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Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 21:34:34


Post by: Kroothawk


First Tyranid release pic leaked to the Internet:




Here a nice ordered compilation of all rumours, by ClockworkZion:
http://www.talkwargaming.com/2013/09/lets-talk-tyranids.html

Larry Vela over at BOLS wrote:40K RUMORS: Tyranids

Hold on a second - the Hivemind doesn't like Space Marines getting all the attention. Here is the latest on the bugs:

-Tyranids are after Space Marines
-Look for them before the end of the year

New Minis:

Tyranid Prime (finecast)

Harpy. Roughly size of the heldrake. Pretty much looks like the picture in prior codex.

Doom of Malantai (clamshell package)

Parasite of Mordrax (clamshell package)

Termagant sprues recut for more options (some chatter says Genestealers)

Mycetic Spore

New "Big Bug" kit (Because every army needs one!)

New Rules:

Pyrovore gains Torrent and a steep points reduction.

Hiveguard gain Skyfire


Added 14th August:
BOLS wrote:Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

"BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW

BOLS wrote:Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.

BOLS wrote:Tyranids will be receiving a large plastic monstrous creature. -the new kit in comparison to the Tyrannofex will have similar size ratios as the Wraithknight to the Wraithlord, $115 usd.

Added 19th August:
Bell of Lost Souls 8/19/13 wrote:First off, most rumors are pointing to November for Nids - and we all know that new releases ship the first Saturday of the month.

Carnifex - significant cost reduction

Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

Ymgarl Genestealers - New special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.

Added 20th August:
Spoiler:
Anonymous source on Faeit 212 wrote:
Tyranids, at least at current can ally with themselves essentially.
They have the standard:
2 HQ
6 Troops
3 Elites
3 Fast Attack
3 Heavy Support

And can take an optional

1 HQ
2 Troops (not minimum 1, up to 2, but instead MUST take 2 and then...)

And if they do, it unlocks
1 Elite
1 Fast Attack
1 Heavy Support.

Only an HQ from the core can be warlord.

Then the diversity comes into play.

Hive Fleets now have different rules (think chapter tactics). Your secondary brood can be from a different hive fleet. Not representing two fleets working together, just similar evolutionary strains.

There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance. Bonded carapace let's you take Carnifex's as elites as well as heavy support (but can't be more than a certain number of points, so they end up kinda baby).

They have some really cool adaptations for skyfire.

Warriors can be purchased as sergeant style upgrades for gaunts and gargoyles. They get the biomorphs of the brood and are not attached like wolf guard.

Tyrannofex will see a points decrease.

Pyrovore will see torrent.

Ranged biomorphs contribute to a model's close combat.
Melée biomorphs enhance a model's ranges attacks.
You take some biomorphs that affect both, like +1 str to both.
But having a gun makes melée better and having melée weapons improves your guns. There's some new synergy there. Mostly for big bugs.

Psychic ability is a lot worse than what it is now, but it'd be difficult to explain and just upset people who don't have the whole picture.

4chan wrote:someone posted these on 4chan.

>Army-wide notes
>- No FOC and ally table changes
>- Devastation and Adaptation are new power tables with 3 powers each + primaris.
>- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
>- All Tyranid powers can be used with either one or two charges to increase the effect.
>- Ravenous Advance: Units with this rule can run & assault in the same turn.
>- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
>- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.
>Harpy/Erinye, plastic dual kit.
>- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
>- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.
>- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
>- Increased Swoop speed and its gimmick is grappling other flyers.
>- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.
>- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.
>Zoanthrope (Doom)/Genethrope, plastic dual kit.
>- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.
>- Genethropes are similar, but have access to the Adaptation and Biomancy tables.
>- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.
>- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.
>- Doom has access to all the above tables and comes with Essence Leech and 3 powers.
>- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.
>Mycetic Spore/Mycetic Hive Node, plastic dual kit
>- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.
>- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.
>- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.
>Carnifex
>- Old unused bimorphs in the box are options again.
>- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
>- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
>- Enhanced Senses gives Night Fighting.
>- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
>- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.


Added 26th August (in spoilers because of length):
Spoiler:
Anonymous source on Faeit 212 wrote:
This is from the latest test codex to finalize the rules for the upcoming codex.
HQ:
Hive tyrant:
WS BS S T W I A LD SV
8 4 7 7 5 6 5 10 3+

composition: 1 Hive tyrant
Unit type: monsterous creature

Weapons and biomorphs:
Bonded exoskeleton
bone sword (challenge weapon)
lash wip (changed: -4 to enemies initative)
scything talons

special rules:
Synapse creature
psyker mastery level 3
overlord (+1 to movement & charge distance for army until death of unit)
shadow in the warp (changed: -4 to enemy physic tests within 12'')
leaderless (death of unit will cause strengh 4 AP - hits to all units within 12'')

physic powers:(under testing)

options:
add an additional set of scything talons: free
replace scything talons with heavy venom cannon:
stranglethorn cannon: (changed: 15pts)
twin linked death spitters: (changed: strength 5 AP 4 assault 4) :

may take the following:
Adrenal glands: 5pts
toxic sacks:
acid blood:
implant attack : (changed: challenge weapon) :
toxic miasma:
regeneration: (changed: 5+ to regain a wound at the end of the turn) :
Alpha regeneration: (4+ to geain a wound at the end of the turn):

May take up to two upgrades:
armoured shell:
wings:
spore field (-1 to enemy BS when firing at model):
physic shield (4+ invunrible save)

Swarmlord:
WS BS S T W I A LD SV
10 0 8 7 6 7 6 10 2+/4+

Composition: 1 Swarmlord
Unit type: Character Monsterous creature

Weapons and biomorphs:
Bonesabres (challenge weapon)
armoured shell
physic shield

special rules:
synapse creature (18'' range)
phyker mastery level 4
swarm leader: (changed: give one unit: rage, fear or feel no pain)
undying beast: gains eternal warrior special rule
blade parry: (changed: gains +1 attack for every enemy model in base contact. striking at initative step 7)
shadow in the warp
painfull loss: (once the unit is killed ALL models must take a unmodified leadership test (including units under synapse) the amount you fail by
on your leadership test is the amount of wounds a unit must take)

physic powers: (under testing)

Tervigon:
WS BS S T W I A LD SV
4 0 6 6 6 1 2 10 3+

Composition: 1 tervigon
unit type: monsterous creature

weapons and biomorphs: (Unchanged)

special rules:
synapse creature: (12'' range)
brood progenitor
pysker mastery level 2
shadow in the warp
spawn termagaunts
it will not die

physic powers: (under testing)

