mean its bad!)
Glorious.
We're here guys.
Stage 5 is upon us. Embrace the horror.
I have to laugh considering I am a HUGE pessimist by nature. It's the scientist I am that refuses to pass judgement without testing I suppose.
51881
Post by: BlaxicanX
To be fair, they don't need to kill 120-models. They just need to kill your synapse ones (that you have to bring within range of their guns if you want your foot-pounding 'gaunts to remain fearless). There's a 50% chance per turn that the 120 models will proceed to take care of itself. I am actually looking forward to playing a homragaunt horde though. Maybe Venomthrope support can keep my synapse beasties alive long enough for the gaunts to get into assault.
47462
Post by: rigeld2
rothrich wrote:Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
Because it'd be absolutely horrible and unthinkable to have a book be good in a competitive environment and a casual environment
28269
Post by: Red Corsair
I think maybe I play with more terrain that BLOS then most. Hiding a prime doesn't seem that difficult to me synapse only matter until the horms make assault which is turn 2 if you do it right.
62401
Post by: Eyjio
Red Corsair wrote:Eyjio wrote: Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
Yeah, they can be, but that means they're S3. In assaults, you'll kill nothing. Out of assaults, you'll die like flies. Tau in particular can easily kill 120+ gants a turn, more if they're a gun line. The old codex succeeded with lots of units, not lots of models. Sure, you COULD fire at the unit of 6 gants, or the unit of 7 or the unit of 10, but you can't wipe them all with one squad. Now, you can, pretty easily. Devilgants need to get close, so without pods, your non-assaulty troops are walking up the board, hoping their synapse doesn't die and then firing essentially a lot of BS3 bolters. It's just not that awesome for 8ppm. Primes would have been awesome with the new mixed units but now they're 125 points with an actual nerf. Who knows why, but that means this blob will be MORE expensive than doing the same in 5e, but now you can't gain stuff from Tervigons and you don't have good delivery. Believe me, I've been trying my best to make this book work. I just don't see how to live a gun line AND actually do damage when you get there. Heck, synapse is a huge issue in this new book, far more than people think - without Tervigons, there's nothing really capable of pushing up other than primes which are way more expensive.
I share your concern, but lets look at the hormegaunt now. its nly +1PPM over the termigant and is very fast. By nerfing the tervigon GW basically shifted us in that direction. 30 stock horms is only 150pts and with fleet and bounding leap will move an average of ~13". I don't see tau killing 120+ models in a single turn unless your playing MASSIVE games.
Sure, they're fast, but that's it. They hit combat and... they hit combat. Without poison, they do almost nothing to anyone. Heck, at 3 it takes 18 attacks to causee one MEQ wound. Against anything tougher, you may as well not bother. Great if you just want to tarpit, but Gargoyles are strictly better for that. In fact, gargoyles are just better than Hormagaunts period, even with the nerf to blinding venom. Gargoyles are, IMO, even more of an auto-include now. Maybe there's something to be said for poison hormagaunts runnign with poison gargoyles, but that's a heck of an investment into something which is fundamentally worse than it was in 5e.
56277
Post by: Eldarain
Gloomfang wrote:Right now I am looking at 90pt warrior broods to babysit my backfield objective and babysit my 3 biovores.
Genestealers were the other unit I was looking at but they would do nothing but look threatening. So for under 100pts i have synapse and objective holding covered.
I worry that all the points cost reductions which seem to be one of the only silver linings are going to get eaten up in ideas like this.
28269
Post by: Red Corsair
rigeld2 wrote:rothrich wrote:Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
Because it'd be absolutely horrible and unthinkable to have a book be good in a competitive environment and a casual environment
I sympathize man. But can you really be this surprised/disappointed with GW at this point? Automatically Appended Next Post: Eldarain wrote: Gloomfang wrote:Right now I am looking at 90pt warrior broods to babysit my backfield objective and babysit my 3 biovores.
Genestealers were the other unit I was looking at but they would do nothing but look threatening. So for under 100pts i have synapse and objective holding covered.
I worry that all the points cost reductions which seem to be one of the only silver linings are going to get eaten up in ideas like this.
I was too but what objectives are people required to camp backfield? Most missions you can through them up field which was always a choice move for bugs. To methere is no incentive to keep them back anymore, is that a bad thing? I don't know yet.
47462
Post by: rigeld2
Red Corsair wrote:rigeld2 wrote:rothrich wrote:Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
Because it'd be absolutely horrible and unthinkable to have a book be good in a competitive environment and a casual environment
I sympathize man. But can you really be this surprised/disappointed with GW at this point?
Yes, I can absolutely be disappointed in the product they're putting out. Especially since they could very likely earn significantly more money by writing better rules.
18080
Post by: Anpu42
Double post
5859
Post by: Ravenous D
I think its worth mentioning that marines are getting a Nid hunter dataslate with this release too. Cause you know, they need it...
494
Post by: H.B.M.C.
rothrich wrote:I love when a new codex drops because I love to see all the whining from the "Competitive" players.
Please don't casually dismiss legitimate criticism of objectively bad units as "competitive" players "whining". That's dishonest, insulting and flat out wrong.
5859
Post by: Ravenous D
BlaxicanX wrote:Reading the past few pages of this thread reminds me of IMDB's sub-communities for movies that bomb.
Stage 1: Initial announcement of product. Be jaded.
Stage 2: Details begin to trickle in. Get cautiously optimistic.
Stage 3: Details start flowing. Red-flags show up for those still jaded, the optimistic go into wise-man mode and lash out against the jaded for making assumptions without knowing all the details.
Stage 4: A final bombshell of information is released, for movies this is the various trailers. All gak hits the fan. Many of the optimistic give in to their grief but the most stalwart insist that we still don't know all the details yet. Maybe the trailer was just bad. The marketing team is bad. The film could still be good! The jaded are bitterly laughing their asses off.
Stage 5. Community embraces the horror. The blame-game begins for the crestfallen, while the most stalwart, those who simply refuse to be phased, spend months insisting that the movie wasn't that bad; defending its flaws and attacking other members of the community (for 40K, this will be the group of people who insist for months that the community needs more time to judge the codex after its release. "We don't know all the best builds yet! Give it some time! There's still strong combos that we might have missed! Dataslates and expansion!" Just because there's no 2++ invuln cheese doesn't mean its bad!)
We're at stage 4 ITT.
Anyway, some of the flashbacks in here are disingenuous. I remember the rumor thread for Eldar, and I remember the rumor thread for Chaos Space Marines. By the time it was getting close to release time, hype for the Eldar codex was pretty positive because the rumors for it were very positive. Hype for the CSM codex was low because most rumors pointed to it being 4E CSM with Heldrakes.
Have an exalt for this incredibly accurate truth.
12893
Post by: evilsponge
I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
27470
Post by: spacemarinedude92
The Exocrine is the only thing that bugs me the most because the range completely contradicts the fluff that GW been shoving.
For example their most recent post on the site just makes me laugh:
"The Exocrine, on the other hand, is a gun-beast – the Tyranid equivalent of human artillery. It’s widely believed by Imperial scholars that the Exocrine is little more than a slave to the massive, six-barrelled bio-plasmic cannon that it carries into battle, the gun apparently showing more intelligence than its symbiotic host. In battle, these huge beasts are used to pound the enemy from afar, though, like other Monstrous Creatures, the Exocrine can be just as usefully employed trampling the enemy to death beneath its huge forelimbs and massive, chitinous bulk."
or is it just me?
494
Post by: H.B.M.C.
evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
From the people (like Brassangel) who think that everyone who plays at tournaments is automatically a WAAC player.
5873
Post by: kirsanth
evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
Spite.
48253
Post by: rothrich
Ferrum_Sanguinis wrote:rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
You're about to get your head torn off.
Just fair warning...
BlaxicanX wrote:
Stage 5. Community embraces the horror. The blame-game begins for the crestfallen, while the most stalwart, those who simply refuse to be phased, spend months insisting that the movie wasn't that bad; defending its flaws and attacking other members of the community (for 40K, this will be the group of people who insist for months that the community needs more time to judge the codex after its release. "We don't know all the best builds yet! Give it some time! There's still strong combos that we might have missed! Dataslates and expansion!" Just because there's no 2++ invuln cheese doesn't mean its bad!)
Glorious.
We're here guys.
Stage 5 is upon us. Embrace the horror.
Eyjio wrote:rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
It's not written for a casual environment. It's written for idiots who believe that everything is good for the game because THEY have fun still.
Want to know why you don't have pick up games? Because there are no new players. The playerbase has been stagnating for a while now, and this will make it worse again. Do you think that's a good thing? Do you really see the fact you have no pick up games as anything other than a disaster?
How can you apologise for a company shafting people who've spent hundreds, maybe thousands on their product? This is a disgrace and so are you.
Firstly, Why are they the idiots if they are having fun? I think that the idiot would be the one who spends thousands of dollars on a game that is no fun at all.
Second, I do not get pick up games because I think that pick up games are terrible and no fun. This is because...
A. Pick up games tend to be run from the games that your roll out of the book which are terrible. They have no imagination and are poorly balanced.
B. I personally have had bad experience with pick up games. They just always seem so awkward and weird.
C. I play with friends that I have had forever and really have no need to play pick up games
Third, Why should anyone feel shafted from purchasing GW products? They bought fine models for a nice friendly game of 40k! Automatically Appended Next Post: evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
In what way is the book bad? have you read the book yet? In my opinion a bad bit of fiction is one that fails to entertain the reader.
60966
Post by: jifel
I do understand a lot of the pessimism, and I admit I'm disappointed, but we'll see. I think it'll be a bland, boring book with one to two lists that a strong player can use to win many games. Exactly like the last book, with a new monobuild. However, I think that this book will have perhaps a little extra variety. I see no single "you must take this" unit like an old Tervi (or Riptide) but I see more units of "these are pretty good, try them out" then we have before. It isn't the end, just not a very thrilling beginning.
12893
Post by: evilsponge
Because wanting balanced rules does not mean you hate fun? Seriously that has to be the most asinine reasoning I've heard in a long time.
51881
Post by: BlaxicanX
When people ask me why it's not okay for people to enjoy a codex regardless of its balance, I ask them why its not okay to want to win games.
5859
Post by: Ravenous D
rothrich wrote:
Firstly, Why are they the idiots if they are having fun? I think that the idiot would be the one who spends thousands of dollars on a game that is no fun at all.
Second, I do not get pick up games because I think that pick up games are terrible and no fun. This is because...
A. Pick up games tend to be run from the games that your roll out of the book which are terrible. They have no imagination and are poorly balanced.
B. I personally have had bad experience with pick up games. They just always seem so awkward and weird.
C. I play with friends that I have had forever and really have no need to play pick up games
Third, Why should anyone feel shafted from purchasing GW products? They bought fine models for a nice friendly game of 40k!
I think B. is telling us about why you think the way you do. Random social interactions are bad and weird. No wonder you don't like tournaments.
And C. You play the same bunch of dudes ad nauseam and telling us that playing the same armies over and over isn't fun.
494
Post by: H.B.M.C.
Because winning is for losers!
Sorry, that's a reference to the old "Dakka Dakka Casual Gaming Mafia".
61964
Post by: Fragile
Red Corsair wrote:Maybe I am way off base, but honestly I don't think you need the tervigon. A 4ppm you can grab 40 termigants for 160. How many games did you spawn 40 gants? I am guessing your better off buying them rather then making them in game. Hide synapse using a single prime as a fail safe so you don't get screwed and don't lose it. Poison was great but its not required at all. heck you can hide 10 devil gants in each brick of 30 now making them much more shooty.
This post shows to me why you dont understand. The power of the Tervigon has nothing to do with how many gants it can spawn in a game. It has to do with protecting a two Troops, itself and the gant brood it hasnt spawned yet. It takes literally no effort for an opponent to wipe out a Gant brood. A single Wave Serpent can do that in 1 turn. Once the troops die, you lose. Simply multiplying those Broods to 30 members only minorly helps. The Tervigon allowed you to spawn near the end of the game, dropping troops on objectives and keeping them alive to score. The Terv also had 3 chances to roll that key Psy Power to save itself. Typically either Iron Arm or Endurance. Now you have 1 chance to roll 1 power to save your expensive Troop.
Your big gant broods will have no fun with rapid firing enemies with AP or Blasts when you cluster around your venomthrope for cover. Your "boost" is that things got cheaper. What are you going to buy in that 1500 point list to swing the game for what 225points ?
You and Brassangel are defending the codex like your the writers trying to justify their crap work. Its a crap codex. CSM at least had one model that was so good that it compensated. Nids got nothing.
1544
Post by: brassangel
rigeld2 wrote:rothrich wrote:Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
Because it'd be absolutely horrible and unthinkable to have a book be good in a competitive environment and a casual environment
Well, they've never advertised a product they were making as intended for a competitive environment. They haven't received nearly the demand to be a mostly competitive-minded product (as their sales go up despite their beer-and-pretzels approach).
Would it be absolutely "horrible and unthinkable" for them to deliver the very product they advertise?
H.B.M.C. wrote:rothrich wrote:I love when a new codex drops because I love to see all the whining from the "Competitive" players.
Please don't casually dismiss legitimate criticism of objectively bad units as "competitive" players "whining". That's dishonest, insulting and flat out wrong.
Please don't consider everything that doesn't automatically hate every new product that comes out (until they are proven wrong every single time after some play) as a casual dismissal. It's dishonest, insulting, and flat out wrong. In other words, it's the HBMC of posts.
H.B.M.C. wrote:evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
From the people (like Brassangel) who think that everyone who plays at tournaments is automatically a WAAC player.
I play tournaments, and I like to win. I found ways to win, in 5th edition, with our previous piece of crap (before the 6th edition rulebook gave us the Biomancy crutch everyone seems to be panicking to have to play without - thinking of something new? Oh noes!!!). This book will be far easier to win with, and I'll have more options.
I've just seen this same pattern of whining --er, sorry, "legitimate concerns" and total lack of understanding of an army or it's units before extensive playtesting --er, "objectively bad units" so many times that I know how it will end up: the angry mob will be wrong, yet again. Does that mean it will be as rampant as say, Tau or Eldar? Maybe not, but those armies aren't nearly as difficult to collect either (i.e. not swarms).
Seeing as how the people with the type of voice you're bellowing have batted 0.000 thus far, I'm not too concerned with finding a variety of ways to win with this book instead of hoping for my one way to win with the previous one.
In summary, the "legitimate concerns" have been nothing more than "I don't see anything that's obviously busted or abusable, and I'm smart enough to know without playing anything...just like with the Riptide, the Helldrake, and the Wave Serpent. Oh wait...I mean...guys like Brassangel are stupid for disagreeing with us!"
The Tyranids version of those types of units will emerge. Every book has them.
I love how angry you guys get. You take everything so personal, get overly emotional about a hobby, and can't admit that you just don't have a clue how this will turn out. I at least admit I'm not sure how it will go (in terms of the fate of Tyranids, not the rumor-monger whining (which is obvious)), but lean optimistically in one direction based on the rumor cycle history.
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Post by: rothrich
evilsponge wrote:Because wanting balanced rules does not mean you hate fun? Seriously that has to be the most asinine reasoning I've heard in a long time.
Ravenous D wrote:rothrich wrote:
Firstly, Why are they the idiots if they are having fun? I think that the idiot would be the one who spends thousands of dollars on a game that is no fun at all.
Second, I do not get pick up games because I think that pick up games are terrible and no fun. This is because...
A. Pick up games tend to be run from the games that your roll out of the book which are terrible. They have no imagination and are poorly balanced.
B. I personally have had bad experience with pick up games. They just always seem so awkward and weird.
C. I play with friends that I have had forever and really have no need to play pick up games
Third, Why should anyone feel shafted from purchasing GW products? They bought fine models for a nice friendly game of 40k!
I think B. is telling us about why you think the way you do. Random social interactions are bad and weird. No wonder you don't like tournaments.
And C. You play the same bunch of dudes ad nauseam and telling us that playing the same armies over and over isn't fun.
H.B.M.C. wrote:Because winning is for losers!
Sorry, that's a reference to the old "Dakka Dakka Casual Gaming Mafia".
There are only one or two units in all games that when spammed break the game's ballance
Actually I am a very social person. I get along with everyone I meet. I work in a customer service industry and I ensure that every customer I talk to leaves me with a smile on their face and in a better mood than when they came in.
ad nauseam? really dude? is it fun to just post up random Latin words that I have to google? But whatever we have not played one another to the point of nausea, and who says that we always play the same armies? I have played as Orks, SW, GK, Crons, eldar and guard actually I can honestly say that between the five of us we have played about every single army over several editions of the game. If you get board of an army you can just trade out. There are tons of WAAC players on the internet happy to sell you their unfinished army because the new army with the more cheesetastic rules just came out and plenty of players happy to buy your army because you took the time to paint it halfway decent. Through good trading I can usually even swap one of my armies for a different one without spending a penny.
"It is not if you win or loose but how you play the game." -Amerurica
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Post by: Micky
Re: the comments about not being able to leave small squads of gants babysitting backfield objectives out of synapse anymore.
I think i figured it out.
GW decided that mindless bugs guarding "objectives" (because in their mind why would mindless bugs care about objectives when all they want is more biomass" wasn't cinematic, so they designed the rules to punish players who didn't play cinematically.
Gotta forge that narrative.
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Post by: DaddyWarcrimes
evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious
Jervis Johnson. He's managed to convince a vast swathe of the player base that shoddy rules writing and atrocious internal and external balance are features, not bugs.
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Post by: ductvader
What's with this whole...oh yeah kill synapse and the army folds mentality?
Synapse creatures are by nature hard to kill...and you have to do it all on turn one...venomthropes and all...highly unlikely.
End of turn 1 a unit of hormagaunts can be 27" up the board leaving only the back 6-7" of the board safe on turn 2.
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Post by: kirsanth
DaddyWarcrimes wrote:evilsponge wrote:I've been away for a while so forgive my ignorance, but where did this whole silly concept of "its okay if its bad because its CASUAL" mindset come from? Because its frigging hiliarious Jervis Johnson. He's managed to convince a vast swathe of the player base that shoddy rules writing and atrocious internal and external balance are features, not bugs.
Bugs. I get it. They are definitely not bugs.
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Post by: madmanrambler
I think its obvious whats going on in here right now. All our synapse got taken out, so now all our feeders are raging and trying to bite anyone that walks to close, the lurkers are looking on or running away, and our hunters are hiding and taking the occasional pot shot to lighten the mood.
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Post by: Gloomfang
rothrich wrote:
In what way is the book bad? have you read the book yet? In my opinion a bad bit of fiction is one that fails to entertain the reader.
This. This is why I am not happy. I do not think it is entertaining. When I started a few decades ago (I have genestealers old enough to drink) and Nids first came out it was all about the rushing across the table with claws and teeth and promises of death if I managed to actually get across the table.
Now I am not sure what Nids are anymore. The CC units don't have that "pow" in your face type of feel anymore. I'm not saying everything should be stealer shock, but what started with a Zulu Dawn type of feel quickly turned into some sort of resource management simulator.
I LOVED when fortifications were introduced in 6th. It gives me that barricaded humans in a desprite bid for survival vibe I love.
So I'll try it and see what I think. Hoping I like the vibe still.
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Post by: Maelstrom808
madmanrambler wrote:I think its obvious whats going on in here right now. All our synapse got taken out, so now all our feeders are raging and trying to bite anyone that walks to close, the lurkers are looking on or running away, and our hunters are hiding and taking the occasional pot shot to lighten the mood.
Madmanrambler
Special Rules: Instinctive Behavior - Hunt
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Post by: Kroothawk
Apocalypse introduced the 10" template.
Codex Tyranids basically introduced the 12" template, but only against Tyranid players, if you hit their Tervigon: Watch the Termagants explode and the MCs hit themselves
BTW why are a special Carnifex and Lictor HQs now, they are not even Synapse! Watching the general cower down or hit himself because he lacks any guidance is quite depressing
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Post by: wyomingfox
Red Corsair wrote:I think maybe I play with more terrain that BLOS then most. Hiding a prime doesn't seem that difficult to me synapse only matter until the horms make assault which is turn 2 if you do it right.
That certainly helps matters. BLOS terrain is something that TO tend to not have enough of.
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Post by: Fragile
ductvader wrote:What's with this whole...oh yeah kill synapse and the army folds mentality?
Synapse creatures are by nature hard to kill...and you have to do it all on turn one...venomthropes and all...highly unlikely.
End of turn 1 a unit of hormagaunts can be 27" up the board leaving only the back 6-7" of the board safe on turn 2.
Well, lets assume every game is DoW and not Hammer/Anvil or Vanguard and you would be correct, but have you seen how any shooty army deploys against us? They will castle up in the back and shoot. And if you use such speed, you will probably run out of Synapse range, because I am going to kill any Syn in range of you. So turn 3 you make combat, and I will have blown away alot of your army.
:edit. Not to mention that you will have to cover the entire length of the board. If you deploy first, they can pick a far corner greatly increasing your required movement.
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Post by: jifel
I think a Bastion is now necessary for us. Really, it is. I don't need to but it a quad gun, but if I can slap a Venomthope inside, then excellent. That is what I need. Give it some durability from shooting, put it in a forward position to support the advance, and everything is lovely. Really, if our "no shooting guns" (grumble) turns into "no buying fortifications" I will flip my lid. Whether or not this codex turns out competitive, it is a middle finger to us next to the other armies. We just lack all the lovely options every other army gets. maybe we can do fine without them, but dangit I like options.