Must take one of the following:
scything talons:
piercing talons: (+1 stength)
crushing claws: (changed:
spore field:

can take one of the following:
adrenal glands :
toxic sacks:
acid blood:
toxic miasma:
regeneration:

Tyranid prime:
WS BS S T W I A LD SV
6 4 6 5 4 5 4 10 3+

Composition: 1 tyranid prime
unit type: infantry

weapons and biomorphs:
scything talons
rending claws
implant attack

special rules:
synapse creature:(6'')
alpha warrior: (changed: if unit joins warriors then synapse range increases to 12'' also allows squad to use WS)
shadow in the warp

replace scything talons with:
pair of bone swords (changed: challenge weapons) :
lash wip and bone sword:

may take the following:
adrenal glands:
toxic sacks:
regeneration:
physic shield:

ranged weaponry: (under going beta testing)

The parasite of mortrex:
WS BS S T W I A LD SV
6 0 5 5 2 6 3 10 3+

Composition: 1 parasite of mortex
unit type: jump infatry

weapons and biomorphs: (unchanged)
special rules: (unchanged)

Hive guard:
You may include a squad of hive guard if you take either the hive tyrand or the swarmlord
(these do not count towards your HQ slots)

WS BS S T W I A LD SV
4 0 6 6 1 4 3 7 3+

Unit composition: 1-3 hive guard
unit type: infatry (character)

weapons and biomorphs:
rending claws
scything talons
boned exoskeleton

special rules:
instinctive behaviour - feed
blind rampage
rage
shield wall

may take the following:
lash whip
bone sword (challenge weapon)


Added 28th August, regarding Mycetic Spores:
Bell of Lost Souls wrote:
They rain down from the Hiveships, gelatenous bags of vile ichor and malevolence. Here's the latest word on the Mycetic Spore said to arriving with the upcoming Tyranids.

-Mycetic Spore is coming with the new Tyranid release

-Plastic combo-kit that makes the Spore and another large bug.

-It is an enormous creature, with an immense abdomen/transport sac, that spills over the sides of a standard oval base.

-It has tiny vestigial arms similar to a Zoanthropes, and a head with a tentacle ringed maw.

-The giant abdomen/sac looks swollen, and has internal protuberances looking like Tyranid creatures are stretching the skin from within, about to rip their way out...

-It has forward arms options that can be upgraded for various biomorph/weapon options.

-The secondary creature build option replaces the abdomen/sac with something entirely different.

Added 19th September:
Anonymous source on Faeit 212 wrote:- NO Mystery-Box
- Dark Elves will be spread over 2 months (October + November) because all but 3 boxes will be remade. It’s going to be the largest release this year and will be followed by some events in the GW Games Stores.
- Tyranids are delayed till January (It was mentioned that they always were to be released in January but i’m not able to proof that)
- Supplements will not be released more than one per month but will see a regularly release every month next year like the codices were this year and will indeed have new model waves.
- the boxes for the Christmas packs will include just valuable units. It’s questionable what this means but I guess they want to sell them this time and therefore go with common units/-combinations


Some more dubious rumours added 7th October:
Bigred over at BOLS wrote:Release will emphasize new plastic kits.
Every missing model will ship with the release.
Smaller amount of new unseen models, higher amount of reworked existing models.
All old metal models replaced with new plastic kits (aka NO finecast survives)
Roughly 10+ new models in the release (including replacement kits and combo-kit build options)
January 2014

Larry Vela over at BOLS wrote:The Tyranids are coming up next for 40K, but there is already talk of what Supplemental codices the GW Design Studio is planning.

Here is the latest word on what is coming in the wake of the Tyranid codex.

Hivefleet (Big Bugs - not real title 2014)
Focuses on Monstrous Creatures. Book adds variant rules for deployment and FOC changes for units like the Carnifex, letting you take them in both Heavy and Elites, plus the ability to operate independently. Hivefleet balances this with some prohibited units, and the inability to go first in any mission.

Hivefleet (Fast Bugs - not real title ???)
Focuses on high speed fast-moving bugs. FOC changes to emphasize these units such as Gargoyles as Troops, new abilities and special rules for Ravenors, while Gants get minor enhancements as well. This hivefleet is balanced by prohibiting "traditional" walking Monstrous Creatures. A new flying HQ unit is included.

Genestealer Cult (???)
The first "hybrid supplement" - this book will be a combined book for IG and Tyranids. It allows both codices to ally, but heavily restricts units selections on both. Look for smaller "infiltration bugs" such as Genestealers, Broodlords, Lictors and such from the Tyranid side while the Guard are very heavily restricted on units and heavy equipment. The list's HQ must include a psyker warlord from either the IG or Tyranid units allowed. A new psychic power list is included.

Inquisitor Engel wrote:Not that I'm a reliable source or anything, but I've heard from a couple of people I still know at GW that the Tyranid Codex will be the first with no finecast. At all.

Hydra from Warpshadow also "confirms" a January release (he is quite trustworthy).

Added 5th November:
Spoiler:
Big Red over at BOLS wrote:Tyranids
-Tyranids kick off 2014
-An emphasis on making EVERY unit in the codex viable this time around
-The army rules and theme are focused on adaptability of unit abilities and inter-unit synergy
-Emphasis on model releases will be to get out all the missing models in the previous codex
-Look for a small number of highly specialized new units to shore up 6th edition deficiencies in the army
-A new unseen big bug kit is among these

Tyranid-hunters
-Ultramarine Tyranic War Veteran Supplemental codex is the next supplemental book coming, to tie into the release and to provide worthy foes for the hive-fleets.
-BOTH digital and physical versions out in Q1 2014

Big Red over at BOLS wrote:A tiny rumor with BIG implications:

Unique Tyranid creatures are unique per detachment. For for example 2 Dooms, 2 Swarmlords, etc... at 2k, representing a very rare breed but something that each HiveFleet knows how to create in extremis.

Rumor rating: possible

Larry Vela over at BOLS wrote:Zoanthropes

-Multipart plastic kit makes 3 models.
-Flying bases.
-3 base bodies in the kit, 2 tails are coiled, one is curling slightly forward.
-Back plates and chests are identical for the three. These are wider and slightly taller than the current model. The base tail piece has 2 tiny claws that go on, but are not normal Tyranid ball sockets. The torso has 4 arm sockets. For these models the claw arms are similar to hormagaunt claws, but shorter. Kit contains a dozen arms, most are retracted, four are extended out. All are small atrophied limbs compared to other Tyranids. Two rows of back-vents.
- Multipart heads. There are separate pieces per head to make the mouths have more dimension. One has its tongue out, curling to the side. One closed mouth, one mouth is wide open. The head plate is wider and has a spiked ridge. The brains are exposed, no eyes.
-Tail loses the current model's spiked end.
-Slightly larger than the current model.
-Fundamentally an evolutionary kit from the current Zoanthrope to meet the requirements of injected plastic production.