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Post by: Eldarain
jifel wrote:I think a Bastion is now necessary for us. Really, it is. I don't need to but it a quad gun, but if I can slap a Venomthope inside, then excellent. That is what I need. Give it some durability from shooting, put it in a forward position to support the advance, and everything is lovely. Really, if our "no shooting guns" (grumble) turns into "no buying fortifications" I will flip my lid. Whether or not this codex turns out competitive, it is a middle finger to us next to the other armies. We just lack all the lovely options every other army gets. maybe we can do fine without them, but dangit I like options.
That sounds quite useful actually. Would you measure the Shrouded bubble from the edges of the Bastion? Regardless the LoS blocking and potential Comms Relay would make it a good investment.
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Post by: TheKbob
I've been reading this thread for days and I HATE the people who will swallow the koolaid of "It's just beer n pretzels guys, lulz. Go find something else!"
You do realize that this notion will murder 40k?
A balanced game is good for everyone. It promotes sales, makes new and old models worth it, and makes everyone happy. In a balanced game, a competitive list and fluffy list are one in the same! How is that a bad thing? It's not!
Anecdote: A good handful of the casual GW players in my area are either going full hobby or shifting to other games that ARE beer and pretzels like Malifaux, Infinity, and Flames of War. They have balanced rulesets, depend on gentlemen understandings, don't promote rules disputes and are cheaper.
It's only the grizzled vets and the competitive die-hards that are weathering the storm. So take that "non-competitive" stuff and jog on. You're just poisoning 40k more by accepting lazy writing.
There is no damn good reason why genestealers and warriors are still hot street trash. I am someone who really wants to build and play Midzilla... and by play, I mean more than set my models down, get Tau gunlined off the table, and then shed a tear in my beer about how much money I wasted.
Edit: Aside this, what's the wording on the new Shadows of the Warp? Is it straight Ld reduction for psykers? Is it just on casting powers? Does it affect force weapons?
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Post by: Gloomfang
SiTW just says lowers leadership, so all tests. Stack it with Deathleaper's ability and a psyker can be at -6 LD.
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Post by: BlaxicanX
It's a -3 to leadership tests to all enemy psykers within range, iirc.
As to whether it's a -3 to their leadershi[ carte blanche or only in regards to psychic tests, I can't say.
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Post by: madmanrambler
Fragile wrote: ductvader wrote:What's with this whole...oh yeah kill synapse and the army folds mentality?
Synapse creatures are by nature hard to kill...and you have to do it all on turn one...venomthropes and all...highly unlikely.
End of turn 1 a unit of hormagaunts can be 27" up the board leaving only the back 6-7" of the board safe on turn 2.
Well, lets assume every game is DoW and not Hammer/Anvil or Vanguard and you would be correct, but have you seen how any shooty army deploys against us? They will castle up in the back and shoot. And if you use such speed, you will probably run out of Synapse range, because I am going to kill any Syn in range of you. So turn 3 you make combat, and I will have blown away alot of your army.
Not unless you bring a whole bunch of synapse boosters... Too bad we don't have many of tho-
*sees norn crown, dominion psychic power, warlord trait, sees 30" synapse range, along with unconfirmed swarmlord synapse range of 18" minimum* oh wait.
Yeah, people are going 'lets just kill synapse!' like its something that happens all the time. You can do the same thing right now, and you probably screw over the army right off the bat if you do. Problem is its still really bloody difficult, with flying hive tyrants, trygon primes, OOE providing pseudo synapse, tervigons which are still T6 W6 Sv 3+, zoans with 3++...
I'm not going to say things are looking good, but I will say a few things I've seen mentioned that deserve response.
To those that claim the psychic powers suck: ahahahahahaAHAHAHAHAHA, HA HA HA HA!
*giggles a bit more*
okay, I'm done.
But yeah, I disagree, whole heartedly. Psychic powers hardly suck. the worst one in terms of pure profit is dominion and onslaught, but I can easily see those still coming into play. for those that doubt that, imagine a tyrannofex moving forward 9 to 12 inches and spraying his 20" flamer template that kills fire warriors like a bug zapper zaps bugs, and understand that can happen with anything that has a somewhat short range gun and needs to get in close.
Dominion, as I said, is great for ensuring those horror stories of all our synapse getting taken down is certainly mitigated.
the horror is pure fething cheese, and it'll make anyone who isn't fearless or stubborn piss their pants, including ATSKNF bastard marines. Whats that, take a leadership penalty minus 2, take a pinning test, and if you fail it you're snap shotting and I get assault grenades on that unit when I charge it? Holy crap, where do I sign?! LD 10 takes the test on 8, meaning its just above 50% pass rate. Take 6 broodlords, and watch as your enemies army is too busy ducking in fear to actually shoot you.
Catalyst, we've talked about. Its awesome, a super fluffy tyranid power, will be a shame to roll up on a tyrant with adaptive biology (take feel no pain after your first wound) but hey, it happens.
Psychic scream? thats the doom, right there, with one d6 removed and some balance put in. Now, you'll probably only take a few enemies per unit with you. And you won't be doing it on your enemies turn. but hey, a flyrant ducking into a big cluster of tau hoping to hide together for supporting fire? hey buddies, hope you like my screaming metal, starting a band called carnifex up, buy our CD!
warp blast gives your hive tyrants zoanthrope powers. while flying. Heldrake? hey, buddy? I think we need to do some wing clippings. I really like you, love your model, wish you were in my army, but yeah, get the f*#@ out of my airspace.
And for those worrying about rolling warp blast on your tervigons: reread your rulebook. Tervigon's mastery level 1. warp blast is mastery level 2. pg 418 BRB, any psychic powers you roll with a warp charge higher then your mastery level, you get to reroll. Something I didn't realize until I read it today.
I'll admit, in some areas, we took hits. But not all of them. not by a long shot. We're still angry, we're still the gribblies, and I think, if this codex is used right, we're still going to rock.
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Post by: Marrak
Okay...
Now I've been bordering the edge of optimism and indifference to this whole matter, and taking in comments and info as it's come along and tried to keep that stiff upper lip and hopes that finally, after a very long time, I'd have a codex for the army that I've been collecting since 2nd edition and be able to field some of those iconic units that have always looked great and had a tremendously awesome background alongside new units that fill in niches that we did not have before, or may fulfill some specific role that would be fun to play with but not see every game.
Mostly though, I wanted to have a codex that allowed me to have a series of viable units so I could play an army that was not overpowered, simply competitive.
For those of you who do not understand, I don't want to have a 99% win ratio, where the last 1% is simply because I rolled 1s all game. I want to have a ratio where I can place down an army, look across the table, and not immediately start to keep my trays open to start placing models back in. Give me an assault army from hell, give me a shooting army that has unique rules that are alien and strange (cause we fire living ammunition for crying out loud...) that may not be able to punch through marine armor, but has a weight of fire that makes them keep their heads down. Give me MCs that actually act like they're supposed to, not something that can reliably be shot to death by small arms fire while other armies light transports can effectively ignore 90% of mine.
Just give me something I can keep pace with, not something where I have the odds so hopelessly stacked against me that I am required to hope for a miracle.
This is not WAAC, this is simply hoping that a codex should be equal, in some fashion, to its peers. A narrative can tell one story, but in the end forging a narrative does not mean that I wanted to play the extras who are gunned down by the heroes each and every time. It's a wargame, and I should hope to have an equal chance to win. Casual gaming is not incompatible with competitive rules, nor should it be. I have played casual games of Warmachine with Competitive tournament players and did not lament the horrifying way they belittled me and made me cry... because they did not act in that fashion. I have sat in a tournament setting and joked and laughed with my opponent in each turn. Competitive gaming is not some horrifying monstrosity that kills fun; bad players kill fun, and you can find them in casual circuits and competitive ones. Calling a game "beer and pretzels" does not make it immune to jerks, nor should that be the mentality or excuse for not balancing out rules and options for an army that is as iconic as Space Marines in the setting.
Some changes that I have seen are flat out flabbergasting, such as to Hive Guard and the range on the Exocrine. The lengths that people have had to forge ways of utilizing these units just for them to do their specified role (according to what we know) show that there is an inherent problem because that implies they cannot fulfill their role without a specific set of criteria. Imagine if Devastators could only work if there were 2 squads of tactical marines exactly within 6" of them, or if Riptides required 14 (not 13, not 15) models to be within a specific minimum and maximum distance before it could utilize its options.
Yes, these are exaggerations, but at the same time that seems to be the approach to Tyranids for the better part of a decade now. Worse is when people tell the players of the army to simply accept it as fact, or that we're not playing to our strengths. It's hard to play to your strengths when those very things are hard-countered by rules and armies that are, for the most part, not exactly uncommon nowadays.
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Post by: jifel
Eldarain wrote: jifel wrote:I think a Bastion is now necessary for us. Really, it is. I don't need to but it a quad gun, but if I can slap a Venomthope inside, then excellent. That is what I need. Give it some durability from shooting, put it in a forward position to support the advance, and everything is lovely. Really, if our "no shooting guns" (grumble) turns into "no buying fortifications" I will flip my lid. Whether or not this codex turns out competitive, it is a middle finger to us next to the other armies. We just lack all the lovely options every other army gets. maybe we can do fine without them, but dangit I like options.
That sounds quite useful actually. Would you measure the Shrouded bubble from the edges of the Bastion? Regardless the LoS blocking and potential Comms Relay would make it a good investment.
Yes, the bubble extends, if you can buy it*. Put that sucker right in the front of your table half, with Comms relay, one void shield, and an escape hatch** ( SA upgrade. It's awesome). Turn 1, you have a lone venomthrope hiding out of LoS somewhere far away. If opponent has turn 1, he's hiding and can buff your guys. Great, but you must advance. Using the escape hatch, you can move his bubble up by 18" plus the size of the bastion. Then just move the army forward into his bubble. Also, put biovores up top. They'll get a 2++ cover from Shrouded+Bastion and have LoS to battlefield while being protected, maybe man a comm relay.
*Any word on this? Surprised it hasn't been mentioned, but it would have to be in the codex not in another FAQ.
**Escape hatch is a marker placed 12" away from a bunker, that is an embarkation point. Good for jumping guys into a forward bastion without turn 1 positioning them in a vulnerable spot, or for bailing if the situation is dire.
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Post by: kirsanth
Bonus points to Marrak.
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Post by: TheKbob
And you're getting a broodlord close to marines how?
By the time they get there, you'll be nearly dead. Just like stealers have been since I started in 5E. Nothing in this book is striking me as amazing. I still think I could table armies using Space Wolves... and that's not saying much.
It seems like the same boring lists and deletion of good things like Spore Pods.
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Post by: madmanrambler
TheKbob wrote:And you're getting a broodlord close to marines how?
By the time they get there, you'll be nearly dead. Just like stealers have been since I started in 5E. Nothing in this book is striking me as amazing. I still think I could table armies using Space Wolves... and that's not saying much.
It seems like the same boring lists and deletion of good things like Spore Pods.
Infiltrate, hiding in cover, venomthropes deployed so that they're just barely touching your genestealer unit and giving them shrouded, soak the board in targets that are more important then a measly 5 genestealers and a broodlord. You start 18" away, just one move away from hitting them with the horror. This is assuming, worst case scenario, you deployed first and had the initiative stolen from you. Or hell, deploy the genestealers on your side of the board, behind hormagaunts. The horror has 24" range. You don't need to start in range of those marines to lock them down.
I'm not suggesting this is easy. or that you can make one throw away unit and have it become god like. But we can do way more with what we've been told then what we're letting on. We're all doom and gloom before we've even put our units on the board.
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Post by: l0k1
If competitive players are so butt hurt about the new rules (for any codex) and how all their models are garbage now, then perhaps you should realize that is JUST A GAME! A game that is always changing! GW has been rotating rules and models for quite some time now and it won't stop because you don't like what they did with your codex(this coming from a csm player who doesn't cry!). You knew things could get worse, and crying like a bunch of two year olds does nothing but make the 40k community look bad.
Also, for those who look down on casual gamers, perhaps YOU are the ones that should move on to different game/hobby. If winning, obtaining prizes, and being super competitive is THAT important to you then perhaps you should play Magic. The game offers much more for people like you.
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Post by: evilsponge
l0k1 wrote:If competitive players are so butt hurt about the new rules (for any codex) and how all their models are garbage now, then perhaps you should realize that is JUST A GAME! A game that is always changing! GW has been rotating rules and models for quite some time now and it won't stop because you don't like what they did with your codex(this coming from a csm player who doesn't cry!). You knew things could get worse, and crying like a bunch of two year olds does nothing but make the 40k community look bad.
Also, for those who look down on casual gamers, perhaps YOU are the ones that should move on to different game/hobby. If winning, obtaining prizes, and being super competitive is THAT important to you then perhaps you should play Magic. The game offers much more for people like you.
*Infers dissatisfaction with whining and crying*
Also please find me one poster "looking down on casual gamers".
I've never met another gaming community that blames the customer for not liking the product. It blows my mind.
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Post by: TheKbob
Marrak wrote:Okay...
As a Sisters player... more power to you!
madmanrambler wrote: TheKbob wrote:And you're getting a broodlord close to marines how?
By the time they get there, you'll be nearly dead. Just like stealers have been since I started in 5E. Nothing in this book is striking me as amazing. I still think I could table armies using Space Wolves... and that's not saying much.
It seems like the same boring lists and deletion of good things like Spore Pods.
Infiltrate, hiding in cover, venomthropes deployed so that they're just barely touching your genestealer unit and giving them shrouded, soak the board in targets that are more important then a measly 5 genestealers and a broodlord. You start 18" away, just one move away from hitting them with the horror. This is assuming, worst case scenario, you deployed first and had the initiative stolen from you. Or hell, deploy the genestealers on your side of the board, behind hormagaunts. The horror has 24" range. You don't need to start in range of those marines to lock them down.
I'm not suggesting this is easy. or that you can make one throw away unit and have it become god like. But we can do way more with what we've been told then what we're letting on. We're all doom and gloom before we've even put our units on the board.
Cool, I use my allied Inquisitor for 34 points to place servo skulls so you can't infiltrate crap. They can ally with every army save Nids and Chaos. Then I fire one of "ignore cover saves" things at the venomthrope and murder it softly, like I did in fifth... without ignores cover saves...
It's one spell. It's kinda neat. But on a garbage unit. On a dude that costs a lot of points.
PS: It's just a game. Cool, I'll play at 2000 pts, you play at 500 and it's just a game? Neat right? Who cares! If it's just a game why do people get mad when I bring a GT level list against a fluffy list. It's just a game, right? I mean, you're a fluff player, you don't care about winning. Here's the narrative... your force met a stronger force and was annihilated to the man in short order standing no chance to a superior foe. Fun, let's do it next week?
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Post by: jifel
madmanrambler wrote: TheKbob wrote:And you're getting a broodlord close to marines how?
By the time they get there, you'll be nearly dead. Just like stealers have been since I started in 5E. Nothing in this book is striking me as amazing. I still think I could table armies using Space Wolves... and that's not saying much.
It seems like the same boring lists and deletion of good things like Spore Pods.
Infiltrate, hiding in cover, venomthropes deployed so that they're just barely touching your genestealer unit and giving them shrouded, soak the board in targets that are more important then a measly 5 genestealers and a broodlord. You start 18" away, just one move away from hitting them with the horror. This is assuming, worst case scenario, you deployed first and had the initiative stolen from you. Or hell, deploy the genestealers on your side of the board, behind hormagaunts. The horror has 24" range. You don't need to start in range of those marines to lock them down.
I'm not suggesting this is easy. or that you can make one throw away unit and have it become god like. But we can do way more with what we've been told then what we're letting on. We're all doom and gloom before we've even put our units on the board.
Not bad, but I can do better.
Put a bastion, exit facing forward, on the edge of your table half. Infiltrate inside. Turn 1 (or 2 if you have first turn) jump out 6" and you're now 6" past the halfway point before your opponent has a shot on you. Oh, but there's Firing slits so your broodlord can cast a power first. Did I mention that you can assault after disembarking from a Bastion? Put 20 in there. I don't care what the internet says, I don't care what logic says. Get 20 genestealers that close to your opponent that fast untouched and they will crap themselves. Heck, slap a Venomthrope inside the bastion afterwards and leave a trail of Stealers so they get shrouded if they fail the charge. Really, just f*** with your opponents head. This codex isn't an auto win, but both Tau and Eldar have a MAJOR lack of ranged anti Bastion.
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Post by: Roci
BlaxicanX wrote:It's a -3 to leadership tests to all enemy psykers within range, iirc.
As to whether it's a -3 to their leadershi[ carte blanche or only in regards to psychic tests, I can't say.
"All enemy units and models with the psyker, psychic pilot or brotherhood of psykers special rules suffer a -3 penalty to their leadership whilst they are within 12" of one or more the models with the shadow in the warp special rule - a direct quote.
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Post by: DaddyWarcrimes
You still can't cast maledictions out of firing ports, or launch an assault on the top of Turn 1 if you infiltrate.
That means you can't Horror from inside the Bastion, and if you want to Infiltrate into it for a first turn assault, you have to go second, which means someone gets to roll up and assault the bastion with frag grenades, killing all your genestealers. Or you go first, pop out and are left standing their with your cheese in the wind, waiting to take a round of bolter fire to the face.
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Post by: TheKbob
DaddyWarcrimes wrote:You still can't cast maledictions out of firing ports, or launch an assault on the top of Turn 1 if you infiltrate.
That means you can't Horror from inside the Bastion, and if you want to Infiltrate into it for a first turn assault, you have to go second, which means someone gets to roll up and assault the bastion with frag grenades, killing all your genestealers. Or you go first, pop out and are left standing their with your cheese in the wind, waiting to take a round of bolter fire to the face.
Or you ally in a cheap Inquisitor, place a servo skull right next to the Bastion and you're left hosed, too.
Most of my lists will probably see one of these if I'm not equipped for assault. If I am, then sure, come right at me. I'll gladly blend some genestealers.
Roci wrote: BlaxicanX wrote:It's a -3 to leadership tests to all enemy psykers within range, iirc.
As to whether it's a -3 to their leadershi[ carte blanche or only in regards to psychic tests, I can't say.
"All enemy units and models with the psyker, psychic pilot or brotherhood of psykers special rules suffer a -3 penalty to their leadership whilst they are within 12" of one or more the models with the shadow in the warp special rule - a direct quote.
Thanks.
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Post by: CinciWarBoss
Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
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Post by: Gloomfang
See its all this "Well I will just take an ally..." that stings a bit too. Thought we would get something in exchange for no allies.
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Post by: DarknessEternal
Roci wrote:
"All enemy units and models with the psyker, psychic pilot or brotherhood of psykers special rules suffer a -3 penalty to their leadership whilst they are within 12" of one or more the models with the shadow in the warp special rule - a direct quote.
Those poor Grey Knights. I suppose they know fear now.
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Post by: kirsanth
Gloomfang wrote:See its all this "Well I will just take an ally..." that stings a bit too. Thought we would get something in exchange for no allies.
Sure we did. We got [censored] instead.
Take that for what you will.
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Post by: madmanrambler
TheKbob wrote:Marrak wrote:Okay...
As a Sisters player... more power to you!
madmanrambler wrote: TheKbob wrote:And you're getting a broodlord close to marines how?
By the time they get there, you'll be nearly dead. Just like stealers have been since I started in 5E. Nothing in this book is striking me as amazing. I still think I could table armies using Space Wolves... and that's not saying much.
It seems like the same boring lists and deletion of good things like Spore Pods.
Infiltrate, hiding in cover, venomthropes deployed so that they're just barely touching your genestealer unit and giving them shrouded, soak the board in targets that are more important then a measly 5 genestealers and a broodlord. You start 18" away, just one move away from hitting them with the horror. This is assuming, worst case scenario, you deployed first and had the initiative stolen from you. Or hell, deploy the genestealers on your side of the board, behind hormagaunts. The horror has 24" range. You don't need to start in range of those marines to lock them down.
I'm not suggesting this is easy. or that you can make one throw away unit and have it become god like. But we can do way more with what we've been told then what we're letting on. We're all doom and gloom before we've even put our units on the board.
Cool, I use my allied Inquisitor for 34 points to place servo skulls so you can't infiltrate crap. They can ally with every army save Nids and Chaos. Then I fire one of "ignore cover saves" things at the venomthrope and murder it softly, like I did in fifth... without ignores cover saves...
It's one spell. It's kinda neat. But on a garbage unit. On a dude that costs a lot of points.
PS: It's just a game. Cool, I'll play at 2000 pts, you play at 500 and it's just a game? Neat right? Who cares! If it's just a game why do people get mad when I bring a GT level list against a fluffy list. It's just a game, right? I mean, you're a fluff player, you don't care about winning. Here's the narrative... your force met a stronger force and was annihilated to the man in short order standing no chance to a superior foe. Fun, let's do it next week?
Hey, didn't mean to hit a nerve there. I realize its frustrating with all the discussion about narratives and beer N pretzels, but you and I don't have to bring that discussion into the debate. Lets keep it purely rules focused, eh? Besides, you're helping me figure out how to refine the horror and get it to work better.
Alright, so servo skulls are stopping the infiltrate. For the sake of discussion, lets keep the sure bet of genestealers and a broodlord for the sakes of discussing the horror. So, I've still got a 24" bubble that could seriously mess a shooting units day up. I'll admit, its not the best deal for 130 points, but it's going to be our only real source of assault grenades. 7 T4 wounds to chew through, with 2 of them being on a 4+ armor save. How much firepower would have to be devoted to kill that? Probably 2 tac squads, if we're assuming space marines...
Can you list off the ignore covers stuff? I'm aware of the divination psychic power, thunderfire cannons with barrage, and LRRs along with all flamers, but thats all I really know for SM and most imperium. I guess legion of the damned?
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Post by: TheKbob
CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
What's the two top tier flyers?
You don't mean the two that can be almost instant killed by a single quad gun, right? If you fail a grounding test, you can murder one in a turn. Give Stronghold assault and the ability to have multiple Bastions/Aegis Lines and getting allies with Fast Shot, High BS, etc., you could readily have a list that drops them as soon as they come on. This is without air support.
I'd hate to see what a squad of intercepting broadsides does to one...
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Post by: hyv3mynd
CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
Aren't we avoiding vacuums?
A DC dread can drop pod or piggy back on a stormraven. Guess how many ways a haruspex can get across the board?
Since we have so many tyranid experts, we know what happens when an army with cheap disposable transports plants them in front of a walking haruspex? Or an army brings cheap disposable bubble wrap. So the tau shoot you, overwatch you with everything, you eat 60pts in kroot, and stand in the open to be shot twice more.
The exocrine is good, yes. I would take 2 if anything else in the codex actually made me excited to play nids again.
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Post by: Plumbumbarum
rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
Funny I personaly think that this new nid codex is bland and boring, that nids went from outworldly intelligent threat that can fight Space Marines on even terms (at least in feel, not necessarily in results) and apply some advanced tactics to horde capable mainly of throwing bodies at the opponent. You could do the latter before, now it seems you have to.
Oh and your great casual play is great, how about you get a few more guys into your circle? Don't forget to write down the requirements though - max 1 riptide/wave serpent/vendetta/doom sythe, max number of the same units 2, allies only allowed after voting of the great casual council. What a crap. And what a crap game that produces such attitudes.
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Post by: IcedAnimals
Jifel, couldn't you in theory take one of the longer fortifications like say the firestorm redoubt (which has automated fire so the nids don't have to worry about manning the weapons) or even the fortress of redemption. Turn it sideways, put an escape hatch 12 inches even further.
Then infiltrate. Deploy within 6 inches of disembarking and you will have cleared the entire middle of the board on turn 1 with your genestealers.
Its gamey, but it would be hilarious to see. Remember guys "its just beer and pretzels" so seeing someone come up with such a clever trick is "all in good fun".
If it does work ill have to try it.
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Post by: Arbiter_Shade
CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it.
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Post by: DexKivuli
At the beginning of each turn, units that are outside the range of friendly Synapse creatures must take a Leadersip test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn...
Is going to ground a way to make backfield, objective camping termagants?
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Post by: TheKbob
madmanrambler wrote:
Hey, didn't mean to hit a nerve there. I realize its frustrating with all the discussion about narratives and beer N pretzels, but you and I don't have to bring that discussion into the debate. Lets keep it purely rules focused, eh? Besides, you're helping me figure out how to refine the horror and get it to work better.
Alright, so servo skulls are stopping the infiltrate. For the sake of discussion, lets keep the sure bet of genestealers and a broodlord for the sakes of discussing the horror. So, I've still got a 24" bubble that could seriously mess a shooting units day up. I'll admit, its not the best deal for 130 points, but it's going to be our only real source of assault grenades. 7 T4 wounds to chew through, with 2 of them being on a 4+ armor save. How much firepower would have to be devoted to kill that? Probably 2 tac squads, if we're assuming space marines...
Can you list off the ignore covers stuff? I'm aware of the divination psychic power, thunderfire cannons with barrage, and LRRs along with all flamers, but thats all I really know for SM and most imperium. I guess legion of the damned?
Last bit wasn't at you, sorry. It was at other dude talking about "Yo man, let's just have fun, bro." When I can take an army of Stealers, Warriors, and Ravagers and have it not be a pile of suck, yea, I'd agree.
Keep in mind that Xenos can ally with the Inquisition. So Tau/Eldar/Orks/Necrons can also bring the servo skulls of doom. Only Chaos and Nids cannot ally with them. I agree that it's the only form of assault grenades which makes me very sad. It should be just straight up some sort of pheramone or speed or something that just says "acts as assault grenades".
I think a lot of things will still chew through genestealers. I could bring a unit of grav bikes in SM. I could shoot some gravy guns and some TL bolters. Determining on who's up front, I would say either take the AP5 shots first or AP2. Yes, the gravity needs 5s to wound, but them's the breaks. I don't need many. And Venomthropes, unless they are now ICs or some special antitargeting rule die very, very quickly. by not being able to go to ground, their cover save will be lackluster meaning an amount of S8 volleys will kill it. I did that routinely with wolves ( I don't play them anymore ). I could see using Scouting melta guns to do this now with sisters and Draigowing wouldn't care. My new Eldar, I'd have to think about because I'm not spamming wave serpents, wraithknights, warp spidres, and Jetseer.
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Post by: Ferrum_Sanguinis
Just realized GK must fear Nids a lot now. SiTW + Horror = hello GK unit with Ld 4-5.
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Post by: Roci
I know tons of people have theirs but not sure if anyone scanned them. I got to read one till the shop closed. They wouldn't let me take it though. At least I got to read it.
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Post by: CinciWarBoss
TheKbob wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
What's the two top tier flyers?
You don't mean the two that can be almost instant killed by a single quad gun, right? If you fail a grounding test, you can murder one in a turn. Give Stronghold assault and the ability to have multiple Bastions/Aegis Lines and getting allies with Fast Shot, High BS, etc., you could readily have a list that drops them as soon as they come on. This is without air support.
I'd hate to see what a squad of intercepting broadsides does to one...
Im not going to do the math hammer, but common sense says there is VERY little chance that quad gun "instant kills" harpy/cron. Generously it hits 3-4 times, wounds 2-3 times, jinks 1-2 of those wounds and has a 1/3 chance of taking another by falling. Good thing it has 5 wounds and can take 4+ regeneration, a torrent weapon to roast the gunners and a str 8 vector strike.
Why does a FMC care about intercepting broadsides? Start on the board in glide mode.
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Post by: Plumbumbarum
l0k1 wrote:Also, for those who look down on casual gamers, perhaps YOU are the ones that should move on to different game/hobby. If winning, obtaining prizes, and being super competitive is THAT important to you then perhaps you should play Magic. The game offers much more for people like you.
To appropriately answer all the bs about prizes and super competitive (?) you've just write, I'd have to tell you to go make a casual battle with your friends where you make loud gun sounds and just push each other's models off the table and leave rules discussion to people that want actual substance in their games. Should be easy you don't care anyway, it's all good.
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Post by: madmanrambler
TheKbob wrote: Last bit wasn't at you, sorry. It was at other dude talking about "Yo man, let's just have fun, bro." When I can take an army of Stealers, Warriors, and Ravagers and have it not be a pile of suck, yea, I'd agree. Keep in mind that Xenos can ally with the Inquisition. So Tau/Eldar/Orks/Necrons can also bring the servo skulls of doom. Only Chaos and Nids cannot ally with them. I agree that it's the only form of assault grenades which makes me very sad. It should be just straight up some sort of pheramone or speed or something that just says "acts as assault grenades". I think a lot of things will still chew through genestealers. I could bring a unit of grav bikes in SM. I could shoot some gravy guns and some TL bolters. Determining on who's up front, I would say either take the AP5 shots first or AP2. Yes, the gravity needs 5s to wound, but them's the breaks. I don't need many. And Venomthropes, unless they are now ICs or some special antitargeting rule die very, very quickly. by not being able to go to ground, their cover save will be lackluster meaning an amount of S8 volleys will kill it. I did that routinely with wolves ( I don't play them anymore ). I could see using Scouting melta guns to do this now with sisters and Draigowing wouldn't care. My new Eldar, I'd have to think about because I'm not spamming wave serpents, wraithknights, warp spidres, and Jetseer. I don't know about lackluster cover saves, stick a bunch of hormagaunts in front of a venomthrope and you've got 3+ cover. Still, it doesn't exactly look ideal, I'd have to risk. I'm curious, why would you use the grav guns period? Just to ensure that Broodlord doesn't get a save? seems a bit excessive, especially considering that, based on how I built my army, those grav guns could do Jack diddily for the rest of the match except for picking on the occasional synapse creature. EDIT not to say I'm planning to build a horde army. Just pointing out that Tyranids might go gaunt spam, and I'm curious as to why you'd go with grav guns. And I don't know about not being able to run a viable army of Warriors, again, stick them behind a wall of gaunts, stick some venomthropes with them, you've got 3+ cover. not ideal mind you, but its certainly better than last edition. And Venomthropes don't look to be ICs and they look to be shootable, so I guess they won't be performing amazingly well. sad to see.
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Post by: jifel
DaddyWarcrimes wrote:You still can't cast maledictions out of firing ports, or launch an assault on the top of Turn 1 if you infiltrate.
That means you can't Horror from inside the Bastion, and if you want to Infiltrate into it for a first turn assault, you have to go second, which means someone gets to roll up and assault the bastion with frag grenades, killing all your genestealers. Or you go first, pop out and are left standing their with your cheese in the wind, waiting to take a round of bolter fire to the face.
jifel wrote:
Not bad, but I can do better.
Put a bastion, exit facing forward, on the edge of your table half. Infiltrate inside. Turn 1 (or 2 if you have first turn) jump out 6" and you're now 6" past the halfway point before your opponent has a shot on you. Oh, but there's Firing slits so your broodlord can cast a power first. Did I mention that you can assault after disembarking from a Bastion? Put 20 in there. I don't care what the internet says, I don't care what logic says. Get 20 genestealers that close to your opponent that fast untouched and they will crap themselves. Heck, slap a Venomthrope inside the bastion afterwards and leave a trail of Stealers so they get shrouded if they fail the charge. Really, just f*** with your opponents head. This codex isn't an auto win, but both Tau and Eldar have a MAJOR lack of ranged anti Bastion.
Good point on the Maledictions through fire slits though. And frankly, no one will run up towards a bastion to assault it when there's a full Tyranid army barrelling down on them.
Jump the Stealers out whenever you choose to, but your opponent has a massive "GTFO" zone in the middle of the board now, and a gunline/balanced army will avoid it like the plague. This allows you to control the center of the board while your army runs up in Venom cover too. Is it game-breaking? No. Will it scare your opponent, surprise him, and force him to react to you? Yes. Tyranids have always won through fear tactics, positioning and board control. In an objective game, that's how we will do it. This codex is not a gift from the Design team that we may crush all before us without thought or tactics.
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Post by: Roci
CinciWarBoss wrote: TheKbob wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
What's the two top tier flyers?
You don't mean the two that can be almost instant killed by a single quad gun, right? If you fail a grounding test, you can murder one in a turn. Give Stronghold assault and the ability to have multiple Bastions/Aegis Lines and getting allies with Fast Shot, High BS, etc., you could readily have a list that drops them as soon as they come on. This is without air support.
I'd hate to see what a squad of intercepting broadsides does to one...
Im not going to do the math hammer, but common sense says there is VERY little chance that quad gun "instant kills" harpy/cron. Generously it hits 3-4 times, wounds 2-3 times, jinks 1-2 of those wounds and has a 1/3 chance of taking another by falling. Good thing it has 5 wounds and can take 4+ regeneration, a torrent weapon to roast the gunners and a str 8 vector strike.
Why does a FMC care about intercepting broadsides? Start on the board in glide mode.
What are you going to hide it behind? It being on a flyer base means it will likely will always stick out. It's Flamer isn't torrent so your 24" move likely won't get you in range of the quad troop.
If you don't get first turn it could die before it touches a thing.
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Post by: TheKbob
If you force the Crone to jink to get cover, it doesn't get to fire it's torrent weapon, then it's already wounded and now in the center of my army. I will fire random chaff at it like storm bolters until it splats on the ground and waste it with bolter fire.
Impressive. Almost as much as what I've done to Hive Tyrants (drop them with storm bolters / multi laser / HB on vehicles and then shoot Exorcists and Meltaguns at them when they crash and burn.)
But maybe 3 crones for saturation. Then you're just playing flyer spam and that's ever so exciting... *sigh*. Why couldn't Warriors be good for once?
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Post by: hyv3mynd
Still a lot of people defending the codex with false info.
The horror does not modify leadership. It's a pinning test with a -2 penalty.
The drool cannon on the crone is not a torrent weapon.
Like I said earlier there's a lot of optimists who haven't properly assimilated a the info yet. Prolly some pessimists as well to be fair. Waiting it out now is the best bet.
Everyone has formed their opinions and results will shape opinions more than someone on the Internet.
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Post by: CinciWarBoss
Arbiter_Shade wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it.
5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though.
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Post by: NamelessBard
Nice rules on Volatile! Haha
For those that haven't seen it:
Every unit on the board takes a number of S3 hits equal to the models within 1d6".
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Post by: TheKbob
CinciWarBoss wrote:Arbiter_Shade wrote:
5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though.
You mean a unit that will get to vector strike the second turn it moves, have S5 missiles that can glance vehicles real good, NO torrent weapon, and has to hide in reserve or be blasted off the table first turn?
Here's a fun fact about regen. You can't do it if your dead. A good general will focus fire on a wounded model until dead unless otherwise not tactically sound (meaning something else needs to die).
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Post by: Marrak
Wait... so the rumor of the Harpy and Crone not being able to be grounded is also false, or is that still up in the air?
Because if that's the case, nevermind a quad gun. Someone can just biomancy its toughness down, ground it, and watch it splat like a water balloon when it hits dirt.
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Post by: NamelessBard
CinciWarBoss wrote:Arbiter_Shade wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it.
5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though.
Here's the kicker. Pretty much your entire view of the rules are wrong.
There is no torrent on the crone.
Homing mean re-roll to hit against flyers and FMC.
A quad guy by a BS4 person will hit with an 8 of 9 shots, wound 5 of 6 times. You'll have to then jink and can't use your flamer.
Haruspex can only regen 1 wound due to his rules, not 3. It could be two if it charged and bought regen for 30 points.
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Post by: SHUPPET
CinciWarBoss wrote:Arbiter_Shade wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought. ....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it. 5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though. Meh while I agree that the Crone isn't bad.. but as far as flyers go Heldrake is cheaper and better. Demon Princes are better, necron lyers are better, even in our own codex the Flyrant is better
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Post by: TheKbob
Stormtalons are better (and can kill a crone in one go, btw), Storm Ravens are better, Vendetta are better. I'd even take the Eldar/Dark Eldar flyers.
At this point, a Sunshark Bomber even.
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Post by: nidsNguard
DexKivuli wrote:
At the beginning of each turn, units that are outside the range of friendly Synapse creatures must take a Leadersip test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn...
Is going to ground a way to make backfield, objective camping termagants?
I caught that too. The thing is I think you can only go to ground if being shot at. If the opponent isn't stupid they can just not shoot at that unit and wait for them to inevitably run off the board.
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Post by: Arbiter_Shade
CinciWarBoss wrote:Arbiter_Shade wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it.
5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though.
Seriously...are you even reading responses to your post? You are posting so much false information I don't even know what leaks you are reading.
1. Crone does not have a torrent weapon, has 4 homing missles that are S5 with Haywire and can only shoot 2 a turn. Regen is one wound a turn on a 4+ which is nice, but isn't going to help when a quad gun, which is TL, is probably going to get 4 hits a turn on it, wounding on anything but, forcing a jink. Plus, as with all FMCs, it is easy as hell to ground them and it gets no save unlike Daemon Princes, so just chuck some bolter fire at it, ground it, finish it off.
2. 6 S7 Ap2 shots is not awesome, it is alright. I can take a Vet squad for IG that can do pretty much the same thing and be more mobile but less resilient but be so much cheaper. The Exocrine is the BEST thing about the new codex, I wont bad mouth it but it isn't as great as so many people are trying to prop it up to some level that it isn't.
3. How is the Haruspex regening 3 wounds a turn? As far as I can see you can get one back from CC and one from regen. If I am recalling correctly it's ability to regain wounds is limited to one a turn, if it ISN'T it is never going to deal 3 wounds a turn. It is hitting 50% of the time in the first place so 1 or 2 wounds a turn at best.
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Post by: kirsanth
That is called optimism now, at least by folk who think "competition" is a dirty word to be feared.
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Post by: CinciWarBoss
Roci wrote:CinciWarBoss wrote: TheKbob wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
What's the two top tier flyers?
You don't mean the two that can be almost instant killed by a single quad gun, right? If you fail a grounding test, you can murder one in a turn. Give Stronghold assault and the ability to have multiple Bastions/Aegis Lines and getting allies with Fast Shot, High BS, etc., you could readily have a list that drops them as soon as they come on. This is without air support.
I'd hate to see what a squad of intercepting broadsides does to one...
Im not going to do the math hammer, but common sense says there is VERY little chance that quad gun "instant kills" harpy/cron. Generously it hits 3-4 times, wounds 2-3 times, jinks 1-2 of those wounds and has a 1/3 chance of taking another by falling. Good thing it has 5 wounds and can take 4+ regeneration, a torrent weapon to roast the gunners and a str 8 vector strike.
Why does a FMC care about intercepting broadsides? Start on the board in glide mode.
What are you going to hide it behind? It being on a flyer base means it will likely will always stick out. It's Flamer isn't torrent so your 24" move likely won't get you in range of the quad troop.
If you don't get first turn it could die before it touches a thing.
Every model in the game can die before it does anything if you don't get first turn. It is still a very good flyer with a low price. Compare it to a stormraven, which is much more expensive, far less durable, and must start in reserves. Hide it behind your venomthrope for shrouded. I would rather that than have to worry about rolling it out of reserves. Target saturation is a good thing.
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Post by: TheKbob
You can now start a Storm Raven on a Skyshield first turn with a 4++ save (thanks, Stronghold!)
Venomthropes are eating up your elite slot now and are easy targets for anything that ignores cover.
Read pretty much every book out there right now has it.
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Post by: CinciWarBoss
Arbiter_Shade wrote:CinciWarBoss wrote:Arbiter_Shade wrote:CinciWarBoss wrote:Havent seen these pictures on Dakka yet. Someone posted this on /r/warhammer40k a few hours ago. http://imgur.com/a/8w57g
Everyone complaining that the book is underpowered needs to take a breather and actually read it. Its not Tau or Eldar (thank god) but its plenty competitive. 2 top tier flyers, Exocrine gets BS 4 if it sits still and fires 6 str 7 ap 2 shots (!!!). Haruspex is arguably a better troop blender than death company dreadnought.
....Yeeeeah....Top tier fliers? T5 4+ fliers are top tier? You know a quadgun will be killing one a turn more than likely. Nothing about either of the fliers is remotely top tier, hell I don't really see a reason to play either of them. Stand still and fire plasma guns like a space marine! Woohoo! It has to move to get into that 24" range, missing half of its shoots as it does, even with BS 4 it is still only hitting 4 times. The best way to use it is as its blast template and that is still just "okay" in the current 40k meta. Haruspex...did you even read it? If so, read it again. ONLY on the charge does it generate its bonus attacks. Even then at WS3...I want to like the Haruspex but it only has 3 attacks, 4 on the charge, then it will more than likely see a return of about 2 or 3 of those attacks so it is getting, what, 7ish attacks on the charge? Next turn it just sits there and makes its 3 attacks at WS 3 until the unit tarpitting it.
5 wounds, 4+ regen, str 8 vector strike, torrent weapons, homing missiles, less than 175 points, what flyer is better? The exocrine is a more durable, more versatile, slower version of the annihilation barge. Are you honestly arguing that 6 str 7 ap 2 shots isn't awesome? I agree that the haruspex might suffer from slow and big disease but it is still very killy and I can imagine it will regenerate like crazy. regenerating 3 wounds a turn on a t6 3+ model is no joke. I think it will see use, maybe not in the power gaming scene though.
Seriously...are you even reading responses to your post? You are posting so much false information I don't even know what leaks you are reading.
1. Crone does not have a torrent weapon, has 4 homing missles that are S5 with Haywire and can only shoot 2 a turn. Regen is one wound a turn on a 4+ which is nice, but isn't going to help when a quad gun, which is TL, is probably going to get 4 hits a turn on it, wounding on anything but, forcing a jink. Plus, as with all FMCs, it is easy as hell to ground them and it gets no save unlike Daemon Princes, so just chuck some bolter fire at it, ground it, finish it off.
2. 6 S7 Ap2 shots is not awesome, it is alright. I can take a Vet squad for IG that can do pretty much the same thing and be more mobile but less resilient but be so much cheaper. The Exocrine is the BEST thing about the new codex, I wont bad mouth it but it isn't as great as so many people are trying to prop it up to some level that it isn't.