Big Red over at BOLS wrote:Rumormongering can be very sticky business. Today we take a look at the latest Tyranid rumor doing the rounds and try to decipher what's going on.

First the rumor:

"The Dominar embodies Tyranid Hive Mind completely. Within its shadow, lesser creatures bow in servitude, and larger Tyranids find greater access to the warp. It's armored shell protects it from the most powerful weaponry. Any enemy foolish enough to close with it will find no mercy, as it's claws and teeth rip through flesh and armor plating with ease, and within its massive body lie all manner of symbiotic organisms willing to defend their host.

The Karkanos is a lumbering, living fortress. Upon it's back, smaller Tyranids will gather for protection, waiting for the opportune moment to strike at their foes. Bristling with weapons, it can decimate foes as they close, while it's passengers target other enemies.

This multi-part plastic boxed set contains 84 components with which to build one Tyranid Dominar or one Karkanos. This kit contains all the weapon options available to the either creature including cluster spines, heavy venom cannons, brain leech devourers, and acid spray. This kit contains one Large Oval base. It is supplied unpainted and requires assembly - we recommend using Citadel Plastic Glue and Citadel Paints."
..............................

"The Dominar has a 18" synapse range and Shadow in the Warp range, and increases the psyker level of all Tyranid Psykers within 6" by 1 level. Also has It will Not Die, psychic Monstrosity, IC(c) and can take most Tyranid Biomorphs. It's bigger than the Tyrranofex model, wider with a taller stance, huge head with a massive brain under a wide plate, large mouth like the trygons. It has three rows of vents along the back plates, but the back plates come up behind the head like a turtle, offering protection."

" the Karkanos looks like a crab. It has a wide flat body, the back plate is sunk in and has a ridge around the outer edges. It's front set of arms can hold a few weapon options like venom cannons or devourers or can take claws or talons. Transport capacity is identical to the spore, but it cannot carry MCs. It is a dedicated transport option for the walking troops: warriors, Genestealers, hormigaunts, Termagants. Open top. Has special rules to handle being a MC and transport...not a vehicle. It's probably one of the most expensive dedicated transports in the game. Can be taken in heavy section solo."


Lets work up some pros and cons:

PROS:
1) The rumor lines up with recurring previous rumors of both a transport creature and a new "super hivenode HQ" coming in the new codex. In particular the reference to "Karkanos" and a new big-bug combo-kit, from as far back as June.

Full Tyranid Rumor Roundup

2) The language seems similar to the type of marketing and sales-support text we commonly see out of GW.

CONS:
1) The rumor comes from outside the set of "known good sources"

2) The exact language has some odd turns of phrase, which put it's accuracy in doubt. Still though, rumors often come to the community second or third-hand and mistranslations are common.

So you can see that items like these are tough ones to call. We are going to err onthe side of conservatism and rate it "Salty", but we have seen unknown sources come out of the blue and get things right like thin in the past.

What's your call folks? Legitimate leak, or a bunch of malarkey?

a very anonymous source on Faeit 212 wrote:
current GW managerial chart says that's Smaug wasn't good enough for the studio, so GW have had to go back to the drawing board, moving current releases forward so they don't miss the Christmas release window, Nids moving up to Dec, dwarfs in Jan 2014.

They'll still do the collectors releases for the hobbit, scenes from the film and such, just no new hobbit box.


Added 6th November:
Snapdragon over at Warpshadow wrote:Hi all
Back from Warhammer world and got myself last one Hierophant they got.
But I wanted Harridan and they told me to wait 3 months and get new one in plastic!
So I think this possible also counting that Harridan now in 40K books (to be released)
(...)
I was told by FW salesman
And Harridan is not in harpy set - it's like Tesseract vault , standalone kit

http://www.warpshadow.com/forum/viewtopic.php?f=18&t=17287

Also:
BigRed over at BOLS wrote:Rippers are getting a small box like the nurglings. 3 bases. Wings included for sky slashers. Different mouth parts for weapon options.

BOLS wrote:Here's the latest word on the impending Hivefleets and their rules boys and girls.
Rumor rating: Probable, coming from known good sources

Look for a return of many biomorphs in a big way, led by available model options.
Several plastic models had access to many biomorphs with modeling options in 4th, and those parts are currently cosmetic.

The feeling is that the biomorph options were curtailed much too strongly in the current book and if there is a modeling option for it in a plastic kit, it will have rules in the next codex. I'm looking at you Carnifex (and others)!

Hmm, as a thought experiment, I'll let you pull out the old 4th Nid codex, and look at the plastic kits out there.

What old biomorph options have plastic bits but are currently missing rules? What rules would you make for them?


[Thumb - nids1.jpg]


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 21:37:09


Post by: kirsanth


. . .


Darn it.

It has been a while since I looked at 40k, but no! Kroothawk has to come and goad me.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 21:37:54


Post by: FarseerAndyMan


OOHHH MYYY!!

Any words on a possible Genestealer Cult army???
Tanks with my bugs??


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 21:38:48


Post by: Bulldogging


Hiveguard with skyfire is awesome. All kinds of Awesome.

And finally all the units will have models..except maybe Ymgarls technically.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:26:59


Post by: Malika2


I doubt we'll ever see new official Genestealer Cult models. I'd would love to see a plastic Broodlord.

But I think we can count on some big ridiculous units that don't make sense. Or maybe a Genestealer wearing a Tyranid Warrior suit?


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:30:09


Post by: thenoobbomb


I see a Supplement or Campaign Book about the Tyranic war coming...


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:40:38


Post by: MajorWesJanson


 thenoobbomb wrote:
I see a Supplement or Campaign Book about the Tyranic war coming...


Can't see Genestealers being merged into termigants kit, as both have current plastic kits. Also, both Parasite and Doom sound larger than would fit on a plastic-clampack sprue. A Broodlord seems like it would fit better, IMO.
Rest sounds plausible.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:47:12


Post by: Flood


I thought the rumour was it is going to be IG and/or Orks before Tyranids?

Sept - SM
Oct - some fantasy army
Nov - ?
Dec - Hobbit

If that Nov is 'nids I'm going to be one cold, broke man this Christmas.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:47:27


Post by: Symbio Joe


What? Did the Hiveguard not sell enough so it needs skyfire?
I wish upon a star that this codex brings back all the biomorphs the prior one made disappaer.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:50:56


Post by: rothrich


Poor poor orks... I guess its another 6+ month wait for us...


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:56:45


Post by: Robbo97


Genestealer Cult Supplement???


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 22:59:21


Post by: Agent_Tremolo


Er... Tyranids getting a big oval base kit? Like they didn't have it already...