3. How is the Haruspex regening 3 wounds a turn? As far as I can see you can get one back from CC and one from regen. If I am recalling correctly it's ability to regain wounds is limited to one a turn, if it ISN'T it is never going to deal 3 wounds a turn. It is hitting 50% of the time in the first place so 1 or 2 wounds a turn at best.
I was talking about the harpy, but I went back and looked about the torrent. I was reading acid spray not drool cannon, my bad on the torrent thing. I still argue that it is a very good flyer for low cost compared to comparable flyers. Saying that it can be killed by a quad gun is irrelevant to that argument. Every flyer can be killed by dedicated anti air. If you are worried about it, kill the quad gun before it comes on. That hasn't changed since 6th edition was released and is irrelevant to whether the tyranid flyers are good. ( IMO)
I think we will have to wait and see on the exocrine front. I would much rather fight vets who are are a glass hammer.
I got 3 wound regen from: 1 from "gulp" special rule on its shooting tongue. 2 from causing a wound in melee (doesn't even say unsaved wound). 3 form 4+ regen.
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Post by: ductvader
Since we have so many tyranid experts, we know what happens when an army with cheap disposable transports plants them in front of a walking haruspex?
You blow up one and walk over it...
The same way I blow up rhinos and drive my rhinos over their wrecks...
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Post by: CinciWarBoss
TheKbob wrote:You can now start a Storm Raven on a Skyshield first turn with a 4++ save (thanks, Stronghold!)
Venomthropes are eating up your elite slot now and are easy targets for anything that ignores cover.
Read pretty much every book out there right now has it.
Stormraven and a landing pad are ~300 points. That is 2 harpys. This argument that venomthropes are not good because some small number of units ignore cover is silly. You could just as easily argue that monstrous creatures are not good because some models have force weapons. Hey guys, nobody take MC's, Paladins can take Daemon hammers. Pack in the whole codex, game over. Nobody take power armor troops, the helldrake has an ap 3 torrent weapon. Nobody take land raiders, IG have melta spam. In fact, if you are not running 2++ rerollable seer councils you are a noob and should be embarrassed. Oh wait. there are D weapons now. Nobody take that it has a weakness. Lets all only take revenants.
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Post by: jifel
TheKbob wrote:You can now start a Storm Raven on a Skyshield first turn with a 4++ save (thanks, Stronghold!)
Venomthropes are eating up your elite slot now and are easy targets for anything that ignores cover.
Read pretty much every book out there right now has it.
Tau have it.
Eldar have it on one common gun, the Serpent Shield.
"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover. Solution? Simple. Put it in a Bastion. Tau are bad against Bastions, sorry. So are Eldar. Killed it with another army? Great, its in the ruins with a 2++ cover.
PS Venoms eating up slots? What the heck else are we putting in there? Elites took a collective shot to the crotch, minus Venomthropes. Hive Guard are possibly meh and Lictors are curiosity inducing at best, otherwise, no. Venoms are our best Elite now.
There is a bit too much negativity. Yes some units sucked, no its not what we wanted, yes its frustrating. But heck I'm not giving up on the book! I feel like the only one throwing out tactics and ideas here. And even if it is a bad book, what? It's the one we got. I'm not a quitter, I'll stick to the book. I'll enjoy bucking the trend if I must, because this book isn't Dead on Arrival. Sure its wounded, but we're Nids! Put some thought into it, and it'll Regen.
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Post by: DaddyWarcrimes
IcedAnimals wrote:Jifel, couldn't you in theory take one of the longer fortifications like say the firestorm redoubt (which has automated fire so the nids don't have to worry about manning the weapons) or even the fortress of redemption. Turn it sideways, put an escape hatch 12 inches even further.
Then infiltrate. Deploy within 6 inches of disembarking and you will have cleared the entire middle of the board on turn 1 with your genestealers.
Its gamey, but it would be hilarious to see. Remember guys "its just beer and pretzels" so seeing someone come up with such a clever trick is "all in good fun".
If it does work ill have to try it.
You still can't assault out of an escape hatch, so your genestealers miraculously appear within rapid fire range and get shot into little tiny pieces.. The only thing that makes it less terrible than Outflanking them is not having to eat the round of Interceptor fire when you arrive.
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Post by: jifel
DaddyWarcrimes wrote: IcedAnimals wrote:Jifel, couldn't you in theory take one of the longer fortifications like say the firestorm redoubt (which has automated fire so the nids don't have to worry about manning the weapons) or even the fortress of redemption. Turn it sideways, put an escape hatch 12 inches even further.
Then infiltrate. Deploy within 6 inches of disembarking and you will have cleared the entire middle of the board on turn 1 with your genestealers.
Its gamey, but it would be hilarious to see. Remember guys "its just beer and pretzels" so seeing someone come up with such a clever trick is "all in good fun".
If it does work ill have to try it.
You still can't assault out of an escape hatch, so your genestealers miraculously appear within rapid fire range and get shot into little tiny pieces.. The only thing that makes it less terrible than Outflanking them is not having to eat the round of Interceptor fire when you arrive.
So put a normal hatch up front? You can assault out of that, and it can be up to the halfway point. You still deploy 6" past the midway point, any army that isn't even scared by this is backed WAY up. Too far for a reliable assault? Stay there and jump out later when your opponent is closer, or let him rot in the very far corner while you bunker down on some objectives.
I like the escape hatch so you can go claim an objective, or put a Venomthrope into it, or any other unit, from far away to add options for you in game. And, it lets you get into it turn one if it's all the way up front even without infiltrating.
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Post by: CinciWarBoss
jifel wrote: TheKbob wrote:You can now start a Storm Raven on a Skyshield first turn with a 4++ save (thanks, Stronghold!)
Venomthropes are eating up your elite slot now and are easy targets for anything that ignores cover.
Read pretty much every book out there right now has it.
Tau have it.
Eldar have it on one common gun, the Serpent Shield.
"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover. Solution? Simple. Put it in a Bastion. Tau are bad against Bastions, sorry. So are Eldar. Killed it with another army? Great, its in the ruins with a 2++ cover.
PS Venoms eating up slots? What the heck else are we putting in there? Elites took a collective shot to the crotch, minus Venomthropes. Hive Guard are possibly meh and Lictors are curiosity inducing at best, otherwise, no. Venoms are our best Elite now.
There is a bit too much negativity. Yes some units sucked, no its not what we wanted, yes its frustrating. But heck I'm not giving up on the book! I feel like the only one throwing out tactics and ideas here. And even if it is a bad book, what? It's the one we got. I'm not a quitter, I'll stick to the book. I'll enjoy bucking the trend if I must, because this book isn't Dead on Arrival. Sure its wounded, but we're Nids! Put some thought into it, and it'll Regen. 
When power gamers say "every book out there" they mean Tau and Eldar.
Don't bring your positive fun attitude into this! This is an angry mob! Look at this garbage!!! Not a single re-rollable 2++ save in the whole book!! Where is my T8, W6 jumping MC with sky fire, interceptor and 10 str 8 shots a turn?!?! I was promised Tervigons that produce 4d6 gaunts without burning out!! Why, with this book, I can't expect anywhere close to a 90% win rate. /s
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Post by: hyv3mynd
ductvader wrote:
Since we have so many tyranid experts, we know what happens when an army with cheap disposable transports plants them in front of a walking haruspex?
You blow up one and walk over it...
The same way I blow up rhinos and drive my rhinos over their wrecks...
Yup and every turn you spend assaulting the sacrificial units means another turn of shooting you eat.
@ Jifel ~ Not a lot of ignores cover? Daemons have a bs5 str8 cannon with ignores cover. Perfect for killing venomthropes. How about *any army that can roll divination* can ignore cover with any unit that can join an IC.
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Post by: gorgon
jifel wrote:There is a bit too much negativity. Yes some units sucked, no its not what we wanted, yes its frustrating. But heck I'm not giving up on the book! I feel like the only one throwing out tactics and ideas here. And even if it is a bad book, what? It's the one we got. I'm not a quitter, I'll stick to the book. I'll enjoy bucking the trend if I must, because this book isn't Dead on Arrival. Sure its wounded, but we're Nids! Put some thought into it, and it'll Regen. 
Oh, I think there were a few of us talking about things we liked.
I get that it's a hobby and that people are passionate about the hobby. I also get that we're in the peak part of the emotional cycle of a codex release. But I think the tone in this thread could stand to be lowered a couple levels on all sides. Way too much snarkiness going on IMO, and I worry a little about the health of some of you folks. Even a lot of the more polite posting has been...intense? Sure, I know all of you are cold-blooded killas with ice in your veins...although I suspect your BPs would suggest otherwise.
Anyway, jifel, I'm with you. There are some things that are frustrating about the codex, but I've had frustrations with every single codex I've owned going back to 2nd edition. I've accepted the shortcomings of this one and I'm moving forward with it. There's enough in there that I know I'll have fun with it.
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Post by: Hulksmash
I see a couple of solid possible builds but they depend on specific wording of rules as to whether I think they'll work.
Overall I'm excited for the book. I hated the way Nids played previously and this book brings them back to a style I like. And I feel like it's got the competitive slant I'm looking for.
I do feel that trying to build a psychic list out of this book is doomed to failure though. And since so many people played Nids most recently around psychic powers and tervigons I can see where all the anger comes from.
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Post by: jifel
hyv3mynd wrote: ductvader wrote:
Since we have so many tyranid experts, we know what happens when an army with cheap disposable transports plants them in front of a walking haruspex?
You blow up one and walk over it...
The same way I blow up rhinos and drive my rhinos over their wrecks...
Yup and every turn you spend assaulting the sacrificial units means another turn of shooting you eat.
@ Jifel ~ Not a lot of ignores cover? Daemons have a bs5 str8 cannon with ignores cover. Perfect for killing venomthropes. How about *any army that can roll divination* can ignore cover with any unit that can join an IC.
A Skullcannon? I have never seen one fielded, ever. Not even in a Batrep, not even in the P&M section, not even in the Army list section. Its easy to pull a unit out of any codex that can deal with a unit. I mean, Night Scythes suck because Guard players can take a squadron of two Hydras which can totally deal with it. Except, Guard players never actually take hydras so it works out ok for Necrons somehow. Would any Daemon player ever take a Skullcannon unless they were list-tailoring? You have some points on this being a badly written codex, but people said that last time, and I played it for four years. I can do it again.
As to Divination, yes. If they roll it. And if they pass their Psychic check. If they aren't in Shadow range. And if our Venoms are in line of sight. This is a problem with Farseers (on Tau, who have MLs anyways) and inquisitors. Frankly I don't know who Inquisitors can ally with though.
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Post by: evilsponge
CinciWarBoss wrote:
When power gamers say "every book out there" they mean Tau and Eldar.
Don't bring your positive fun attitude into this! This is an angry mob! Look at this garbage!!! Not a single re-rollable 2++ save in the whole book!! Where is my T8, W6 jumping MC with sky fire, interceptor and 10 str 8 shots a turn?!?! I was promised Tervigons that produce 4d6 gaunts without burning out!! Why, with this book, I can't expect anywhere close to a 90% win rate. /s
Cool strawman, but I haven't seen anyone complaining about what your claiming.
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Post by: IcedAnimals
Oh well, bummer about the building trick. Back to just using the heirophant.
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Post by: davethepak
Gentlemen, lets stop this bickering, it and the personal attacks are beneath you.
Oh, and for those asking "when will the dex be posted..."
Or "wait till you see the whole dex".
The codex is here, most of it has been for days....sadly, the recent news has not changed the past..
I have scoured the various sites, and thus far, excepting for the page with trygons on it, they have been posted.
(no, I don't mean rumors, or "I read that..." I mean actual rules from actual pages).
We have;
The special rules.
The warlord table.
The instinctive behavior table.
The psychic powers.
The relics.
The melee and ranged weapons (three pages of them)
The biomorph upgrades (war gear).
We have all the unit and upgrade costs.
We have the entire stat sheet and reference pages in english.
We have detailed descriptions for;
HQ:
SwarmLord
hive tyrant
Old One Eye
Tyranid Prime.
Deathleaper
Tervigons
Tyrant Guard
Troops:
Tyranid Warrors
Stealers (missing full page scan, but have statlines, costs, and upgrades).
Broodloards (missing full page scan, but have statlines, costs, and upgrades).
Hormagants (missing full page scan, but have statlines, costs, and upgrades)
Rippers (missing full page scan, but have statlines, costs, and upgrades)
Termagants (missing full page scan, but have statlines, costs, and upgrades)
Fast:
Harpy
Crone
Raveners
Red Terror
Gargoyles (missing full page scan, but have statlines, costs, and upgrades)
Tyranid Shrike
Sky Slasher Swarm - not sure of upgrades!!!!
Elite
Harspex
Hive Guard
Venomthrope
Lictor
Zonethrope
Pyrovore
Heavy
Biovore
Carnifex (missing full page scan, but have statlines, costs, and upgrades)
Exocrine
Trygon & Prime (missing full page scan, but have statlines, costs, and upgrades)
Mawloc (missing full page scan, but have statlines, costs, and upgrades) - but we have all the rules.
Tryannofex
If all the scanned pages out there had page numbers on them, I could even tell you the exact pages were are missing.
Ladies and gentelmen, we HAVE the codex. There is no mystery, there is no magic information we are missing.
Now, is the sky falling? No.
But intelligent experienced players can make very good estimates as its overall quality - to deny it, or make justification as to why a player should not want or expect a good book, is a waste of energy.
Sure, some amazing combos will come out of it, and yes there will be some eureka moments from it. I have no doubt.
I am confident I will build winning armies out of it, after I took tau to tourneys in 5th, and did very well with them.
But, it was a lot of work, and brokered no error or sloppy play....sadly, something I suspect may be true of this book.
May the hive mind have mercy on us all.....
(oh, and if you know of scans of the missing pages, let me know).
Edited for typos:
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Post by: Gloomfang
IcedAnimals wrote:Oh well, bummer about the building trick. Back to just using the heirophant.
I wonder how they fix that unit. Lash whips just give +3I now so its whips are a little useless.
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Post by: hyv3mynd
jifel wrote: hyv3mynd wrote: ductvader wrote:
Since we have so many tyranid experts, we know what happens when an army with cheap disposable transports plants them in front of a walking haruspex?
You blow up one and walk over it...
The same way I blow up rhinos and drive my rhinos over their wrecks...
Yup and every turn you spend assaulting the sacrificial units means another turn of shooting you eat.
@ Jifel ~ Not a lot of ignores cover? Daemons have a bs5 str8 cannon with ignores cover. Perfect for killing venomthropes. How about *any army that can roll divination* can ignore cover with any unit that can join an IC.
A Skullcannon? I have never seen one fielded, ever. Not even in a Batrep, not even in the P&M section, not even in the Army list section. Its easy to pull a unit out of any codex that can deal with a unit. I mean, Night Scythes suck because Guard players can take a squadron of two Hydras which can totally deal with it. Except, Guard players never actually take hydras so it works out ok for Necrons somehow. Would any Daemon player ever take a Skullcannon unless they were list-tailoring? You have some points on this being a badly written codex, but people said that last time, and I played it for four years. I can do it again.
As to Divination, yes. If they roll it. And if they pass their Psychic check. If they aren't in Shadow range. And if our Venoms are in line of sight. This is a problem with Farseers (on Tau, who have MLs anyways) and inquisitors. Frankly I don't know who Inquisitors can ally with though.
One of my blog authors has fielded up to 2 skull cannons regularly, and has outperformed myself at 75% of the events we both attend. He also won our local inviational championships last month without fateweaver or a grimoire. It's unfortunate that the most popular daemon builds are either screamer stars or flying circuses, but skull cannons are not uncompetitive choices.
This is how the meta evolves people. If venomthropes become perceived as such a threat that meta lists change (see: list tailoring to counter riptides, wraithknights, wave serpents, etc), plenty of armies have valid counters that don't require massive rewrites. IG have many methods of ignoring cover, other hive guard, anything with barrage and a directional hit, anything that can vector strike, thunderfire cannons, the list goes on. Just about anything that can ignore cover is a competitively viable unit in a TAC list so a rise in shrouding bubbles will see a counter rise in counter measures.
I'm not buying into the fortification combo. All it takes is a wise opponent to peg your strategy before deployment and out play the gimmick. Relying on a deployment trick that locks you into a predictable placement and movement pattern is shoehorning yourself into a rock/paper/scissors situation.
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Post by: jifel
@davethepak, very good points. We know the codex at this point barring the ridiculous, but we know it. I still think the building trick can work for getting assault units up the board fast.
EDIT: Yes, the bunkers a gimmick. But, countering it is tricky, avoiding it is easy but potentially disastorous if you stay backed up too long. If they think of some way to counter it, I'd have to infiltate the Stealers elsewhere I suppose.
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Post by: Roci
The only thing I just really want to know...is why did they pick on swarmy. I had a custom one built(in my dakka gallery) and had issues getting him in games before this dex. Losing IA ( mostly for the EW) and no forcing re rolls on invul saves. He is a dead man vs any of the top cc models now. He is to become a paper weight at my desk now.
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Post by: SHUPPET
CinciWarBoss wrote: When power gamers say "every book out there" they mean Tau and Eldar. Don't bring your positive fun attitude into this! This is an angry mob! Look at this garbage!!! Not a single re-rollable 2++ save in the whole book!! Where is my T8, W6 jumping MC with sky fire, interceptor and 10 str 8 shots a turn?!?! I was promised Tervigons that produce 4d6 gaunts without burning out!! Why, with this book, I can't expect anywhere close to a 90% win rate. /s How come people are power gamers for wanting to keep Biomancy, DoM & Spores? That is everyone's main issue with the dex, I can take whatever crap they gave me this edition and would have been fine with it, at least I could still use my favourite units however bad they are, but why take out options and models that I personally acquired for my army on GW's encouragement? In fact, the main people I see as power gamers are the ones who are saying that this dex is a good thing because of all the price drop's they can build a stronger mono-list (quite possible). This is terrible powergaming because we just lost our pods and aggressive deep strike capabilities and have pretty much been shoehorned into a single play style of walking fat MC's across the board. The fact that we weren't given OP tools in a meta where other army's have OP tools is not what most people in here care about (although it wouldn't have been unjustified to give us SOME really good units, this is of no concern to me at all), what people care about is the terrible lack of diversity. And before you go on to say that I'm an exception, No, I'm not. FYI Power gaming, and maining a Tyranid army isn't exactly synonymous. If you had bothered to read this thread, at all, you would see that basically everyone who has an issue with the codex has made it explicitly clear that it's not the new options they are disappointed with (maybe a bit of a let down with the Crone but people overhyped that for no reason at all). Nope, people's issue is that we have lost so much of the very few strengths of our old codex. These people aren't power gamers, they are nid players from 5E who are used to having an underpowered army, who have just had strategic options taken away and told that it's a "new codex".
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Post by: Noctem
For a cc flyrant, would scytals still be good on it with the new scytal rules?
Sorry for this not being a long post about if I love or hate the changes!
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Post by: bodazoka
I have a question...
Won't genestealers have to take 2 x rounds of fire?
Infiltrate within 12" of a unit (in cover). Roll to move through cover (4-5 inches maybe) you then have an 8-9" charge range?
More if that unit you want to assault moved back in there turn?
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Post by: gigasnail
@noctem they literally do nothing for a flyrant aside from the 2nd set giving an additional attack.
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Post by: Noctem
gigasnail wrote:@noctem they literally do nothing for a flyrant aside from the 2nd set giving an additional attack.
Ah ok... I'm new to Tyranids, do the wings count as a set? Are bone sword and lash whips a better buy then?
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Post by: gigasnail
X2 brain leech devourers are pretty much your go-to load out, nothing in the new codex has made a CC-only flyrant a good idea.
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Post by: Ravenous D
bodazoka wrote:I have a question...
Won't genestealers have to take 2 x rounds of fire?
Infiltrate within 12" of a unit (in cover). Roll to move through cover (4-5 inches maybe) you then have an 8-9" charge range?
More if that unit you want to assault moved back in there turn?
You're assuming you can infiltrate within 12", Ive seen it done once in this edition and that was because the guy makes tables that look like castle fething greyskull. Plus you cannot charge player turn 1. And average roll is 7".
Likely scenario is you're 18" away get shot up and you will fail to get the charge off.
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Post by: Noctem
gigasnail wrote:X2 brain leech devourers are pretty much your go-to load out, nothing in the new codex has made a CC-only flyrant a good idea.
What makes cc only flyrant a bad idea? I think I'll still run one sometimes just cause I love how it looks and I want to try a mostly cc Tyranid army. If I play a with a competitive list I guess I would do the 2x devouerers (so ugly...)
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Post by: TheKbob
Yes, through divination, most books can have it (ignores cover). My sisters have ignores cover. And Eldar and Tau, frequent enemies, have it like candy. I'm sure there are other places, too.
And trying to compare force weapons to insane amounts of easy to come by ignores cover or high strength weapons that can double out venomthropes is poor.
Finally, yea, Heldrakes DID kill large amounts of foot lists as they weren't viable. SW + IG was a tournament winning combo in pre-Heldrake 6E. Screw Heldrakes because they started the broken piece of crap rules trend with that FAQ.
I don't need Nids to be broken. I don't need Tau, Eldar, Daemons, etc. to be broken either. I'd like a game where most units were some form of playable. If you want to take what I say out of context, then be my guest. Underpowered garbage is just as bad as overpowered garbage. It limits armies, play styles, and further makes the game worse. But keep on believing people want every thing terribly OP.
In the end, if the nay sayers are right, optimists gain nothing except egg and we have a bad nids book. If we're wrong, everybody wins because we have a good nids book. But it's safe to say with the level of leaks we have, this is looking like hot street trash.
Noctem wrote: gigasnail wrote:X2 brain leech devourers are pretty much your go-to load out, nothing in the new codex has made a CC-only flyrant a good idea.
What makes cc only flyrant a bad idea? I think I'll still run one sometimes just cause I love how it looks and I want to try a mostly cc Tyranid army. If I play a with a competitive list I guess I would do the 2x devouerers (so ugly...)
No invulnerable save for one...
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Post by: Noctem
TheKbob wrote:Yes, through divination, most books can have it (ignores cover). My sisters have ignores cover. And Eldar and Tau, frequent enemies, have it like candy. I'm sure there are other places, too.
And trying to compare force weapons to insane amounts of easy to come by ignores cover or high strength weapons that can double out venomthropes is poor.
Finally, yea, Heldrakes DID kill large amounts of foot lists as they weren't viable. SW + IG was a tournament winning combo in pre-Heldrake 6E. Screw Heldrakes because they started the broken piece of crap rules trend with that FAQ.
I don't need Nids to be broken. I don't need Tau, Eldar, Daemons, etc. to be broken either. I'd like a game where most units were some form of playable. If you want to take what I say out of context, then be my guest. Underpowered garbage is just as bad as overpowered garbage. It limits armies, play styles, and further makes the game worse. But keep on believing people want every thing terribly OP.
In the end, if the nay sayers are right, optimists gain nothing except egg and we have a bad nids book. If we're wrong, everybody wins because we have a good nids book. But it's safe to say with the level of leaks we have, this is looking like hot street trash.
Noctem wrote: gigasnail wrote:X2 brain leech devourers are pretty much your go-to load out, nothing in the new codex has made a CC-only flyrant a good idea.
What makes cc only flyrant a bad idea? I think I'll still run one sometimes just cause I love how it looks and I want to try a mostly cc Tyranid army. If I play a with a competitive list I guess I would do the 2x devouerers (so ugly...)
No invulnerable save for one...
Very true... Although I would try to field with a wall of gargoyles!
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Post by: barnowl
Well it does look like the gunfex is back. So that is nice for us 4e players. And maybe the gunrant...
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Post by: SHUPPET
Noctem wrote: gigasnail wrote:X2 brain leech devourers are pretty much your go-to load out, nothing in the new codex has made a CC-only flyrant a good idea. What makes cc only flyrant a bad idea? I think I'll still run one sometimes just cause I love how it looks and I want to try a mostly cc Tyranid army. If I play a with a competitive list I guess I would do the 2x devouerers (so ugly...) Then you probably want to use a regular walking Hive Tyrant who the rest of the CC army can keep up with, I've used CC flyrants with the 5E dex they could be ok but you were pretty much paying for wings to vektor strike around the map until later on, and it comes with the weakness of being shot out of the sky before you actually can safely glide down and do your damage in assault, which is not hard for alot of armys to do and quite a lot of points to spend for some Vektor Strikes. Better off walking CC Tyrants and advancing with your army and +2 save and Tyrant Guard wounds if you want him to do his job effectively imo. Especially since there is no more biomancy :(
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Post by: bodazoka
Ravenous D wrote:
You're assuming you can infiltrate within 12", Ive seen it done once in this edition and that was because the guy makes tables that look like castle fething greyskull. Plus you cannot charge player turn 1. And average roll is 7".
Likely scenario is you're 18" away get shot up and you will fail to get the charge off.
I agree. so
18" away from the enemy
You go first (so you can move)
Move 6" + run (lets say 6") now.. hopefully you have run into cover and are now 6" away from the enemy. So next turn they move 6" away from you (back to 12" away) and fire at you killing what 2-3. You are now say.. 13" away (loosing an inch because of model deaths) you move through cover 6" and now have an 7" charge you have to make?
Things that have to happen:
1. You have to go first which means you wont be able to capture late game objectives
2. You have to roll a 6" run move first turn
3. You have to make it into cover with your run move so you have a hope of a save
4. You have to take a full turn of shooting from the unit you want to kill
5. You need to roll a 6" move through cover role
6. You have to roll an 7" charge (likely 8" as your bound to loose a model going in)
Why are Genestealer's not beasts?
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Post by: Gloomfang
SHUPPET wrote:
Then you probably want to use a regular walking Hive Tyrant who the rest of the CC army can keep up with, I've used CC flyrants in 5E they could be ok but you were pretty much paying for wings to vektor strike around the map until later on, and it comes with the weakness of being shot out of the sky before you actually can safely glide down and do your damage in assault, which is not hard for alot of armys to do and quite a lot of points to spend for some Vektor Strikes. Better off walking CC Tyrants and advancing with your army and +2 save and Tyrant Guard wounds if you want him to do his job effectively imo. Especially since there is no more biomancy :(
No more +2 save either. Shelrant is dead.
Guard are more expensive, but Crushing Claws are actully pretty good on them. Automatically Appended Next Post: As a personal note: I find stealers are much better as board control units. I take big broods and set them out of line of sight. gives a pretty good threat bubble and on turn 3 I take them in to attack units that are tarpitted nearby or to try and grab objectives. I never try to use them as vanguard assaulters, but no IB scoring units are good. They can go to ground too and that makes it hard to dig them out without ignores cover weapons.
And almost no one wants to assault a unit of 10+ stealers with a broodlord. Except things like TH/ SS termis.
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Post by: bodazoka
@ Gloomfang how big a brood? 15 + a BL is 270 points.
Lot's of points for objective holding?
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Post by: Mysticdog
" Read pretty much every book out there right now has it.
Tau have it.
Eldar have it on one common gun, the Serpent Shield.
"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover..."
What, are you nuts? Every flamer in the game ignores cover. CSM take hell turkeys, who cares about venoms? IG take chimera flamer squads against bugs already. Plenty of torrent weapons. Whirlwinds ignore cover, for christ sakes. Demolisher cannon. Necron night scythes.
Geesh...
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Post by: Gloomfang
bodazoka wrote:@ Gloomfang how big a brood? 15 + a BL is 270 points.
Lot's of points for objective holding?
205pts for 10+broodlord. That is about the price for a good objective holding unit. Cheaper than a tervigon, but easier to get cover. more expensive then a big unit of devgaunts, but not dependant on synapse.
In 6th it is all about troops and objectives. You can kill my warlord and 90% of my army, but if I have two models in tne right place and your not there to contest I win the game 5 out of 6 times.
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Post by: bodazoka
205 points is allot of points for a unit on an objective!
Feels wrong to have Genestealer's being used to do nothing but score...
FWIW I am going to try testing unit's of stealers as ablative wounds for a BL... see what he can do in combat...
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Post by: Mysticdog
bodazoka wrote:205 points is allot of points for a unit on an objective!
Feels wrong to have Genestealer's being used to do nothing but score...
FWIW I am going to try testing unit's of stealers as ablative wounds for a BL... see what he can do in combat...
I've been doing this for a while, doing 5 bug squads for each of my 3 broodlords.
It was moderately effective, if the BL got a decent set of rolls on biomancy. An Iron Arm, or Warp SPeed, made the BL terrifying for most anything.
With the new psy list, I don't see it doing much but wasting points. It was already pretty sketchy.
But, by all means try it. I like the BL, and the model. I wish it had a better performance.
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Post by: bodazoka
Mysticdog wrote:I've been doing this for a while, doing 5 bug squads for each of my 3 broodlords.
It was moderately effective, if the BL got a decent set of rolls on biomancy. An Iron Arm, or Warp SPeed, made the BL terrifying for most anything.
With the new psy list, I don't see it doing much but wasting points. It was already pretty sketchy.
But, by all means try it. I like the BL, and the model. I wish it had a better performance.
Does the Brood Lord do enough damage to warrant it?
And I get the feeling it would only be useful against certain armies?
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Post by: SHUPPET
One part of me likes that Tyranids didn't get a buff. I play both Tyranid and Dark Eldar, partly because they are looked at as two of the weaker races in 40k and not only do I enjoy the challenge, I also like that the difference in power levels could often be mitigated with tactical list building and even better gameplay choices. But on the other hand the loss of options in the new Dex really hurts everything I once loved as well. It now seems like we have kept our "weak dex" status, hoorah, i love not being Tau, but a lot of the on-the-fly strategical choices that we had last dex are gone. I remember making the decision on a game per game basis of whether to keep Warp Blast/Lance on my Zoanthropes, or, for example, whether to roll for Biomancy powers against the green tide, or whether to go for a Telepathy power to swap for Psychic Shriek and drop right next to a Tau Gunline. And this was dependant on their list as well as their army of choice. What about putting Dakkafex's where they could blast at an infantry unit and still assault a tank next turn without having put them in a spot where they get turned to chum. Or weighing up whether or not it's worth suiciding a pod of Devilgants behind enemy lines to bring down the Devastator squad, or playing them more conservatively by dropping them back a bit further in range of Tervigon buffs to help steam roll over a Terminator gang looking for trouble. And deciding on the most strategical placement of DoM, while my opponent has also tweaked his army positioning, knowing that he is coming down looking to feed.
To me these units and choices added extra elements to the game. If they weren't balanced in GW's eyes than by all means up the points or something, but it really feels like they were just too lazy to release a line of models for the units and removed them from the codex, I've seen and heard nothing to indicate otherwise. And now it seems like we are limited to lumbering across the board with Exocrines and TFex's and whatnot, while the opponent tries to bring us down with weight of fire before we reach them. Which is to be seen whether or not it's much of a challenging for some armies to do considering we are the slowest army in the game, or whether it will be challenging to stop with all our MC price drops, or whether it strikes a nice balance somewhere in the middle, but at the end of the day, is boring as hell if its our only option (IMO). While I'm not abandoning Nids and will finish up the models I need to play a bugzilla list of some sort, I think I'm probably going to focus on DE from now on, who while underpowered can really bridge the gap to some of the stronger dex's with a bit of smart thinking, something I feel Nid's no longer have.
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Post by: sLeEpYrOcK
Does anyone have the profile for the tervigon in english? i dont want to have to go through the entire thread to find it again.
/edit i mean with the bit about making it a troops choice.
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Post by: Noctem
Wait, so are scytals worthless on a Tervigon now? Crushing claws only viable option?
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Post by: reds8n
The next person who insults or flames another user will have their account suspended.
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Post by: The Shadow
sLeEpYrOcK wrote:Does anyone have the profile for the tervigon in english? i dont want to have to go through the entire thread to find it again.
/edit i mean with the bit about making it a troops choice.
You need a unit of 30 Termagants to make a Tervigon a Troops choice.
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Post by: BlaxicanX
Indeed.
They've also lost the ability to bestow their upgrades to termagaunts they spawn, and have had their brood primogenitor backlash doubled., for the record.
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Post by: Ferrum_Sanguinis
Noctem wrote:Wait, so are scytals worthless on a Tervigon now? Crushing claws only viable option?
Scytals are free now. Crushing claws are pretty good (make tervi S7 armourbane) but they are 15 points. IMO you are better off spending those points on regeneration or even adrenal glands so that the tervigon has fleet, and thus has a better chance of reaching where you need it to go.
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Post by: Noctem
Ferrum_Sanguinis wrote:Noctem wrote:Wait, so are scytals worthless on a Tervigon now? Crushing claws only viable option?
Scytals are free now. Crushing claws are pretty good (make tervi S7 armourbane) but they are 15 points. IMO you are better off spending those points on regeneration or even adrenal glands so that the tervigon has fleet, and thus has a better chance of reaching where you need it to go.
Ah ok, that makes sense. But Scytals being free for Tervigon now but no longer giving an extra attack mean they are basically just a visual things now and only Crushing Claws "adds" anything to the Tervigon?
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Post by: AllSeeingSkink
The GW near me is doing a midnight release in about 4 hours. Tempted to go grab it, bit too tired to be bothered though, lol, I'll just grab it when next week when a discounted shop has it in.
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Post by: monkeypuzzle
Ferrum_Sanguinis wrote:Noctem wrote:Wait, so are scytals worthless on a Tervigon now? Crushing claws only viable option?
Scytals are free now. Crushing claws are pretty good (make tervi S7 armourbane) but they are 15 points. IMO you are better off spending those points on regeneration or even adrenal glands so that the tervigon has fleet, and thus has a better chance of reaching where you need it to go.
Tervigons are S5 so I believe claws would make them S6 not S7.
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Post by: the shrouded lord
Disturb3d wrote:I'm looking forward to attatching OOE to a unit of dakkafexes with regen. The Carnistar.... Yeah.
I'm getting it tomorrow afternoon.
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Post by: sLeEpYrOcK
the volatile rule is funny as well, every unit sufffers a hits equal to the amount of models within 6", evry unit, which means, board wide, XD i find that really funny
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Post by: ruminator
Feeling underwhelmed ...
# Flyrant with devourers is still a main stay. There are actually HQ choices without synapse though? WTF
# Multi-wound T4 creatures are still a massive problem across the board - generally no better than 4+ armour means instakills S8 and S6 will often have AP4 min so auto wound on 2s still
# Genestealers are still never going to be the CC shock unit they should be - rear objective holders and hiding in bastions seems to be the only suggestions for them so far
# Hormogaunts still die in drives and their upgrades are too expensive - T3, Armour 6 puts them worse than guardsmen
# Tervigon gone up in price but still ok, but a 30 gaunt tax means I'm only taking one now
# Mycetic spore goes and no auto take of warp lance for zoanthropes puts them back in the cupboard as well
# At least there's still hive guard ... didn't they go up in price for worse stats though?
# Oh well, pack my army with biovores and carnfixes - the two main gains - only they both sit in Heavy Support
# There's always T5 flyers with bad armour saves though - only there won't be for very long - quadgun auto wounds on 2s ...
# I can always hide in cover, use venomthropes though - apart from divination users, Eldar, Tau and Thunderfire cannons, flamers etc - pretty much everyone bar Necron and Orks
There will be a few lists I can envision but I'm far from excited by this release based on what I've read so far.
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Post by: B0B MaRlEy
ruminator wrote:
# Mycetic spore goes and no auto take of warp lance for zoanthropes puts them back in the cupboard as well
For what it's worth zoanthropes do still have the warp lance. Both of its old shooting profiles are now under the warp blast power, so zoanthropes'll get both their lance and blast + a random other power.
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Post by: Ratliker
So, half old good units got nerfed or deleted;
none of the units that needed fixing to function got fixed (exept fexes, perhaps);
new units are either too fragile (crone) or worse than ones we had (haruspex);
we lost biomancy that our survival depended upon;
Just give me our last codex (5ed) back!
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Post by: AlexHolker
NamelessBard wrote:
Nice rules on Volatile! Haha
For those that haven't seen it:
Every unit on the board takes a number of S3 hits equal to the models within 1d6".
The RAI is clearly that every unit takes a number of S3 hits equal to the models in that unit within 1d6".
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Post by: Absolutionis
Reading over the Instinctive Behavior charts, it's really not that bad.
Lurkers fall back. This is how it is now and is fine.
Hunters go to ground, which is also fine. It's like falling back.
Feeders only consume themselves unless they are a single-model unit. This won't affect Haruspexes, Trygons, single-Carnifexes, and other valuable units. This is a drawback to justify the lowering in costs of Hormagaunts, which is reasonable for a sacrificial unit anyways. Plus, this is a drawback that affects multi-model units of Carnifexes, but they too got a points reduction. This only matters for Raveners, but those have always been feces.
The consume-self outrage on Feed IB was blown out of proportion.
AlexHolker wrote:NamelessBard wrote:
Nice rules on Volatile! Haha
For those that haven't seen it:
Every unit on the board takes a number of S3 hits equal to the models within 1d6".
The RAI is clearly that every unit takes a number of S3 hits equal to the models in that unit within 1d6".
It's not just RAI. It's RAW.
The sentence is awkwardly structured, but the rules state that every unit takes S3 hits equal to the number of models within 1d6". If a unit has zero models within 1d6", then it takes zero S3 hits. Anyone arguing otherwise is a troll, on 4chan, or both.
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Post by: Plumbumbarum
SHUPPET wrote:CinciWarBoss wrote:
When power gamers say "every book out there" they mean Tau and Eldar.
Don't bring your positive fun attitude into this! This is an angry mob! Look at this garbage!!! Not a single re-rollable 2++ save in the whole book!! Where is my T8, W6 jumping MC with sky fire, interceptor and 10 str 8 shots a turn?!?! I was promised Tervigons that produce 4d6 gaunts without burning out!! Why, with this book, I can't expect anywhere close to a 90% win rate. /s
How come people are power gamers for wanting to keep Biomancy, DoM & Spores? That is everyone's main issue with the dex, I can take whatever crap they gave me this edition and would have been fine with it, at least I could still use my favourite units however bad they are, but why take out options and models that I personally acquired for my army on GW's encouragement?
In fact, the main people I see as power gamers are the ones who are saying that this dex is a good thing because of all the price drop's they can build a stronger mono-list (quite possible). This is terrible powergaming because we just lost our pods and aggressive deep strike capabilities and have pretty much been shoehorned into a single play style of walking fat MC's across the board. The fact that we weren't given OP tools in a meta where other army's have OP tools is not what most people in here care about (although it wouldn't have been unjustified to give us SOME really good units, this is of no concern to me at all), what people care about is the terrible lack of diversity.
And before you go on to say that I'm an exception, No, I'm not. FYI Power gaming, and maining a Tyranid army isn't exactly synonymous. If you had bothered to read this thread, at all, you would see that basically everyone who has an issue with the codex has made it explicitly clear that it's not the new options they are disappointed with (maybe a bit of a let down with the Crone but people overhyped that for no reason at all). Nope, people's issue is that we have lost so much of the very few strengths of our old codex. These people aren't power gamers, they are nid players from 5E who are used to having an underpowered army, who have just had strategic options taken away and told that it's a "new codex".
This.
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Post by: JPong
IB hunt is terrible. Going to ground means 2 turns of sitting around doing nothing. The turn you g2g and the turn you get up.
IB is all bad and fearless in synapse just doesn't make up for it.
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Post by: eskimo
ruminator wrote:
# Oh well, pack my army with biovores and carnfixes - the two main gains - only they both sit in Heavy Support
.
3 Biovores and 6 Carnifexs, or 6 Biovores and 3 Carnifexes ain't so bad
I never saved the stats/ pics for Haruspex and Tervigon. But IIRC they seem on fairly level playing field?
That's just something crossing my mind now.
I think i may be running 12 Spore Mines for fun. As they are individual units each, they will cause some attention.
Being a newb still, i'm glad people are being forced out of the linear lists, it helps me formulate new tactics with models i previously didn't know how to use properly because people are NOW talking about them. Before everyone would push them aside and talk Tervigons. While funnily enough i end up winning when i have a Tervigon on the table, i like variety. Stupidly i never thought of using Genestealers as strategic "stay away from this area" and just staying out of LOS. Though their rending has had me kill a drednought before.
Can someone spell out what's up with Zoanies?
Get Lance/ Blast for free, +1 additional random power?
What's this Assault 3 thing? I don't want to Assault with them, so is that each (woah!)??
The Brotherhood of Psychers rule says they will be ML1, and Warp Blast/ Lance is Warp Charge 2?
-10pts each?
I'm all confused as to how they got buffed.
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Post by: zacharia
Feeders only consume themselves unless they are a single-model unit. This won't affect Haruspexes, Trygons, single-Carnifexes, and other valuable units. This is a drawback to justify the lowering in costs of Hormagaunts, which is reasonable for a sacrificial unit anyways. Plus, this is a drawback that affects multi-model units of Carnifexes, but they too got a points reduction. This only matters for Raveners, but those have always been feces.
You say carnifexes and hormagaunts got a point reduction so thats ok, as if they were good before and needed something bad to balance a point reduction.
The truth is they were bad before and needed a buff and/or points reduction to make them good, not a point reduction and a nerf to make them worse to balance them out! Admitedly carnifex got a minor nerf some buffs and a point reduction so are now decent, maybe even good, but not hormagaunts, and sadly most of the things that got reductions (and even a cple that got a points INCREASE) were only passable to bad before and got NERFS as well.
26519
Post by: xttz
eskimo wrote:
Can someone spell out what's up with Zoanies?
Get Lance/ Blast for free, +1 additional random power?
What's this Assault 3 thing? I don't want to Assault with them, so is that each (woah!)??
The Brotherhood of Psychers rule says they will be ML1, and Warp Blast/ Lance is Warp Charge 2?
-10pts each?
I'm all confused as to how they got buffed.
Zoanthropes are a bit odd now. They have a special rule which makes their Brotherhood Mastery 2 instead of 1. This means that you get Warp Blast and may roll for one extra power regardless of how many models are in the unit. You'll never be able to cast more than one power from the unit per turn either, as Warp Blast is charge 2.
There is another special rule which makes Warp Blast fire a number of times equal to the number of models in the brood, so it can become Assault 2 or Assault 3.
eskimo wrote:
3 Biovores and 6 Carnifexs, or 6 Biovores and 3 Carnifexes ain't so bad
I never saved the stats/ pics for Haruspex and Tervigon. But IIRC they seem on fairly level playing field?