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:03:24


Post by: Davor


Nidvember. YEAH!

The only reason I don't believe, or should say not holding up any hope, is it's past the 4 weeks before release. Most "rumours" that come out are 4 weeks before the actual release.

This is what, 3 months away, so I am putting on alot of salt. I am hoping it's true though. Also on The Tyranid Hive, someone mentioned (sorry forgot users name) said he knew someone who also said around a Christmas release and this was before these rumours were mentioned.

Then again, we were promised for over 2 (was it 3) years of Summer of Fliers and Nids getting a new mini and rules for it. Luckily us Nids love salt on our food.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:07:06


Post by: Brother SRM


This sounds bogus to me. I can't see them recutting Gaunts and potentially Stealers, they have plenty of oval base bugs already, and I have no idea how they could fit into the release schedule, with Marines in September, supposedly Inquisition in October, a Fantasy release of some sort in November, and Hobbit in December to tie in with the new movie.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:12:09


Post by: RandyMcStab


Aren't pyrovores powerful enough already?


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:12:18


Post by: ph34r


 Agent_Tremolo wrote:
Er... Tyranids getting a big oval base kit? Like they didn't have it already...
Tyranids are the poster child for having big creatures. I'm totally ok with them adding more and more big bugs, there are a ton of small and medium bugs already and there isn't much room there for innovation.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:19:02


Post by: MajorWesJanson


 ph34r wrote:
 Agent_Tremolo wrote:
Er... Tyranids getting a big oval base kit? Like they didn't have it already...
Tyranids are the poster child for having big creatures. I'm totally ok with them adding more and more big bugs, there are a ton of small and medium bugs already and there isn't much room there for innovation.


Tyrannovores really just need better rules to make them more viable, and Fexes need to get some of their biomoprhs back (the ones already in the kit). Make Harpies more viable (equal or superior vector strike to the Heldrake at least) and bump Tervigons out of HQ and make them toops only, and you will see a much better mix of MCs on the table without needing new kits. Nids already have 2 large MC kits, while they have Zoanthropes, Venomthropes, Hive Guard, Tyrant Guard, Biovores, Pyrovores, Lictors, and Broodlords still not in plastic. Plus a bunch of missing options for Warriors.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:26:11


Post by: Carnage43


 Brother SRM wrote:
This sounds bogus to me. I can't see them recutting Gaunts and potentially Stealers, they have plenty of oval base bugs already, and I have no idea how they could fit into the release schedule, with Marines in September, supposedly Inquisition in October, a Fantasy release of some sort in November, and Hobbit in December to tie in with the new movie.


Agreed...this is just a list of models that don't have models in the current codex, with a big nasty tacked onto the end.

If Hive Guard were to get skyfire, you can bet they will be dropping down to S7 as well.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:29:35


Post by: Kroothawk


Davor wrote:
Then again, we were promised for over 2 (was it 3) years of Summer of Fliers and Nids getting a new mini and rules for it. Luckily us Nids love salt on our food.

Summer of Fliers was one year late and called "Death from the Skies" with 2 or 3 out of schedule flyers.
Same guy predicted a Harpy and a Finecast Doom (plus Finecast boneswords). So we will see.

And another oval base kit sounds inevitable, only way to sell 2 plastic sprues for 100$. As inevitable as a SM unit between Terminators and Dreadnoughts.

BTW several sources put Orks in Q2, making IG a Q1 release.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/12 23:33:35


Post by: Caederes


Hastings did say Tyranids would be the next 40k release after Space Marines, if Inquisitor is released in the same month as Dark Elves it will probably confirm a month early that we are getting Tyranids in November.

The rumour sounds mostly plausible. Really, making all of the current options viable and straight out moving Tervigons to Troops would fix a lot of issues. They need to free up the Elites slot in some way; with no Ymgarl models, methinks regular Genestealers will have an upgrade option to Ymgarls. Lictors could become Fast Attack, perhaps. Hive Guard are already too darn good not to take, aside from Zoanthropes and Ymgarls, so them having Skyfire as well just sounds a bit too ridiculous unless they get a decent price boost. I expect Carnifexes will drop significantly in price, probably by about forty odd points, and get a lot of their old biomorph options back; giving them an extra wound and maybe It Will Not Die standard would solve some issues they have. I'm thinking the new 'large model' will be the Dominatrix if earlier rumours are to be believed. Perhaps we might see a new special base (ala the Soul Grinder) for a new big monster, if indeed they want to make one that is larger than the Tyrannofex/Tervigon and Trygon/Mawloc. I do think Tyranids should have the largest monstrous creatures (they already have the largest gargantuan creatures) but I'm not fussed if we don't get one.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 00:24:10


Post by: -Loki-


I'd appreciate a reason to bring my Hive Guard back unironically. While that's not where I wanted Skyfire, it'll get me enjoying the use of my Hive Guard again.

I'm sort of surprised there's another big oval kit - I know Tyranids are where MC's live, but we have 4 already, and 2 on 60mm bases, plus characters on 60mm bases. The army isn't hurting for MC options.

The Harpy finally getting a release pleases me - I hope it gets a significant rules overhault, otherwise there's still little reason to take one.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 00:49:24


Post by: jifel


I'd love to see Hive Guard be good again, as they're meh now, and I already own them! I'm hoping its just a nice balanced book, not too OP, with no unneeded nerfs to every unit that used to be good. I imagine (based on Daemons) that Flyrants will still be great, they'll just probably have different gear. Tervigons and the Doom will probably be "meh" and Ymgarls will turn into something COMPLETELY different. And for the love of God, I WANT TO USE HORMAGAUNTS!


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:13:21


Post by: brassangel


Brother SRM wrote:This sounds bogus to me. I can't see them recutting Gaunts and potentially Stealers, they have plenty of oval base bugs already, and I have no idea how they could fit into the release schedule, with Marines in September, supposedly Inquisition in October, a Fantasy release of some sort in November, and Hobbit in December to tie in with the new movie.


For one, a lot of the elements of Fantasy and 40k have been given to separate teams now, and The Hobbit is no longer going to disrupt the two core games either. The Hobbit will likely not have a month to themselves.

Tyranids were originally on the release docket some months ago, and some numbnuts on a forum said "Orktober!" once and it somehow stuck. There were no solid rumors on it though. Then again, there haven't been many for Tyranids either, and most of this looks to be wish-listing. Tyranids, Orks, and Sisters need a whole lot of work and a whole lot of models, so I expect them to be a little later than some anticipate. GW has made a habit of ensuring that no unit entry in any 6th edition codex is without model representation (thanks to ChapterHouse), though some special characters may be excepted; so consider what that means for Orks and Tyranids especially. Their releases will have to be slightly larger than what we're used to just to put all entries into model form, and each army will surely get new things too. For Tyranids, that would mean:

Tyranid Prime
Harpy
Shrikes/Warriors (with all options included in the kit - some people are forgetting that GW doesn't just leave bits out anymore)
Doom of Malan'tai
Parasite of Mortex

To follow suit with the other 6th edition releases, at least 1 kit will probably move from metal/finecast to plastic. There will likely be 2-3 clampacks, and maybe one large kit (though the Tervigon probably excuses that).

Most notably, there will also be a new unit or two, as every army gets something completely new.

That's a hefty release, so it's possible both Tyranids and Orks will be next year. That would be the reason - as minis moving from completed sculpt to packaging takes 12 months - not because they have to have a Fantasy or Hobbit release during that time.

As for what I'd expect or want to see...

-Fewer useless units. Lictors, Pyrovores, Old One Eye, Hormagaunts, Biovores, Raveners, Harpy...
-Less reliance on one anchor to function. People pop a Tervigon and the entire army starts falling apart.
-More clearly defined roles that separate the monsters instead of giving us more of the same in every FO slot. 6th has moved largely away from spam, and rewards diverse list-building. List-building is challenging now, and I hope the Tyranids continue that. Consider that no kit made in recent years has simply been completely devoid of weapons options available to a unit, but the plastic Hive Tyrant doesn't come with twin-linked Brainleech Worms. I am okay with this, as I want a kick-ass commander, not a flying machine gun. Save that for one of the Harpy variants.
-The Carnifex and Tyrannofex shouldn't both be gunboats. Bring back a VIABLE Carnifex that's supposed to be a battering ram, and let the Tyrannofex perform as the main battle tank. If the latter is to be a battle tank, either reduce it's points cost, give it shooting options that actually work well together (ie: similar range), or make it BS4.
-That said, don't give the Tyranids too many ranged weapons. That's not their style. If they are going to be CC/swarm/monster focused in a shooting edition of the game, give them a way to do it effectively without breaking them.
-Don't give the Tyranids allies, and don't make the Hive Mind some splinter of a C'Tan shard, or a product of the Old Ones. This is one aspect of their fluff I hope never changes. They have no ability to grasp diplomacy; no ability to communicate with others; they are completely alien and from outside the galaxy. They are the "unplanned" terror that lives only to consume and grow.
-I fully expect Shadow in the Warp to change. It will seem like a nerf to most, but like Runes of Warding, the army gets plenty in return to compensate. The psychic powers aren't breaking the game, but are definitely becoming too integral to allow an entire army to just make it impossible at a certain distance to cast spells or activate force weapons. People need to stop comparing stuff to 5th edition anyway, as we are no longer there. More books will be products of 6th soon, so those are the rules we need to compare this stuff to.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:28:02


Post by: Zande4


 brassangel wrote:
Brother SRM wrote:This sounds bogus to me. I can't see them recutting Gaunts and potentially Stealers, they have plenty of oval base bugs already, and I have no idea how they could fit into the release schedule, with Marines in September, supposedly Inquisition in October, a Fantasy release of some sort in November, and Hobbit in December to tie in with the new movie.


For one, a lot of the elements of Fantasy and 40k have been given to separate teams now, and The Hobbit is no longer going to disrupt the two core games either. The Hobbit will likely not have a month to themselves.

Tyranids were originally on the release docket some months ago, and some numbnuts on a forum said "Orktober!" once and it somehow stuck. There were no solid rumors on it though. Then again, there haven't been many for Tyranids either, and most of this looks to be wish-listing. Tyranids, Orks, and Sisters need a whole lot of work and a whole lot of models, so I expect them to be a little later than some anticipate. GW has made a habit of ensuring that no unit entry in any 6th edition codex is without model representation (thanks to ChapterHouse), though some special characters may be excepted; so consider what that means for Orks and Tyranids especially. Their releases will have to be slightly larger than what we're used to just to put all entries into model form, and each army will surely get new things too. For Tyranids, that would mean:

Tyranid Prime
Harpy
Shrikes/Warriors (with all options included in the kit - some people are forgetting that GW doesn't just leave bits out anymore)
Doom of Malan'tai
Parasite of Mortex

To follow suit with the other 6th edition releases, at least 1 kit will probably move from metal/finecast to plastic. There will likely be 2-3 clampacks, and maybe one large kit (though the Tervigon probably excuses that).

Most notably, there will also be a new unit or two, as every army gets something completely new.

That's a hefty release, so it's possible both Tyranids and Orks will be next year. That would be the reason - as minis moving from completed sculpt to packaging takes 12 months - not because they have to have a Fantasy or Hobbit release.


Forgeworld sells Shrikes and the only options missing from the Warrior kit are in the bitz section.

You also for the Mycetic Spore


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:36:22


Post by: SickSix


This seems way out of left field. Doesn't fit Harry or Hastings predictions. And genestealers in gant box? what?


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:47:32


Post by: -Loki-


 brassangel wrote:
-Fewer useless units. Lictors, Pyrovores, Old One Eye, Hormagaunts, Biovores, Raveners, Harpy...
-Less reliance on one anchor to function. People pop a Tervigon and the entire army starts falling apart.


Agreed. This is the first thing I'd expect them to address.

 brassangel wrote:
-More clearly defined roles that separate the monsters instead of giving us more of the same in every FO slot. 6th has moved largely away from spam, and rewards diverse list-building. List-building is challenging now, and I hope the Tyranids continue that. Consider that no kit made in recent years has simply been completely devoid of weapons options available to a unit, but the plastic Hive Tyrant doesn't come with twin-linked Brainleech Worms. I am okay with this, as I want a kick-ass commander, not a flying machine gun. Save that for one of the Harpy variants.


A kick ass commander doesn't have to kick ass in assault only to qualify. A flyrant with ranged weapons is pretty kick ass, just in a different way. Though I'd love to see some options to make Tyrants a bit less fragile in assault.

 brassangel wrote:
-The Carnifex and Tyrannofex shouldn't both be gunboats. Bring back a VIABLE Carnifex that's supposed to be a battering ram, and let the Tyrannofex perform as the main battle tank. If the latter is to be a battle tank, either reduce it's points cost, give it shooting options that actually work well together (ie: similar range), or make it BS4.


So you'd say Dreadnoughts should lose all ranged weapons because a Predator is the Marines battletank?

Carnifexes are the Tyranids Dreadnought, Tyrannofexes are the Tyranids ranged battle tank. Carnifexes should keep all of their ranged options simply because it's part of their role now, since they expanded it in 3rd edition. That said, completely agree with making meleefexes viable again. Armoured Shell upgrades, better Crushing Claws and a significant points drop should do it.

 brassangel wrote:
-That said, don't give the Tyranids too many ranged weapons. That's not their style. If they are going to be CC/swarm/monster focused in a shooting edition of the game, give them a way to do it effectively without breaking them.