That's just something crossing my mind now.
I think i may be running 12 Spore Mines for fun. As they are individual units each, they will cause some attention.
Being a newb still, i'm glad people are being forced out of the linear lists, it helps me formulate new tactics with models i previously didn't know how to use properly because people are NOW talking about them. Before everyone would push them aside and talk Tervigons. While funnily enough i end up winning when i have a Tervigon on the table, i like variety. Stupidly i never thought of using Genestealers as strategic "stay away from this area" and just staying out of LOS. Though their rending has had me kill a drednought before.
Tervigons and Genestealers are basically trash. Genestealers are overcosted by about 50% and have no additional protection. Their upgrades are also way overpriced for what they add.
Tervigons are now a liability to any army built around Termagants, thanks to the backlash range being doubled. They're also heavily dependent on which random power they roll as to how useful they are.
Fexes and Biovores look really promising, especially in conjunction with the new spore mine rules. The Haruspex may well be decent, but will compete with Venomthropes, Zoanthropes and maybe Lictors for a spot.
50012
Post by: Crimson
I have a theory which would explain awfulness of this codex: the rumours of 7th edition are true, and GW plans to Please don't bypass the language filter like this. Reds8n the assault, and this codex is balanced that in mind.
64804
Post by: AdagiO
The spelling of Regeneration is now: Regains a wound on a 4+ each turns end. Thats pretty good you can roll in the end of your turn and in the end of your opponents turn.
68289
Post by: Nem
AdagiO wrote:The spelling of Regeneration is now: Regains a wound on a 4+ each turns end. Thats pretty good you can roll in the end of your turn and in the end of your opponents turn.
I thought it was friendly turn - and can Hor get Regen also?
46866
Post by: JPong
zacharia wrote:Feeders only consume themselves unless they are a single-model unit. This won't affect Haruspexes, Trygons, single-Carnifexes, and other valuable units. This is a drawback to justify the lowering in costs of Hormagaunts, which is reasonable for a sacrificial unit anyways. Plus, this is a drawback that affects multi-model units of Carnifexes, but they too got a points reduction. This only matters for Raveners, but those have always been feces.
You say carnifexes and hormagaunts got a point reduction so thats ok, as if they were good before and needed something bad to balance a point reduction.
The truth is they were bad before and needed a buff and/or points reduction to make them good, not a point reduction and a nerf to make them worse to balance them out! Admitedly carnifex got a minor nerf some buffs and a point reduction so are now decent, maybe even good, but not hormagaunts, and sadly most of the things that got reductions (and even a cple that got a points INCREASE) were only passable to bad before and got NERFS as well.
A cost reduction doesn't really make bad units good. Pyrovores could be free, and they would still be bad. Carnifex were good in the last codex but overcosted. Hormagaunts were bad in the last codex and will still be bad.
Didn't GW also go on and on in interviews about how they really had to wow us with the new Tyranid codex after the last one? Well, I guess we've been wowed, but probably not like they were expecting. The codex just doesn't mix well with the current rules. The codex has rules that make you want to group up and push forward. The rulebook has rules that make you want to spread out and take objectives. The codex has rules to put high importance on certain models. The rulebook has rules that make high importance models require hiding. These important models in the Tyranid codex *can't* hide.
64804
Post by: AdagiO
Nem wrote:AdagiO wrote:The spelling of Regeneration is now: Regains a wound on a 4+ each turns end. Thats pretty good you can roll in the end of your turn and in the end of your opponents turn.
I thought it was friendly turn - and can Hor get Regen also?
Hor?
This link has the scanned page of Biomorph upgrades.
http://imgur.com/a/8w57g
Its now end of each turn.
22054
Post by: Bloodhorror
*sigh*
Is Old One Eye able to join Carnifex Squads at all?
I'd love to have him and 3 Carnifexes stomping around the field with one of them having Adrenal Glands to give the Unit Fleet.
68289
Post by: Nem
AdagiO wrote: Nem wrote:AdagiO wrote:The spelling of Regeneration is now: Regains a wound on a 4+ each turns end. Thats pretty good you can roll in the end of your turn and in the end of your opponents turn.
I thought it was friendly turn - and can Hor get Regen also?
Hor?
This link has the scanned page of Biomorph upgrades.
http://imgur.com/a/8w57g
Its now end of each turn.
Thanks, yeah I mean Har, keep on calling it Horuspex.
26519
Post by: xttz
AdagiO wrote: Nem wrote:AdagiO wrote:The spelling of Regeneration is now: Regains a wound on a 4+ each turns end. Thats pretty good you can roll in the end of your turn and in the end of your opponents turn.
I thought it was friendly turn - and can Hor get Regen also?
Hor?
This link has the scanned page of Biomorph upgrades.
http://imgur.com/a/8w57g
Its now end of each turn.
Unfortunately, the full version of the rule on page 67 says 'end of each friendly turn'. Welp :(
27151
Post by: streamdragon
Bloodhorror wrote:*sigh*
Is Old One Eye able to join Carnifex Squads at all?
I'd love to have him and 3 Carnifexes stomping around the field with one of them having Adrenal Glands to give the Unit Fleet.
Nope, afraid not. OOE is not an IC, just a MC( Ch).
9594
Post by: RiTides
Xttz- I've seen you post about zoeys a few times now. Won't they just get shot?
Why aren't you considering hive guard? BS3 sucks of course, but they were auto-include before.
76888
Post by: Tyran
Can the Carnifex get lash whips? Aside of how stupid it would look, I5 Carnifexes does sound nice.
26519
Post by: xttz
RiTides wrote:Xttz- I've seen you post about zoeys a few times now. Won't they just get shot?
Why aren't you considering hive guard? BS3 sucks of course, but they were auto-include before.
Because Zoeys give cheap and fairly durable synapse plus a roll for an extra power. Everything bar Psychic Scream is a decent roll for them, and Dominion is even acceptable as an emergency backup plan (you can measure the 18" synapse from any model in the brood). The AP3 Warp Blast should be in enemy range after you move on turn 1, and if you can get Onslaught on them Warp Lance can have a decent effective range too. If you're not buying Zoeys you need to be taking fairly expensive Tyrants/Trygon Primes, overcosted Warrior Primes, undereffective Warriors or Tervigons (who are now an anti-Termagant grenade).
There's nothing to stop you taking Hive Guard as well to be honest, I can see both working quite well together as a tough core to a walking horde.
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Post by: Shingen
Shrikes make good synapse on the move.
63814
Post by: Commissar Merces
Posted this on warseer, thought I would share here as well.
Well I played my first game today with the new nids. Ended In a draw 7-7 vs space wolves. Couple of thoughts.
1. Exocrine are pretty hoss. These things will be an auto include for me in the future methinks.
2. The haruspex (just like I thought) is decent, but lacks survivability because of very little in terms of a delivery system. Worked really well with upgrades, but really struggled against even basic tac marines.
3. Flyrants, while cheaper, are less durable. Getting the feel no pain power on both saved my skin more than a few times, but that was luck. I sorely sorely missed biomancy powers (especially enfeeble).
4. 90 horms did not work nearly as well as I thought it would. Flamers, drop pods, thunder wolves, just massacred these guys.
5. Losing scything talons re-rolls hurts. A lot.
Here was my 1850 list
2x Flyrant, twin devourers
3 zoanthropes
2 haruspex adrenal glands
30 horms
30 horms
30 horms
Exocrine
Exocrine
3 carnifex, all scything
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Post by: Shingen
How did the fex do?
63814
Post by: Commissar Merces
The exocrine is what impressed me the most. Killed a rune priest, basically nuked a squad that got out of a drop pod. Was very very solid.
The fexes managed to kill one thunder wolf (the zoanthropes softened them up) and managed to kill a squad of long fangs (granted, they only managed to do that with an insanely lucky 12' charge). Losing re-rolls really hurt these guys. I would stick with devourers.
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Post by: knas ser
AesSedai wrote:What we really need to know is what GW will do to rectify the nids inability to take allies. This is, imo, the single greatest problem facing nids.
Sorry if this has already been addressed (this thread is a torrent!), but who on Earth would actually ally with Tyranids? Genestealer cults I suppose, if you consider them not-Tyranids already. But anyone else? It would be like allying with a virus. It doesn't care about your politics, it just wants to subvert your biology. It's already weird enough for me that they have "Unique Artifacts".
77474
Post by: SHUPPET
Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
9594
Post by: RiTides
xttz wrote: RiTides wrote:Xttz- I've seen you post about zoeys a few times now. Won't they just get shot?
Why aren't you considering hive guard? BS3 sucks of course, but they were auto-include before.
Because Zoeys give cheap and fairly durable synapse plus a roll for an extra power. Everything bar Psychic Scream is a decent roll for them, and Dominion is even acceptable as an emergency backup plan (you can measure the 18" synapse from any model in the brood). The AP3 Warp Blast should be in enemy range after you move on turn 1, and if you can get Onslaught on them Warp Lance can have a decent effective range too. If you're not buying Zoeys you need to be taking fairly expensive Tyrants/Trygon Primes, overcosted Warrior Primes, undereffective Warriors or Tervigons (who are now an anti-Termagant grenade).
There's nothing to stop you taking Hive Guard as well to be honest, I can see both working quite well together as a tough core to a walking horde.
But a warrior prime can join a unit, keeping your synapse safe. Thanks for the input
Nice thoughts Merces!
34120
Post by: ruminator
xttz wrote: RiTides wrote:Xttz- I've seen you post about zoeys a few times now. Won't they just get shot?
Why aren't you considering hive guard? BS3 sucks of course, but they were auto-include before.
Because Zoeys give cheap and fairly durable synapse plus a roll for an extra power. Everything bar Psychic Scream is a decent roll for them, and Dominion is even acceptable as an emergency backup plan (you can measure the 18" synapse from any model in the brood). The AP3 Warp Blast should be in enemy range after you move on turn 1, and if you can get Onslaught on them Warp Lance can have a decent effective range too. If you're not buying Zoeys you need to be taking fairly expensive Tyrants/Trygon Primes, overcosted Warrior Primes, undereffective Warriors or Tervigons (who are now an anti-Termagant grenade).
There's nothing to stop you taking Hive Guard as well to be honest, I can see both working quite well together as a tough core to a walking horde.
Getting a dangerous T4 model into 18"/24" range unscathed always tends to be a problem. I tried walking zoeys in the current codex and never felt I got a return on them.
Hive guard with BS3 and no twin-linking does not fill me with confidence. Brood of 3, 6 shots - 3 hit, 1 or 2 maybe do something at best if shooting transports. If only target is say marines, you're maybe putting two armour saves onto a tac squad a turn. Devourer gants can do that for me.
Elites suddenly seems a lot different. No ymgarls, no Doom, zoeys have lost spore, hive guard are BS3. Lictors and venomthropes a little better ...
46866
Post by: JPong
SHUPPET wrote:Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do.
77474
Post by: SHUPPET
JPong wrote: SHUPPET wrote:Are we sure that this works: Go-to-ground in their turn outside of synapse Start of your turn cast Dominion, they are back in Synapse Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do. Well if thats how the rules work, it was more with the intention of playing like this, if it works? Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad. Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
68289
Post by: Nem
SHUPPET wrote:JPong wrote: SHUPPET wrote:Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do.
Well if thats how the rules work, it was more with the intention of playing like this, if it works?
Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad.
Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
I don't believe that works. The restrictions are placed by GtG at the time you do GtG, they are not dependant on whether you can or cannot GtG currently. – Like, not being able to, does not lift the restriction from having been.
26170
Post by: davethepak
SHUPPET wrote:JPong wrote: SHUPPET wrote:Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do.
Well if thats how the rules work, it was more with the intention of playing like this, if it works?
Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad.
Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
This might work.
The rule summary of synapse, in the back of the book says "Units automatically rally if they are within synapse range WHEN THEY BEGIN THEIR MOVE"
Nice. Given how deliberate many of the wordings in the book are (pyrovore acid explosion excluded) I would say this is both RAW and RAI.
I do not have a full scan of the main synapse rule however (page 38).
Edit: side note,
So the gants up front would get a 4+ save ....gone to ground, and shrouded.
The stealers would get a 3+ save (cover from gants, an shrouded)
Venomthrope 3+ (stealer cover, and shrouded).
If only the Venomthrope were an ic....or had a larger range. the 6" is a bit tricky...you would have to do some clever manuvering to get it, but we had to do that in last edition to keep gants within gland range of a tervigon.
56617
Post by: barnowl
Nem wrote: SHUPPET wrote:JPong wrote: SHUPPET wrote:Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do.
Well if thats how the rules work, it was more with the intention of playing like this, if it works?
Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad.
Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
I don't believe that works. The restrictions are placed by GtG at the time you do GtG, they are not dependant on whether you can or cannot GtG currently. – Like, not being able to, does not lift the restriction from having been.
From BRB FAQ:
Q: If a unit has the
Fearless
special rule applied to them while they
have
Gone to Ground
, are the effects of Go to Ground immediately
cancelled (for example, if this were to occur at the start of their turn
could those units then move, shoot etc. as normal in the appropriate
phases?) (p35)
A: Yes
So yes it does work. and has been a very effective tactic with infiltrators.
77474
Post by: SHUPPET
EDIT: barnowl wrote: Nem wrote: SHUPPET wrote:JPong wrote: SHUPPET wrote:Are we sure that this works: Go-to-ground in their turn outside of synapse Start of your turn cast Dominion, they are back in Synapse Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do. Well if thats how the rules work, it was more with the intention of playing like this, if it works? Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad. Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
I don't believe that works. The restrictions are placed by GtG at the time you do GtG, they are not dependant on whether you can or cannot GtG currently. – Like, not being able to, does not lift the restriction from having been. From BRB FAQ: Q: If a unit has the Fearless special rule applied to them while they have Gone to Ground , are the effects of Go to Ground immediately cancelled (for example, if this were to occur at the start of their turn could those units then move, shoot etc. as normal in the appropriate phases?) (p35) A: Yes So yes it does work. and has been a very effective tactic with infiltrators. Well there you go. Seems like an effective way to get Stealers to combat. You can juggle it with a second Tervigon on the other side of the stealers as well by moving the first one out of 18" range and give them a +2 cover save all the way up the board. I'm just using Tervi's as an example you could do it with your Flyrants, or take something much cheaper like a solo Zoanthrope. I think I'll be getting some stealers.
48486
Post by: Thranriel
Actually liking the idea of tyrannofexxen here. Pretty tough units with acid spray as torrent and a large blast? Sure why not. Might compete a bit with dakka fexes and exocrine though...
46866
Post by: JPong
With the synapse fearless trick, remember, you are putting a ton of points into an easily killed gimmick. If it fails, you have neutered your army for a gimmick. A predictable gimmick at that. All for getting 20 mediocre melee models into melee. Where they will proceed to wipe the unit and get shot to pieces the next turn.
26519
Post by: xttz
I just realised that going to ground in area terrain gives +2 to cover saves. That means infiltrating Lictors can have 2+ cover and 'stealers 3+ cover.
Next question... the codex summary page lists Deathleaper as an Independent Character. Does he have any special rules to prevent him joining units?
26170
Post by: davethepak
SHUPPET wrote:EDIT:
barnowl wrote: Nem wrote: SHUPPET wrote:JPong wrote: SHUPPET wrote:Are we sure that this works:
Go-to-ground in their turn outside of synapse
Start of your turn cast Dominion, they are back in Synapse
Unit is now in synapse range before movement phase, becomes fearless and "stands up" and can now move as normal? I want to use it but not sure if I'll get away with it as it seems like generous interpretation of the rule that just says "cannot go to ground". This would suggest to me that it cannot further go to ground while fearless but still keeps the negative effect from its previous GTG... can I get some help here?
While you can get back up that way, it requires either moving your synapse to a new location that may be exposed, or wasting a power. Just to keep a unit in line to do what it is supposed to do.
Well if thats how the rules work, it was more with the intention of playing like this, if it works?
Could you run 20x Genestealers behind a 30 man Termagant screen with a Venomthrope just behind but in range of both them, and a Tervigon say 15" out to the SIDE from the Stealer squad.
Advance up the board , GtG in their turn for +2 cover save with stealers, start of your turn cast Dominion with Tervigon putting them in Synapse, and get them all back up and moving as if they had never ducked?
I don't believe that works. The restrictions are placed by GtG at the time you do GtG, they are not dependant on whether you can or cannot GtG currently. – Like, not being able to, does not lift the restriction from having been.
From BRB FAQ:
Q: If a unit has the
Fearless
special rule applied to them while they
have
Gone to Ground
, are the effects of Go to Ground immediately
cancelled (for example, if this were to occur at the start of their turn
could those units then move, shoot etc. as normal in the appropriate
phases?) (p35)
A: Yes
So yes it does work. and has been a very effective tactic with infiltrators.
Well there you go.
Seems like an effective way to get Stealers to combat.
You can juggle it with a second Tervigon on the other side of the stealers as well by moving the first one out of 18" range and give them a +2 cover save all the way up the board.
I'm just using Tervi's as an example you could do it with your Flyrants, or take something much cheaper like a solo Zoanthrope.
I think I'll be getting some stealers.
I like, this and it will be fun trying to get it to work. I might be playing a test game tonight or tomorrow (my flags is releaseing the book tonight, but my friends and I have already read almost all of it). My only concern is the ability to keep the venomthrope alive. Without FNP or inserting a prime into the mix...but if the prime is in there....I can't get out of synapse to GTF....hmmmm.....this will be sticky are there are eldar players and tau players in my area....(once I can get into CC with the t3 guys, they are toast).
Ideas?
37477
Post by: Battlesong
rothrich wrote:I have been reading this thread with a lot of interest. I love when a new codex drops because I love to see all the whining from the "Competitive" players. Look people GW has stated on several occasions that they consider the game a "Beer and Pretzels" game. Those are the words of the people who made the game. If you want a competitive game then there are way better systems out there for that. If your argument is that "But 40k is what is popular in my area" then pm me I will be happy to buy your unpainted models for 80% off retail and you can take that money and buy yourself a nice boring taudar army and everyone with the idea of playing competitive 40k can just play taudar v. taudar. I personally think that this new nid codex sounds like it has a lot of flavor and flair. It sounds like it will be a fun book to read and a fun army to play against because the book is well balanced in the fact that there is no "must take" unit. I fortunately don't have to play pick up games so I never had to deal with the whole 4 tervigon thing or three riptides or 10 wave serpents or any other derpy army like that. If what you want is an I win button than play taudar, if what you want is competition play taudar or switch systems. If what you want is to build and paint cool models, and to play a fun casual game with your friends then play 40k. Don't whine because the company that makes a game that is made for a casual environment has written another book that will be fun in a casual environment.
I don't want an "I win" button, and I certainly don't play WAAC. That being said, though, I do like to set my models up and think I can be competitive. If you're playstyle and area is more worried about fluff and what is cinematically appropriate, I am happy for you. This means that you really shouldn't care how good the codex is, you will just take whatever takes your fancy and also not care how the game turns out. I'll admit there are times I fielded a big unit of Warriors in 5e or 6e, or Stealers in 6e just because I didn't think the army felt right without those iconic units on the field, even though I knew that put me behind before the game even started. This is the big problem, while I realize that it is nearly impossible to make every unit viable, it doesn't appear that the "design team" (and they should feel scummy using that moniker considering how bad the design is) even made an effort. Yes, THEMATICALLY, the nids are the aliens from Aliens or Starship Troopers and, while dangerous, need to lose in the end every time, it just doesn't make for a good time when you are playing the game. Am I going to stop playing them, no I am not, but does that mean I should fgive GW a pass for screwing us Nid players with another below average army that we are now going to have to suffer with until one of 2 things happen: 7th drops and there is some tech in our book that has synergy with 7th the way the 6e rules gave us biomancy (crutch, yes, but it was the only thing that kept the army remotely competitive in our one utterly boring build), or the NEXT dex drops and, by some miracle, someone at GW decides they care that the nids are competitive at that point. I won't hold my breath for either.
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Post by: AesSedai
knas ser wrote: AesSedai wrote:What we really need to know is what GW will do to rectify the nids inability to take allies. This is, imo, the single greatest problem facing nids.
Sorry if this has already been addressed (this thread is a torrent!), but who on Earth would actually ally with Tyranids? Genestealer cults I suppose, if you consider them not-Tyranids already. But anyone else? It would be like allying with a virus. It doesn't care about your politics, it just wants to subvert your biology. It's already weird enough for me that they have "Unique Artifacts".
No one would "ally" with tyranids, of course. That's why I didn't say "why hasn't GW let tyranids take allies", rather I asked why they haven't set right this imbalance right and corrected it via some adjustment (rectify). Nids are the only army that get screwed out of one of the premiere mechanics of 6th edition. Why? Very little of this thread has been spent discussing this major let down and I feel sorely disappointed that I can't design lists with the depth that allied forces allow and yet receive nothing to balance it.
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Post by: tetrisphreak
xttz wrote:I just realised that going to ground in area terrain gives +2 to cover saves. That means infiltrating Lictors can have 2+ cover and 'stealers 3+ cover.
Next question... the codex summary page lists Deathleaper as an Independent Character. Does he have any special rules to prevent him joining units?
The codex summary pages in the 6th edition codices, while helpful for quick in-game referencing, have all been RIFE with typos and errors. The army list entry (in spanish) that i've seen does not have him listed with the Independent Character special rule, just Infantry (Character) as his type.