If you go back through the codices, Tyranids style as always been about short ranged warfare, not close combat. They've always had bucketloads of short ranged guns, with a few medium and long ranged to back them up, and some melee monster units to finish off units weakened with shooting.

Players decided they wanted Tyranids to be all about the meleemonsters, GW have always designed them to be far more diverse. And GW have the right of it - reducing the ranged ability and emphasising the melee ability just reduces the possible strategy with the army.

 brassangel wrote:
-Don't give the Tyranids allies, and don't make the Hive Mind some splinter of a C'Tan shard, or a product of the Old Ones. This is one aspect of their fluff I hope never changes. They have no ability to grasp diplomacy; no ability to communicate with others; they are completely alien and from outside the galaxy. They are the "unplanned" terror that lives only to consume and grow.


Again, agreed completely. Short of a Genestealer Cult supplement, Tyranids should remain ally free.

 brassangel wrote:
-I fully expect Shadow in the Warp to change. It will seem like a nerf to most, but like Runes of Warding, the army gets plenty in return to compensate. The psychic powers aren't breaking the game, but are definitely becoming too integral to allow an entire army to just make it impossible at a certain distance to cast spells or activate force weapons. People need to stop comparing stuff to 5th edition anyway, as we are no longer there. More books will be products of 6th soon, so those are the rules we need to compare this stuff to.


Shadows of the Warp is already pretty terrible. If your synapse creatures are close enough for SitW to work, you've either already won or already lost. I'd welcome a change.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:48:04


Post by: spacewolf407


And finally GW decides to produce the mycetic spore.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 01:52:44


Post by: Brother SRM


 spacewolf407 wrote:
And finally GW decides to produce the mycetic spore.

Or they don't, since this rumor smells an awful lot like bologna. I'm sure they will when there's an actual Tyranid codex, but these rumors don't seem so savory.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:18:11


Post by: rothrich


 Brother SRM wrote:
 spacewolf407 wrote:
And finally GW decides to produce the mycetic spore.

Or they don't, since this rumor smells an awful lot like bologna. I'm sure they will when there's an actual Tyranid codex, but these rumors don't seem so savory.


Why do you think this is bologna? Purely speculating what 40k codex do you think we will see if not nids?



Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:26:52


Post by: -Loki-


rothrich wrote:
 Brother SRM wrote:
 spacewolf407 wrote:
And finally GW decides to produce the mycetic spore.

Or they don't, since this rumor smells an awful lot like bologna. I'm sure they will when there's an actual Tyranid codex, but these rumors don't seem so savory.


Why do you think this is bologna? Purely speculating what 40k codex do you think we will see if not nids?



His argument is there is no room for another 40k codex this year, and he's correct. September is Space Marines, October is this super secret big box game that's either Blood Bowl or 28mm Inquisitor, and November is then a Fantasy month. Historically GW don't release anything in December other than Lord of the Rings/Hobbit games to coincide with the movie releases.

So Tyranids being out next for 40k and also this year means either there's no big box game so the Fanasy release moves to October, and Tyranids in November (possible... GW haven't released enough for a cycle to set a precedent), no Fantasy month (unlikely, GW alternate 40k/Fantasy book releases) or Tyranids in December (unlikely, GW don't release new 40k or Fantasy books in December because apparently a new army at Christmas time is a terrible way to make money?).


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:31:13


Post by: Sasori


Hastings did say Tyranids would be the next 40k release after Space Marines, if Inquisitor is released in the same month as Dark Elves it will probably confirm a month early that we are getting Tyranids in November.


If Hastings said it, then it's true. However, I don't remember him saying that, so are you 100% sure?


As for Tyranids, while I'd love some new kits, they really need to fix the bajillion bad options in the codex.

I'm looking forward to it though. Pretty much every 6th Codex, except CSM, has been very well done in my opinion. I'm looking forward to this, if true, but it's still quite a ways off.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:40:00


Post by: -Loki-


Did Space Hulk or Dreadfleet share a release month with a codex or army book? If so, then there's a better chance for Tyranids to see release this year.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:42:22


Post by: Sasori


 -Loki- wrote:
Did Space Hulk or Dreadfleet share a release month with a codex or army book? If so, then there's a better chance for Tyranids to see release this year.


I'm certain Dreadfleet did not, but this years release schedule is so dynamically different than the others that it can't really be compared.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:45:57


Post by: jifel


My dearest wish would be as follows:

Plastic Tyranid Prime clampack
Resin Doom of Malan'tai
Plastic Mycetic Spore (~$40)
Plastic Harpy/new unit (~$60)
Plastic Dominatrix (~$85)

Fills out the obligatory kits, new Big guy and new flyer, rounds out our HQ choices and characters, and finally gives models for all those kits that need it.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 02:47:42


Post by: Caederes


 Sasori wrote:
Hastings did say Tyranids would be the next 40k release after Space Marines, if Inquisitor is released in the same month as Dark Elves it will probably confirm a month early that we are getting Tyranids in November.


If Hastings said it, then it's true. However, I don't remember him saying that, so are you 100% sure?


As for Tyranids, while I'd love some new kits, they really need to fix the bajillion bad options in the codex.

I'm looking forward to it though. Pretty much every 6th Codex, except CSM, has been very well done in my opinion. I'm looking forward to this, if true, but it's still quite a ways off.


Someone was going off what he said earlier and posted "Space Marines Orks Tyranids Imperial Guard" as the 40K release list, and Hastings replied with "move the Orks". As we know Space Marines are the next 40k book, it seems pretty clear that Tyranids are the following codex. From what I can gather though, they won't be releasing this year.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:12:43


Post by: kirsanth


Optimistic. . .meh.
Cynical? Certainly, look what we have been given.
Interested, oh bloody hell yes.

Second time I get interested only to get the interesting parts destroyed. By the same guy no loss, as I play Tomb Kings too.

Fix it!
Own it!
Get it RIGHT!


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:14:55


Post by: Theophony


Maybe bugs will come out WITH the hobbit. If hobbit is doing so bad like everyone thinks they could toss bids in the same month to keep sales up.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:22:08


Post by: -Loki-


 Theophony wrote:
Maybe bugs will come out WITH the hobbit. If hobbit is doing so bad like everyone thinks they could toss bids in the same month to keep sales up.


The problem there is, again, The Hobbit is a December release, and the only December release GW make. They never release anything for their other Core games in December, only Hobbit/LotR stuff to coincide with the movie.

While they seem to be all about the money, they don't release new 40k/Fantasy stuff in the Christmas month.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:41:25


Post by: krazynadechukr


I think the big bug kit will be either the Malefactor or Exocrene, unless they make it an either/or kit like they have been doing. Otherwise, maybe a whole new tyranid? Or, since they did Khorne Lord of Skulls (from Epic 40k into 28mm), maybe the Dominatrix (from epic)? Ooooohhhh



Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:52:14


Post by: -Loki-


A dnominatirx would cause a few problems.

First, as you said, it's really an Apoc unit. They don't release Apoc units with codices, only with Apoc core releases or as waves (which they don't do now). Second, the Dominatrix isn't in the Apocalypse book, so unless a Warzone Macragge or something adds it, there's no official rules. They don't do models without rules.

Third, and this is the big one, it can't be a monstrous creature because its body shape and bulk would make it unable to fit on an oval base. While there's rules for gargantuans without bases, there's no such rule for MC's without bases. If it's a codex unit, it has to be an MC not a GC, which means it must fit on an oval base, which it won't unless they drastically change the design.

Fourth, GW have an aversion to using Epic units with Epic names in their codices. Anything that's ported from Epic to 40k by the GW studio is renamed and the old unit still exists in the fluff (with the sole exception of the Trygon, and that's only because they pilfered the entire design from Forgeworld), so even if we get 'giant psychic leader bug', it won't be a Dominatrix.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 03:57:07


Post by: kirsanth


Wasn't the Trigon an Apoc unit?


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:00:01


Post by: krazynadechukr


The "BIG BUG" Kit is going to be larger than Tervigon, an oval base, it is hunched over, but wider, has an 18 "synapse, is a psyker 4, grants FNP and Counter Attack to Nids in 12", and has stats like Tervigon, except it has 2A and SitW.....


Now you know!


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:03:11


Post by: -Loki-


 kirsanth wrote:
Wasn't the Trigon an Apoc unit?


As I said, when the GW studio brings a Epic unit into 40k, they completely redesign and rename it. It's a new unit. Forgeworld are more than happy to redo Epic units and keep their name.

The Trygon was pilfered, rules and design, from the Forgeworld redesign. They basically took that, changed it to a plastic kit and rules to a monstrous creature, broke the tunnel rule, and slapped it in the codex with a few options.

It doesn't fit the standard of GW bringing Epic units to 40k because GW didn't bring it to 40k, Forgeworld did, the studio just wanted that in the codex.

Look at the stuff the GW studio have brought from Epic. Wraith Knight? Jervis admitted it's a redesign of the Eldar Knight walkers, and even wanted the horse knight but it looked a bit silly. The Lord of Skulls is obviously a redesigned Lord of Battles. The Tervigon is obviously a redesigned Malefactor, and the Tyrannofex a redesigned Exocrine (there was even a debate in the studio to keep those names). All of them ended up as new units, new fluff, new names, new design.

The Trygon is the outlier because the GW studio didn't do the new design, and renaming it would have caused all kinds of confusion with the rules in Imperial Armour.


Automatically Appended Next Post:
 krazynadechukr wrote:

 -Loki- wrote:


Third, and this is the big one, it can't be a monstrous creature because its body shape and bulk would make it unable to fit on an oval base.


BTW, who said it was lmtd to that base, or a base at all?


Because if it's in the codex, it has to be a monstrous creature (gargantuans are limited to apocalypse). Monstrous creatures require a base, because all measurements are done from the base like infantry. GW don't sell or make a base bigger than the oval base.

I did say this in the paragraph you snipped that out of, you know?

Look, I'm all for wishlisting, but there's design limitations GW impose on themselves.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:31:00


Post by: SpaceMonk


The dex needs it customisable creatures back

If they do that its a win in my book


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:39:22


Post by: -Loki-


Customiseable creatures went too far. It's bad enough trying to remember what someones army can do, but when you can modify individual stats on them it becomes a nightmare for opponents (and cases of unintended cheating when someone forgets they didn't give an option to their unit).

Tyranids need a lot of their options back, but a standard profile for each unit is needed for ease of play.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:40:10


Post by: krazynadechukr


 -Loki- wrote:
 kirsanth wrote:
Wasn't the Trigon an Apoc unit?


As I said, when the GW studio brings a Epic unit into 40k, they completely redesign and rename it. It's a new unit. Forgeworld are more than happy to redo Epic units and keep their name.

The Trygon was pilfered, rules and design, from the Forgeworld redesign. They basically took that, changed it to a plastic kit and rules to a monstrous creature, broke the tunnel rule, and slapped it in the codex with a few options.

It doesn't fit the standard of GW bringing Epic units to 40k because GW didn't bring it to 40k, Forgeworld did, the studio just wanted that in the codex.

Look at the stuff the GW studio have brought from Epic. Wraith Knight? Jervis admitted it's a redesign of the Eldar Knight walkers, and even wanted the horse knight but it looked a bit silly. The Lord of Skulls is obviously a redesigned Lord of Battles. The Tervigon is obviously a redesigned Malefactor, and the Tyrannofex a redesigned Exocrine (there was even a debate in the studio to keep those names). All of them ended up as new units, new fluff, new names, new design.

The Trygon is the outlier because the GW studio didn't do the new design, and renaming it would have caused all kinds of confusion with the rules in Imperial Armour.


Automatically Appended Next Post:
 krazynadechukr wrote:

 -Loki- wrote:


Third, and this is the big one, it can't be a monstrous creature because its body shape and bulk would make it unable to fit on an oval base.


BTW, who said it was lmtd to that base, or a base at all?


Because if it's in the codex, it has to be a monstrous creature (gargantuans are limited to apocalypse). Monstrous creatures require a base, because all measurements are done from the base like infantry. GW don't sell or make a base bigger than the oval base.

I did say this in the paragraph you snipped that out of, you know?

Look, I'm all for wishlisting, but there's design limitations GW impose on themselves.

[Thumb - images.jpg]


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:42:09


Post by: kirsanth


Repeating that Tyranids are the outlier for 40k conversions is not really helpful. I struggle to think of another they did first or worse.

I am certain that one should exists, but. . .yea.

It was a GC that is now a MC because of a codex addition. Assuming everything else could not be given the same treatment is just absurd.



Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:43:34


Post by: -Loki-


What a great addition to the conversation!


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:44:30


Post by: kirsanth


Guessing you meant the post before mine.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:45:57


Post by: -Loki-


 kirsanth wrote:
Repeating that Tyranids are the outlier for 40k conversions is not really helpful. I struggle to think of another they did first or worse.

I am certain that one should exists, but. . .yea.

It was a GC that is now a MC because of a codex addition. Assuming everything else could not be given the same treatment is just absurd.