Deathleaper will be rockin' it solo. But a 2+ go to ground cover save, slingshotted back into synapse with a flyrant on turn 1, makes him a nifty threat. Personally I think he's better at harassing backfield units like scouts, and hiding for linebreaker.
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Post by: SHUPPET
JPong wrote:With the synapse fearless trick, remember, you are putting a ton of points into an easily killed gimmick. If it fails, you have neutered your army for a gimmick. A predictable gimmick at that. All for getting 20 mediocre melee models into melee. Where they will proceed to wipe the unit and get shot to pieces the next turn.
I wouldn't describe Tervigons or Tyrantstars as EASILY killed, nor would I describe genestealers as mediocre models once they make it to melee. If it fails they have no IB check anyway, all you've really lost by doing it is trading (one of) your rolled powers for Dominion and possibly some positioning choices, but every army tactic comes with some forced positioning choices based on the models you picked, it really doesn't seem such a terrible trade off for a +2 cover saves as you make out. Also, if you plan for it you can just do it again once they wipe the squad they assault. Yes I know cover ignoring weapons but meh, what you can you do about it.
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Post by: airmang
xttz wrote:I just realised that going to ground in area terrain gives +2 to cover saves. That means infiltrating Lictors can have 2+ cover and 'stealers 3+ cover.
Next question... the codex summary page lists Deathleaper as an Independent Character. Does he have any special rules to prevent him joining units?
He's not an Independent Character. He's In( ch) as in Infantry (character). Independent Character is a special rule that would be noted in the unit special rules and not on their stat line.
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Post by: SHUPPET
davethepak wrote: I like, this and it will be fun trying to get it to work. I might be playing a test game tonight or tomorrow (my flags is releaseing the book tonight, but my friends and I have already read almost all of it). My only concern is the ability to keep the venomthrope alive. Without FNP or inserting a prime into the mix...but if the prime is in there....I can't get out of synapse to GTF....hmmmm.....this will be sticky are there are eldar players and tau players in my area....(once I can get into CC with the t3 guys, they are toast). Ideas? Don't run primes for more wounds, just run more Veno's, Primes are super expensive and Elite slots are far more open now, and even if you need other Elites you can take Venom's in 3 man squads. At 45 points each with 3 attacks on the charge having +2 poison, re-rollable wounds against T4 or lower, they are never going to be useless. They can GtG for the same +2 cover save as the other guys, although they might just miss out on getting back up the next turn which doesn't necessarily matter if they have done their job, but with careful positioning I'm sure you could easily manage it, the 6" from dominion is a lot of leeway plus placing the Tervigon's a bit back diagonally instead of Horizontally across from the Stealers should pretty much guarantee it. If you want you could also run individual Veno's and block LoS with Fex's or Tyrannos as well though depending on your points, the Gants or whatever you choose to use to screen your Genestealers would probably lose the 5+ Venomthrope save though.
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Post by: wyomingfox
jifel wrote:"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover. Solution? Simple. Put it in a Bastion. Tau are bad against Bastions, sorry. So are Eldar. Killed it with another army? Great, its in the ruins with a 2++ cover.
Actually C: SM lists have dual Thunder Fire Cannons (which have a cover ignoring ammo) and possibly Sternguard (which have a cover ignoring ammo) if they are running steel rain. C: CSM have 2-3 Helldrakes. Definately not as common as Tau ( ML, Buff Commander, SMS) and Eldar ( SS) but still those weapons are quite potent.
The bastion is creative thinking Jiffel  . Of course if you are introducing Stronghold rules into your games (aka that emergency exit thing) that could provide a slippery slope for introducing D Weapons, and Super Forts into your meta...and then Escalation (More D-Weapons). For now, my local meta is just ignoring both books.
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Post by: xttz
What kind of IB do venomthropes have?
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Post by: Battlesong
rothrich wrote:In what way is the book bad? have you read the book yet? In my opinion a bad bit of fiction is one that fails to entertain the reader.
Except that this is not a novel, this is also a rulebook to play a game. Is it too much to ask that those rules are balanced with the rules provided other armies so that no player is shafted before the game starts.
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Post by: AesSedai
It would be great to get the first post updated with a summary. I can't find information buried in this thread. Automatically Appended Next Post: Oh, 1000 posts!
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Post by: streamdragon
SHUPPET wrote:Don't run primes for more wounds, just run more Veno's, Primes are super expensive and Elite slots are far more open now, and even if you need other Elites you can take Venom's in 3 man squads.
To expand on SHUPPET's point here:
3 Venomthropes: 135pts
1 Tyranid Prime: 125 pts
Battlesong wrote:rothrich wrote:In what way is the book bad? have you read the book yet? In my opinion a bad bit of fiction is one that fails to entertain the reader.
Except that this is not a novel, this is also a rulebook to play a game. Is it too much to ask that those rules are balanced with the rules provided other armies so that no player is shafted before the game starts.
Apparently it is to some, yes. GW doesn't seem to care much for it either.
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Post by: tetrisphreak
What's to summarize? Wailing, Lamentation, and Gnashing of Teeth. There, i've summarized.
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Post by: jifel
wyomingfox wrote: jifel wrote:"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover. Solution? Simple. Put it in a Bastion. Tau are bad against Bastions, sorry. So are Eldar. Killed it with another army? Great, its in the ruins with a 2++ cover.
Actually C: SM lists have dual Thunder Fire Cannons (which have a cover ignoring ammo) and possibly Sternguard (which have a cover ignoring ammo) if they are running steel rain. C: CSM have 2-3 Helldrakes. Definately not as common as Tau ( ML, Buff Commander, SMS) and Eldar ( SS) but still those weapons are quite potent.
The bastion is creative thinking Jiffel  . Of course if you are introducing Stronghold rules into your games (aka that emergency exit thing) that could provide a slippery slope for introducing D Weapons, and Super Forts into your meta...and then Escalation (More D-Weapons). For now, my local meta is just ignoring both books.
Good point on thunder fires. I'm not too scared of turkeys though, just because their Flamers aren't great for multiwound models, and we don't care about gants. My local groups have both been accepting Stronghold assault, but with no fortification networks or heavy forts. It's worked out just fine so far.
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Post by: streamdragon
AesSedai wrote:It would be great to get the first post updated with a summary. I can't find information buried in this thread.
Automatically Appended Next Post:
Oh, 1000 posts!
I have this summary on page 131, but that is just comparing existing old units to their new iteration, and doesn't include the new stuff. It is also a bit incomplete, as I don't have an actual codex in front of me and have been going off spanish scans. (I don't speak spanish...) Automatically Appended Next Post: jifel wrote: wyomingfox wrote: jifel wrote:"Pretty much every"? What about (Sm, CSM, DA, BA, Daemons, DE, Crons, Orks Sisters, Nids) which don't have that much or any ignores cover. Solution? Simple. Put it in a Bastion. Tau are bad against Bastions, sorry. So are Eldar. Killed it with another army? Great, its in the ruins with a 2++ cover.
Actually C: SM lists have dual Thunder Fire Cannons (which have a cover ignoring ammo) and possibly Sternguard (which have a cover ignoring ammo) if they are running steel rain. C: CSM have 2-3 Helldrakes. Definately not as common as Tau ( ML, Buff Commander, SMS) and Eldar ( SS) but still those weapons are quite potent.
The bastion is creative thinking Jiffel  . Of course if you are introducing Stronghold rules into your games (aka that emergency exit thing) that could provide a slippery slope for introducing D Weapons, and Super Forts into your meta...and then Escalation (More D-Weapons). For now, my local meta is just ignoring both books.
Good point on thunder fires. I'm not too scared of turkeys though, just because their Flamers aren't great for multiwound models, and we don't care about gants. My local groups have both been accepting Stronghold assault, but with no fortification networks or heavy forts. It's worked out just fine so far.
Turkeys can still hit multiple Venomthropes with a single shot, which wounds 2+ and ignores all saves you have. Sure, you're only losing 1 model at a time, but that's a decent portion of your shrouding bubble that is dying every time. For warriors I can see your point, but Venomthropes only have 2 wounds and aren't innately Fearless; losing a single model will force a panic check if outside Synapse.
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Post by: AesSedai
streamdragon wrote: AesSedai wrote:It would be great to get the first post updated with a summary. I can't find information buried in this thread.
Automatically Appended Next Post:
Oh, 1000 posts!
I have this summary on page 131, but that is just comparing existing old units to their new iteration, and doesn't include the new stuff. It is also a bit incomplete, as I don't have an actual codex in front of me and have been going off spanish scans. (I don't speak spanish...)
Perfect, that's what I was looking for, thanks.
Hey, can lictors be purchased as broods?
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Post by: Rotary
I get to pick up my codex today after work, so excited!
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Post by: Nate668
I think people are overreacting to the Tervigon changes. I wholeheartedly agree that tervigon spam is now dead, and I feel sorry for the people that are stuck with 4 tervigons that will never all be fielded at the same time again. However, tervigons were easily the best troops choice in the game in the last codex, and if you focus on what they still do rather than what they lost, they are still a valuable addition to a list.
The main complaints that I have seen are that they no longer provide AG/TS to termagants and that their gant-killing-upon-death radius has doubled. However, they're still a T6 W6 monstrous creature that spawns troop squads, brings a psychic power, and provides synapse/SitW from a huge base. If they die, they will kill an average of 5 termagants from each squad within 12 inches, which really doesn't seem like that big of a deal to me.
Yes they went up in points. They should have. Yes they no longer grant AG/TS to termagants (Though they still grant counter-attack). Don't give them AG/TS.. Yes they can only take tyranid powers. The tyranid powers are pretty good. Yes their explosion radius is 12 inches. You're still only losing cheap gaunts - probably less than you spawned throughout the game, and probably not enough to wipe out any of your squads.
These changes have toned them down quite a bit, but they are far from useless.
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Post by: streamdragon
AesSedai wrote:streamdragon wrote: AesSedai wrote:It would be great to get the first post updated with a summary. I can't find information buried in this thread.
Automatically Appended Next Post:
Oh, 1000 posts!
I have this summary on page 131, but that is just comparing existing old units to their new iteration, and doesn't include the new stuff. It is also a bit incomplete, as I don't have an actual codex in front of me and have been going off spanish scans. (I don't speak spanish...)
Perfect, that's what I was looking for, thanks.
Hey, can lictors be purchased as broods?
1-3 as before.
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Post by: Nate668
streamdragon wrote:
Turkeys can still hit multiple Venomthropes with a single shot, which wounds 2+ and ignores all saves you have. Sure, you're only losing 1 model at a time, but that's a decent portion of your shrouding bubble that is dying every time. For warriors I can see your point, but Venomthropes only have 2 wounds and aren't innately Fearless; losing a single model will force a panic check if outside Synapse.
Okay. So a turkey can potentially kill one venomthrope per turn. Good thing venomthropes can be taken in units of 3, their only purpose is to help other things get across the board, and turkeys can't enter play until turn 2 at the earliest. There are obviously other things that pose a real threat to the effectiveness of venomthropes, but turkeys are not one of them.
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Post by: eskimo
Can someone tell what Tentaclid missles "seeking" rule does?
I'm liking the sound of the Crone being that they have Haywire missles. Just don't bring them up board until they're needed...
And i presume Impaler Cannon's "Homing" just means, doesn't require line of sight?
Thanks.
[edit]
Not long to go! Yet we already know everything anyway
[double edit]
Ninja'd
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Post by: SHUPPET
Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
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Post by: streamdragon
Nate668 wrote:I think people are overreacting to the Tervigon changes. I wholeheartedly agree that tervigon spam is now dead, and I feel sorry for the people that are stuck with 4 tervigons that will never all be fielded at the same time again. However, tervigons were easily the best troops choice in the game in the last codex, and if you focus on what they still do rather than what they lost, they are still a valuable addition to a list.
The main complaints that I have seen are that they no longer provide AG/ TS to termagants and that their gant-killing-upon-death radius has doubled. However, they're still a T6 W6 monstrous creature that spawns troop squads, brings a psychic power, and provides synapse/ SitW from a huge base. If they die, they will kill an average of 5 termagants from each squad within 12 inches, which really doesn't seem like that big of a deal to me.
Yes they went up in points. They should have. Yes they no longer grant AG/ TS to termagants (Though they still grant counter-attack). Don't give them AG/ TS.. Yes they can only take tyranid powers. The tyranid powers are pretty good. Yes their explosion radius is 12 inches. You're still only losing cheap gaunts - probably less than you spawned throughout the game, and probably not enough to wipe out any of your squads.
These changes have toned them down quite a bit, but they are far from useless.
Couple small points:
1. The Gaunt Tax went from 50 points per Terv to 120. 70 extra points, plus the extra 35 points for a base Tervigon.
2. They can't take Tyranid power s. They now get a single random power.
3. Their single set of scything talons is now meaningless.
4. No longer providing TS/ AG to Terms means the terms they do spawn are FAR weaker than they used to be, and the cost per model for those biomorphs doubled for Termagants. Tervigons used to be a force multiplier, now they are just another Synapse creature; albeit one that kills Termagants under its synapse when it dies.
So while Tervigons are still a fairly meaty MC Synpase creature, the drawbacks and increased cost of actually fielding one moved them from "why wouldn't I field this?" to "do I want this piece of crap, or that piece of crap over there?".
Nate668 wrote:Okay. So a turkey can potentially kill one venomthrope per turn. Good thing venomthropes can be taken in units of 3, their only purpose is to help other things get across the board, and turkeys can't enter play until turn 2 at the earliest. There are obviously other things that pose a real threat to the effectiveness of venomthropes, but turkeys are not one of them.
Technically it could kill more with a Vector strike, but I would say that Turkeys are still a threat to the effectiveness of Venomthropse not necessarily by killing them (which as we both acknowledge they will do slowly), but also because they ignore what the Venomthrope is there for in the first place. You're spending 45PPM for mobile cover (and let's face it that's all Venomthropes do; they have no guns and suck in CC) that is being ignored by the Turkey. Who cares if the Venomthrope itself lives, when the genestealer brood they were Shrouding is suddenly wiped from the table by a Baleflamer?
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Post by: tetrisphreak
SHUPPET wrote:Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
Re-roll to hit vs Flying MC's and Flyers. S5 ap5 Haywire, 1 use only, 36" range. They come with 4.
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Post by: xttz
SHUPPET wrote:Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
There's no Skyfire on the profile, so it can probably only be used while Swooping (unless you want to snap shot them).
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Post by: streamdragon
xttz wrote: SHUPPET wrote:Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
There's no Skyfire on the profile, so it can probably only be used while Swooping (unless you want to snap shot them).
Can't FMCs choose whether to have Skyfire every turn naturally? Or am I thinking of Flyers in general?
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Post by: tetrisphreak
streamdragon wrote: xttz wrote: SHUPPET wrote:Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
There's no Skyfire on the profile, so it can probably only be used while Swooping (unless you want to snap shot them).
Can't FMCs choose whether to have Skyfire every turn naturally? Or am I thinking of Flyers in general?
Only when Swooping, as per the BRB FAQ.
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Post by: streamdragon
tetrisphreak wrote: streamdragon wrote: xttz wrote: SHUPPET wrote:Does anyone have the exact rules for the Crone's missiles? Can they hit Flyer's while it is in Jump Infantry mode?
There's no Skyfire on the profile, so it can probably only be used while Swooping (unless you want to snap shot them).
Can't FMCs choose whether to have Skyfire every turn naturally? Or am I thinking of Flyers in general?
Only when Swooping, as per the BRB FAQ.
Ah, that would make sense. It's been a bit since I actually fielded an FMC. More used to the fattie C: CSM Nurgle DP who never shoots anyway.
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Post by: Deadeight
The only good thing about this codex is that it was so bad that I managed to notice before I paid for it.
As it is you are going to have to ask opponents to field bad armies against you. Or just play against people who field bad armies. I will certainly be very easy with my other armies vs nids, but you can't expect people to do that if it's any sort of competitive environment or anything rides on the win, because they'll always know they lost because they picked a gak army.
This nid dex will be great for casual games though when you're messing about picking silly lists or not taking a team game seriously. Killing a tervigon and watching the termagants explode and the hormagaunts then eat each other will be dramatic and good chat for a beer & pretzels type game, but you really will need sympathetic opponents because going into every game expecting to lose makes the entire exercise not fun, even if you don't care about winning (like me). It takes out the excitement, because the question isn't "Who will lose this time?", it is "How will the nids lose this time?"
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Post by: Battlesong
Wow, man, guess I got under your skin with this, huh. Normally, I don't go back this many pages and comment, but I mus admit all the red got my attention.....and was kinda annoying tbh. I have numbered my responses and replied so this doesn't get too confusing.
brassangel wrote:Battlesong wrote:bodazoka wrote:What were some of the things people were expecting for so much negativity?
Some combination of:
1. Warriors/Hormagaunts/Genestealers being playable We don't know for certain they aren't yet. We haven't used them in combination with the rest of the book to find out.
2. Flyers that are not T5 4+ Armor They are still FMC's and thus ultra-annoying to kill. But CLEARLY these will be on the table all by themselves for opponents to focus on, right?
3. Some type of long range shooting Tyranids have never been good at this and never will be. Nor should they be. Their job is to close on the enemy. A muscle spasm isn't going to launch something as far as a mechanical/hydraulic machine. But ignoring our incredible firepower at 24", plus the HVC, the now reasonably priced Tyrannofex and Biovore options, I could see why you would make such a comment.
4. 2+ armor SOMEWHERE They are flesh and bone; there's no reason to have 2+ anywhere. Besides, the Tyrannofex does have it, and loads of the army can be under Catalyst bubbles.
5. Continued access the BRB psychic powers (and being blindsided by the loss of those was possibly the worst part of this) The previous codex didn't have it either. GW added these in the BRB. Considering that this was the only thing making the previous piece of crap playable, I'd hardly call it a loss. I would rather a codex is self-sufficient (which we are unsure of yet) than rely on a BRB power hijacked to give a couple of monsters some life. Besides, some of the new combos people are discussing will make guys like the Swarmlord just as hard to kill as ever, and arguably stronger in combat.
6. Not having Scything Talons become LESS useful than they are now So they went from re-rolling 1's to more often than not adding +1A. Yeah, not really a big deal. People weren't exactly buying these as upgrades on anything before, so that's a wash.
7. Some type of fix to the Pyrovore He's cheaper, tougher, fightier, and can hurt vehicles. While not a WAAC model, he's 100% better than he was. Of course, anyone's definition of "fix" is probably relative on the internet.
I could go on, but this should give you a general idea. No, it's still just a bunch of "sky is falling" whining that happens with the release of EVERY NEW CODEX EVER...
1. We have seen EVERYTHING, so much so, that I am not even really excited to have my 'dex delivered at this point. Out of everything you have seen, what super tech are we missing? Their statlines didn't change; their rules didn't change; synapse didn't change, so therefore any synergy bonuses are non-existent; please tell me what super-secret tech we could possibly be missing?
2. Quad-gun, case closed. These are so choice for that, it's not funny. No, they will not be on the table by themselves, but for anything with Skyfire, they are such juicy targets., and once grounded will be easy kill points. I'm sorry that I feel that these units should be more than diversionary
3. The Tyrannofex is mediocre at range and the biovore is only good for troop sniping in what is now a heavily contested FOC slot. In a game that is now totally skewed to shooting, shooting, and more shooting, to say we don't need this - or shouldn't be good at it is kinda silly. Sometimes fluff needs to take a back seat to crunch to create some competitive balance. This is a CC army that is now in a game where CC is next to useless
4. If you roll Catalyst. And we have swords that are made of bone that act like power weapons, but the Hive Mind can't make a thick hide for huge creatures that might mimic heavy ceramite?
5. If the codex powers were suitable replacements for the BRB powers, I would agree with you, but this table is an utter crapshoot at best.
6. +1A for things that bite the bullet and drop shooting weapons to add a second CC weapon. In a game dedicated to shooting. In an army with almost no way to get those CC monsters where they're going quickly. And for things like the horm, this is a strict nerf
7. The Pyrovore is not only not WAAC, it is still utterly useless, even with the upgrades to his stats, which really do nothing, the loss of spores makes it even worse than the last dex. I recognize that not every unit can be great, but this, again, will be a unit that never sees the tabletop.
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Post by: Backlash
So they took away our ability to mix and match weapon abilities to bring us in line with the rest of the game. But do we get the benifits as well? I'm curious to see if we will get perry with boneswords...
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Post by: rigeld2
Backlash wrote:So they took away our ability to mix and match weapon abilities to bring us in line with the rest of the game. But do we get the benifits as well? I'm curious to see if we will get perry with boneswords...
No, we won't.
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Post by: pretre
No big surprise for anyone, I'm sure, but Nidmageddon for Rumor Mongers continues.
Larry Vela and Natfka are putting up some pretty impressive numbers of FALSEs for this release. Larry, in particular, bet a lot on this one and lost big.
That guy who said he talked to someone over Vassal (Tyren) was obviously full of it as well. I think he's at 31 False and 5 True right now.
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Post by: airmang
Nate668 wrote:I think people are overreacting to the Tervigon changes. I wholeheartedly agree that tervigon spam is now dead, and I feel sorry for the people that are stuck with 4 tervigons that will never all be fielded at the same time again. However, tervigons were easily the best troops choice in the game in the last codex, and if you focus on what they still do rather than what they lost, they are still a valuable addition to a list.
The main complaints that I have seen are that they no longer provide AG/ TS to termagants and that their gant-killing-upon-death radius has doubled. However, they're still a T6 W6 monstrous creature that spawns troop squads, brings a psychic power, and provides synapse/ SitW from a huge base. If they die, they will kill an average of 5 termagants from each squad within 12 inches, which really doesn't seem like that big of a deal to me.
Yes they went up in points. They should have. Yes they no longer grant AG/ TS to termagants (Though they still grant counter-attack). Don't give them AG/ TS.. Yes they can only take tyranid powers. The tyranid powers are pretty good. Yes their explosion radius is 12 inches. You're still only losing cheap gaunts - probably less than you spawned throughout the game, and probably not enough to wipe out any of your squads.
These changes have toned them down quite a bit, but they are far from useless.
One little thing to think about when it comes to Tervigons is that their synaptic feedback doesn't expand when their synapse does. So a Tervigon with Dominion could keep the Termagants in line as long as they are in the 12.1"-16" range and won't kill any if they die.
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Post by: Manchu
I hope the rumors about a second wave pan out. These are nice sculpts and I would like to see plastic zoans and venos.
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Post by: SHUPPET
So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
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Post by: streamdragon
Some further elaboration for the whole "scything talons give +1 attack with another CC biomorph". Per unit:
Hive Tyrant: Overall sidegrade, if you for some reason build a CC Tyrant. The 1 bonus attack is offset by losing rerolls to hit, IMO.
Tervigon: Can't have 2 sets of CC biomorphs, so overall nerf due to reroll loss.
Tyranid Prime: Overall sidegrade. Bonus attack offsets loss of rerolls.
Lictors: Sidegrade as above.
Warriors: Sidegrade as above.
Genestealers: 4 PPM for +1 attack. Meh
Hormagaunts: Straight up nerf due to loss of reroll. Can't have 2 sets of CC biomorphs, and gaining AP6 is nigh-worthless.
Shrikes: Sidegrade as warriors
Raveners: Loss of rerolls makes it a nerf. Sure they get +1 attack for 2 sets, but they lost an attack off their profile.
Carnifex: Straight nerf. The loss of an attack off their profile effects shooting Fexes, and CC fexes lost their reroll for no overall gain in attacks.
Trygon: Sidegrade. 2 sets of scything talons give +1 attack, but they lost 1 attack from their profile. When using Smash, they do get an extra attack over their previous version though.
Trygon Prime: See Trygon.
Overall the changes to Scything Talons are a straight nerf, plain and simple. Fexes especially lose out, because they lose an attack whether they are CC or Shooting, but gain nothing if they go CC beyond the attack they already lost from their profile.
Edit: It's also important to note that because they are now actual CC weapons (instead of just biomorphs that grant bonuses), even if Scything Talons gave rerolls they would not apply* to models that had two different types of CC biomorphs; say, Scything Talons and Rending Claws. Because they are now treated like any other CC weapon, you would be forced to pick and choose which you were using.
*This is, of course, subject to the caveat that the Codex could have specified that bonuses stack, which would be a major departure from 6e rules (but not entirely unheard of. See: Scatter Lasers)
Edit 2: Changed Trygons as per SHUPPET's note re: Smash
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Post by: Gloomfang
SHUPPET wrote:So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
Broodlords do not roll. They get the Horror and that is it.
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Post by: SHUPPET
I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
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Post by: Gloomfang
SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons do not get an extra attack as they do not have 2 CC weapons. Crushing claws also does not give extra attacks anymore so tervigons are stuck at the base number of attacks.
Trigons have the same number of attacks after everything balanced out. They lost an attack off their base stats to compensate for getting the extra attack for 2 CC weapons.
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Post by: SHUPPET
Gloomfang wrote: SHUPPET wrote:So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
Broodlords do not roll. They get the Horror and that is it.
Oh I thought they could substitute there power for a roll on the Nid table. Are broodlords worth the points at all then? I mean 60 points is a lot for The Horror, +2W +2A to the the unit... I mean I could buy a lot of things for that price.
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Post by: rigeld2
SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons can't ever get a bonus attack - they can only get 1 CC biomorph. So Talons give them AP6 but they're an MC so AP2... meaning they literally do nothing.
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Post by: Battlesong
Marrak wrote:Okay...
Now I've been bordering the edge of optimism and indifference to this whole matter, and taking in comments and info as it's come along and tried to keep that stiff upper lip and hopes that finally, after a very long time, I'd have a codex for the army that I've been collecting since 2nd edition and be able to field some of those iconic units that have always looked great and had a tremendously awesome background alongside new units that fill in niches that we did not have before, or may fulfill some specific role that would be fun to play with but not see every game.
Mostly though, I wanted to have a codex that allowed me to have a series of viable units so I could play an army that was not overpowered, simply competitive.
For those of you who do not understand, I don't want to have a 99% win ratio, where the last 1% is simply because I rolled 1s all game. I want to have a ratio where I can place down an army, look across the table, and not immediately start to keep my trays open to start placing models back in. Give me an assault army from hell, give me a shooting army that has unique rules that are alien and strange (cause we fire living ammunition for crying out loud...) that may not be able to punch through marine armor, but has a weight of fire that makes them keep their heads down. Give me MCs that actually act like they're supposed to, not something that can reliably be shot to death by small arms fire while other armies light transports can effectively ignore 90% of mine.
Just give me something I can keep pace with, not something where I have the odds so hopelessly stacked against me that I am required to hope for a miracle.
This is not WAAC, this is simply hoping that a codex should be equal, in some fashion, to its peers. A narrative can tell one story, but in the end forging a narrative does not mean that I wanted to play the extras who are gunned down by the heroes each and every time. It's a wargame, and I should hope to have an equal chance to win. Casual gaming is not incompatible with competitive rules, nor should it be. I have played casual games of Warmachine with Competitive tournament players and did not lament the horrifying way they belittled me and made me cry... because they did not act in that fashion. I have sat in a tournament setting and joked and laughed with my opponent in each turn. Competitive gaming is not some horrifying monstrosity that kills fun; bad players kill fun, and you can find them in casual circuits and competitive ones. Calling a game "beer and pretzels" does not make it immune to jerks, nor should that be the mentality or excuse for not balancing out rules and options for an army that is as iconic as Space Marines in the setting.
Some changes that I have seen are flat out flabbergasting, such as to Hive Guard and the range on the Exocrine. The lengths that people have had to forge ways of utilizing these units just for them to do their specified role (according to what we know) show that there is an inherent problem because that implies they cannot fulfill their role without a specific set of criteria. Imagine if Devastators could only work if there were 2 squads of tactical marines exactly within 6" of them, or if Riptides required 14 (not 13, not 15) models to be within a specific minimum and maximum distance before it could utilize its options.
Yes, these are exaggerations, but at the same time that seems to be the approach to Tyranids for the better part of a decade now. Worse is when people tell the players of the army to simply accept it as fact, or that we're not playing to our strengths. It's hard to play to your strengths when those very things are hard-countered by rules and armies that are, for the most part, not exactly uncommon nowadays.
Wow. This is exactly what I have been trying to say put so much more eloquently that it makes me just want to delete my posts in shame. Exalted
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Post by: SHUPPET
Gloomfang wrote: SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons do not get an extra attack as they do not have 2 CC weapons. Crushing claws also does not give extra attacks anymore so tervigons are stuck at the base number of attacks.
Trigons have the same number of attacks after everything balanced out. They lost an attack off their base stats to compensate for getting the extra attack for 2 CC weapons.
Sorry not Tervigons, but definitely Trygons - have the same amount of attacks on a regular charge, have 4 attacks instead of 3 in the old dex when using Smash
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Post by: hyv3mynd
SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
Broodlords do not roll. They get the Horror and that is it.
Oh I thought they could substitute there power for a roll on the Nid table. Are broodlords worth the points at all then? I mean 60 points is a lot for The Horror, +2W +2A to the the unit... I mean I could buy a lot of things for that price.
No, mostly because genestealers are "not worth it" in a competitive sense. You pay space marine points for models with a 5+ save with no inherent rules or abilities to help you survive to reach combat.
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Post by: airmang
SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
Broodlords do not roll. They get the Horror and that is it.
Oh I thought they could substitute there power for a roll on the Nid table. Are broodlords worth the points at all then? I mean 60 points is a lot for The Horror, +2W +2A to the the unit... I mean I could buy a lot of things for that price.
Some small units of Genestealers w/ Broodlords could infiltrate close and try to use The Horror on some dangerous Shooty units early game.
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Post by: streamdragon
SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons do not get an extra attack as they do not have 2 CC weapons. Crushing claws also does not give extra attacks anymore so tervigons are stuck at the base number of attacks.
Trigons have the same number of attacks after everything balanced out. They lost an attack off their base stats to compensate for getting the extra attack for 2 CC weapons.
Sorry not Tervigons, but definitely Trygons - have the same amount of attacks on a regular charge, have 4 attacks instead of 3 in the old dex when using Smash
Updated, although I would still argue that the loss of rerolls more than pulls down the one bonus smash attack. Against a moving vehicle (WS1), you generate the exact same number of average hits:
New: 4 attacks, 2/3 chance to hit, no rerolls: 2.66.... hits
Old: 3 attacks, 8/9 chance to hit w/ rerolls: 2.66.... hits
If you're fighting something WS5+, the rerolls were better:
New: 4 attacks, 1/2 chance to hit, 2 hits
Old: 3 attacks, 3/4 chance to hit, 2.25 hits
When not smashing, of course, the numbers skew MUCH harder in favor of rerolls. The only time it is a clear gain for the new version is against a stationary non-walker vehicle.
Edited for WS5 Trygons.
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Post by: tetrisphreak
A 5 man genestealer squad could outflank and try to secure an unattended objective late in the game.... Automatically Appended Next Post: streamdragon wrote: SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons do not get an extra attack as they do not have 2 CC weapons. Crushing claws also does not give extra attacks anymore so tervigons are stuck at the base number of attacks.
Trigons have the same number of attacks after everything balanced out. They lost an attack off their base stats to compensate for getting the extra attack for 2 CC weapons.
Sorry not Tervigons, but definitely Trygons - have the same amount of attacks on a regular charge, have 4 attacks instead of 3 in the old dex when using Smash
Updated, although I would still argue that the loss of rerolls more than pulls down the one bonus smash attack. Against a moving vehicle (WS1), you generate the exact same number of average hits:
New: 4 attacks, 2/3 chance to hit, no rerolls: 2.66.... hits
Old: 3 attacks, 8/9 chance to hit w/ rerolls: 2.66.... hits
If you're fighting something WS3+, the rerolls were better:
WS3 - WS6
New: 4 attacks, 1/2 chance to hit, 2 hits
Old: 3 attacks, 3/4 chance to hit, 2.25 hits
WS7+
New: 4 attacks, 1/3 chance to hit, 1.33.... hits
Old: 3 attacks, 5/9 chance to hit, 1.66..... hits
When not smashing, of course, the numbers skew MUCH harder in favor of rerolls. The only time it is a clear gain for the new version is against a stationary non-walker vehicle.
Trygons are WS5.
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Post by: Roci
SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:I think you should take into account the bonus smash attack when smashing with Trygons and Tervigons, probably making it a sidegrade.
Tervigons do not get an extra attack as they do not have 2 CC weapons. Crushing claws also does not give extra attacks anymore so tervigons are stuck at the base number of attacks.
Trigons have the same number of attacks after everything balanced out. They lost an attack off their base stats to compensate for getting the extra attack for 2 CC weapons.
Sorry not Tervigons, but definitely Trygons - have the same amount of attacks on a regular charge, have 4 attacks instead of 3 in the old dex when using Smash
4 smash attacks vs 3 smash attacks with rerolls.. so I don't think you are gaining anything from it. You're not losing any smash attacks either. Since normal attacks are still down a little, I would still say it was a bit of a hit.
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Post by: rigeld2
If you could control when they came in, were willing to risk the 1/3 of the time they come in where you don't want them, assume "unattended" means "no enemy within ~24"...
No, a 5 man stealer squad is a waste of 70 points.
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Post by: streamdragon
I am desperately missing my caffeine lately. Post corrected, but the numbers are still the same. Rerolls >= +1 attack when smashing in all but 1 circumstance.
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Post by: Battlesong
Gloomfang wrote:See its all this "Well I will just take an ally..." that stings a bit too. Thought we would get something in exchange for no allies.
That would have required the writers to do something imaginative
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Post by: ruminator
airmang wrote: SHUPPET wrote: Gloomfang wrote: SHUPPET wrote:So Broodlord can swap his power out right like the Tyrant?
If so what happens if he goes for the primaris Dominion and casts it?
I'm only asking because he's the only non-synapse psyker in the book. Explicit text is "The Psyker has +6" Synapse range". Does this turn him into a Synapse creature with 6" Synapse range every turn?
Broodlords do not roll. They get the Horror and that is it.
Oh I thought they could substitute there power for a roll on the Nid table. Are broodlords worth the points at all then? I mean 60 points is a lot for The Horror, +2W +2A to the the unit... I mean I could buy a lot of things for that price.
Some small units of Genestealers w/ Broodlords could infiltrate close and try to use The Horror on some dangerous Shooty units early game.
Tried small units of stealers with a psychic broodlord at the beginning of 6th. They still need to get close to use their powers and then they die so easily to even bolters/lasguns.
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Post by: Draknaul
streamdragon wrote:Some further elaboration for the whole "scything talons give +1 attack with another CC biomorph". Per unit:
Hive Tyrant: Overall sidegrade, if you for some reason build a CC Tyrant. The 1 bonus attack is offset by losing rerolls to hit, IMO.
Tervigon: Can't have 2 sets of CC biomorphs, so overall nerf due to reroll loss.
Tyranid Prime: Overall sidegrade. Bonus attack offsets loss of rerolls.
Lictors: Sidegrade as above.
Warriors: Sidegrade as above.
Genestealers: 4 PPM for +1 attack. Meh
Hormagaunts: Straight up nerf due to loss of reroll. Can't have 2 sets of CC biomorphs, and gaining AP6 is nigh-worthless.
Shrikes: Sidegrade as warriors
Raveners: Loss of rerolls makes it a nerf. Sure they get +1 attack for 2 sets, but they lost an attack off their profile.
Carnifex: Straight nerf. The loss of an attack off their profile effects shooting Fexes, and CC fexes lost their reroll for no overall gain in attacks.
Trygon: Sidegrade. 2 sets of scything talons give +1 attack, but they lost 1 attack from their profile. When using Smash, they do get an extra attack over their previous version though.
Trygon Prime: See Trygon.
Overall the changes to Scything Talons are a straight nerf, plain and simple. Fexes especially lose out, because they lose an attack whether they are CC or Shooting, but gain nothing if they go CC beyond the attack they already lost from their profile.
Edit: It's also important to note that because they are now actual CC weapons (instead of just biomorphs that grant bonuses), even if Scything Talons gave rerolls they would not apply* to models that had two different types of CC biomorphs; say, Scything Talons and Rending Claws. Because they are now treated like any other CC weapon, you would be forced to pick and choose which you were using.
*This is, of course, subject to the caveat that the Codex could have specified that bonuses stack, which would be a major departure from 6e rules (but not entirely unheard of. See: Scatter Lasers)
Edit 2: Changed Trygons as per SHUPPET's note re: Smash
Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
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Post by: streamdragon
Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except its Initiative stat.
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Post by: gorgon
pretre wrote:No big surprise for anyone, I'm sure, but Nidmageddon for Rumor Mongers continues.
Larry Vela and Natfka are putting up some pretty impressive numbers of FALSEs for this release. Larry, in particular, bet a lot on this one and lost big.
That guy who said he talked to someone over Vassal (Tyren) was obviously full of it as well. I think he's at 31 False and 5 True right now.
We can only hope that this may teach GW lessons about information vacuums, how vacuums get filled, financial incentives for page views, the creation of expectations, and the reactions created after great expectations built on falsehoods aren't met.
I seriously doubt it will, but we can hope.
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Post by: ductvader
streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except its Initiative stat.
I think he just means total.
3 stock +1 for Scytals +1 charging +1 solo tail attack.
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Post by: tetrisphreak
streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except it's Initiative stat.
Not exactly...It is an additional attack after all. Also for carnifex broods you must factor in the D3 hammer of wrath hits (average 2) that don't even need to roll to-hit. So a fex drops down to 3 base attacks, but with 2x scytals and will get 5 attacks on the charge, plus a tail attack, plus D3 hammer of wrath all at s9 or s8.
Not bad for ~130 points.
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Post by: Draknaul
streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except its Initiative stat.
Oh well, Ive only got hold of the reference pages so far, so I have not seen that rule. :(
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Post by: McNinja
Battlesong wrote: Gloomfang wrote:See its all this "Well I will just take an ally..." that stings a bit too. Thought we would get something in exchange for no allies.
That would have required the writers to do something imaginative
How is it that the two "enemies" of the 40k universe have the two of the least imginative codices in the game? I mean, compared to Eldar, Tau, and even C: SM, CSM and Tyranids now have the two most boring books in the game. Sure, you can have fun with both (or at least I'm assuming you will be able to with Tyranids), but with Eldar shooting everything all the time with Bladestorm and Tau shooting with S5 troop weapons and... really anything else, both CSM and Tyranids pale in comparison.
It's like the writers went "oh, these are the bad guys, they're not going to sell that well, so we'll just get a few thing together, adjust some numbers, and put it out."
When I know for a fact that I can write a better codex in half the time that these "developers" do, there is something very wrong.
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Post by: airmang
ductvader wrote: streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except its Initiative stat.
I think he just means total.
3 stock +1 for Scytals +1 charging +1 solo tail attack.
Scytals by themselves don't grant an extra attack. Actually if you replace one set with a gun, might as well replace the others with a a gun (or crushing claws if you want the Strength boost and armorbane).
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Post by: streamdragon
ductvader wrote: streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except its Initiative stat.
I think he just means total.
3 stock +1 for Scytals +1 charging +1 solo tail attack.
I am certain he does not mean total. A fex with Scything Talons + Heavy Venom Cannon would have 3 base and 1 tail. +1 for charging if relevant.
tetrisphreak wrote: streamdragon wrote:Draknaul wrote:Correct me if I'm wrong, I do not have my codex yet, but Carnifex has the tail weapon now, that plus s talons and hvc Would result in 2 extra attacks, one for 2 cc weapons (tail and s talons) and the additional tail profile. 5 attacks if charged and 6 if charging.
Tail weapons do not interact in any way with anything else the model has, except it's Initiative stat.
Not exactly...It is an additional attack after all. Also for carnifex broods you must factor in the D3 hammer of wrath hits (average 2) that don't even need to roll to-hit. So a fex drops down to 3 base attacks, but with 2x scytals and will get 5 attacks on the charge, plus a tail attack, plus D3 hammer of wrath all at s9 or s8.
Not bad for ~130 points.
See above. Again, I was refering solely to the Tail Weapon's interaction with Scything Talons/Smash/Poison/etc. etc. Tails get none of those things.
Believe me, Fexes are one of the few bright spots in the new codex, because they were horribly overcosted previously. It's part of what makes their current state a little bittersweet to me. We're thinking "OMG SO AWESOME!", but realistically they're balanced now, not "awesome" as in "SO GOOOOD!".
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Post by: Siphen
I just have two remaining questions:
1. Does Regeneration actually give you a 4+ to regain a wound at the end of every player turn (like the reference page would suggest)? Or is it just a 4+ IWND, meaning it's only at the end of your turn?
2. How do the Hive Tyrant upgrades work (Hive Commander, Indescribable Horror, etc)? I know they're all much cheaper.
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Post by: RiTides
pretre wrote:No big surprise for anyone, I'm sure, but Nidmageddon for Rumor Mongers continues.
Larry Vela and Natfka are putting up some pretty impressive numbers of FALSEs for this release. Larry, in particular, bet a lot on this one and lost big.
That guy who said he talked to someone over Vassal (Tyren) was obviously full of it as well. I think he's at 31 False and 5 True right now.
Thanks for keeping tabs on this, at least it means there's eventually a "reckoning" of sorts where we can all ignore someone who's rocking 85% or more false results  (Tyren).
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Post by: Draknaul
streamdragon 567025 6422392 wrote:
I think he just means total.
3 stock +1 for Scytals +1 charging +1 solo tail attack.
I am certain he does not mean total. A fex with Scything Talons + Heavy Venom Cannon would have 3 base and 1 tail. +1 for charging if relevant.
Almost, I thought that the tail counts as a cc weapon for the purpose of calculating the + 1 for two cc weapons.
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Post by: ductvader
Draknaul wrote:streamdragon 567025 6422392 wrote:
I think he just means total.
3 stock +1 for Scytals +1 charging +1 solo tail attack.
I am certain he does not mean total. A fex with Scything Talons + Heavy Venom Cannon would have 3 base and 1 tail. +1 for charging if relevant.
Almost, I thought that the tail counts as a cc weapon for the purpose of calculating the + 1 for two cc weapons.
Screamerfexes with tails and adrenals would clock at...165?
That sounds solid...or skip the plasma...to each their own.
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