Again, I never said that. I said if it did happen, the very simple fact that a monstrous creature, as per the rles, needs a base which the dominatrix design is too big for, and the fact that when the GW studio brings an Epic unit to 40k they not only redesign but rename it and make it a new unit, means that any 'giant psychic leader bug' won't be a Dominatrix. It might be a giant psychic leader bug, but it'll have a new design, new name, new fluff, and won't be a Dominatrix.


Automatically Appended Next Post:
 kirsanth wrote:
Guessing you meant the post before mine.


Yeah.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 04:49:01


Post by: kirsanth


Entirely viable as an option, but it seems to retread the same ground (not that that is out as an 'new' idea).

I read it as just as likely they will repurpose the same idea instead of inventing something like Hiveguard.
Perhaps it is just the rose-tints or somesuch.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 05:14:58


Post by: davethepak


 -Loki- wrote:
Customiseable creatures went too far. It's bad enough trying to remember what someones army can do, but when you can modify individual stats on them it becomes a nightmare for opponents (and cases of unintended cheating when someone forgets they didn't give an option to their unit).

Tyranids need a lot of their options back, but a standard profile for each unit is needed for ease of play.


This.

Just better options, or at least where its not one piece of wargear/option is so clearly better than all the others (scatter lasers anyone?).

I will be excited for nids, and I would not be surprised at all for a really big bug; and to the nay sayers, who would have predicted the tau riptide, or even more extreme the wraithknight (which would have easily fit into apoc).

If they can keep up the mostly good internal balance and nice build options of the last few books, I will be happy.



Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 05:32:49


Post by: kirsanth


Wait.

Customizing gear per model, with options per squad, along with army wide changes is fine, but allowing Tyranids to modify a brood is too much?

You lost me.

Especially when you note that we get no allies.


You sound like a goon.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 07:08:56


Post by: -Loki-


Cusstomising wargear per model is normal, part of every army in 40k, even Tyranids. Certain Tyranid broods being able to add to their ws, bs, strength, toughess, initiative and save base stats is far too much to keep track of and easily forgotten, either on purpose or accidentally.

Thanks for the insult though, I think I may report that.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 07:50:25


Post by: Ferrum_Sanguinis


I hope that if they are doing a huge, Wraithknight/Riptide equivalent MC, that they don't get lazy with it and just make it like a super-carnifex or something. I'd like it to be an original creature, not a variant of something that already exists.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:02:40


Post by: Absolutionis


 Ferrum_Sanguinis wrote:
I hope that if they are doing a huge, Wraithknight/Riptide equivalent MC, that they don't get lazy with it and just make it like a super-carnifex or something. I'd like it to be an original creature, not a variant of something that already exists.
The "Tyrannofex" doesn't really give me faith in their creativity. With the trend in other armies, you may as well abandon all hope.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:26:07


Post by: lord_blackfang


 Carnage43 wrote:
 Brother SRM wrote:
This sounds bogus to me. I can't see them recutting Gaunts and potentially Stealers, they have plenty of oval base bugs already, and I have no idea how they could fit into the release schedule, with Marines in September, supposedly Inquisition in October, a Fantasy release of some sort in November, and Hobbit in December to tie in with the new movie.


Agreed...this is just a list of models that don't have models in the current codex, with a big nasty tacked onto the end.


Thirded. It's just a list of things that seem like "safe bets" to aspiring trolls.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:32:33


Post by: Puscifer


In before they turn Tervigons into transport beasts.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:41:46


Post by: monkeypuzzle


 RandyMcStab wrote:
Aren't pyrovores powerful enough already?


rofl


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:47:55


Post by: V1ND4LOO


No problem with nids getting a big gribbly. If anyone should have one it's them.


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 08:58:30


Post by: silverstu


Caederes wrote:
Hastings did say Tyranids would be the next 40k release after Space Marines, if Inquisitor is released in the same month as Dark Elves it will probably confirm a month early that we are getting Tyranids in November.

.


Actually I'm pretty sure Hastings has both Guard and Orks before Nids in his schedule- which has held up pretty well. He also said that he expected the codex/army book per month to happen in all but 2 months this year- we've already missed a month with apocalypse and I'd expect nothing for christmas so maybe an army release alongside the special box? [probably Dark elves].
I did hear that Nids have had some stuff sculpted for a while but not released [Harpy]- they are coming but still a bit away.
It will be interesting to see how big the release is as the Nid range currently has a number of missing kits [shrikes, mycetic spores etc] and I'd bet they will add a unit or two [probably another huge MC- can't wait!].


Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 09:18:28


Post by: xttz


It's pretty easy to pick up several patterns from previous releases:

Spoiler:

I've deliberately skipped Daemons from this list, as they were done alongside a WHFB release which includes different factors.

Marines:

New AA dual-tank kit
New heavy infantry kit with dual roles
Re-done tac squad box
Re-done veteran squads in plastic rather than finecast
Plastic characters

Eldar:

New huge plastic MC kit
New dual-flyer kit
Re-done Wraithguard
Plastic and Finecast characters

Re-packed dire avengers

Tau:

New MC kit
New dual-flyer kit
Re-done pathfinders
Re-done broadsides
Several finecast releases

Repacked hammerhead/skyray


  • Finecast releases are clearly being gradually replaced by plastic. There was an obvious focus on replacing squad kits like SM vets, Wraithguard and Pathfinders with plastic kits that also cover more options. This is probably why we got new Wraithguard over new jetbikes in the new Eldar release. We've also seen the number of new Finecast character kits gradually dropping as we move away from models originally designed in 2011/12. GW are trying to reduce the number of complex Finecast kits held in stock and ensuring those that are use very little space.

  • There's also a heavy push into dual-purpose kits that cover at least two options from the codex while taking up the same amount of shelf space.

  • Despite any existing saturation in a model range for an army, GW always cram in a new headline kit for a release. This gives us things like the unnecessary Centurions, the Apoc-sized Wraithknight and the Riptide. This is the flagship product (on the WD cover) for the release and the thing most likely to get casual buyers excited.

  • Any races without a flyer model recieved one, and if there was an AA gap that was also filled by a new release.

  • All main options for a codex are now being covered by the model range (with the obvious exception of Eldar jetbike variants like Farseers/Warlocks, which I reckon have been held back on purpose for a future release).



  • With this in mind, you can make some broad predictions about a Tyranid release and probably be fairly accurate. They don't really have any boxed Finecast squads to replace, but there are several major missing options from the armylist and a bunch of

  • There will undoubtably be a dual-kit flyer release containing the Harpy and probably an alternate unit.

  • A Mycetic Spore kit is likely, and if GW can work in an interesting dual-purpose for it (such as some new MC) then that would might be the headline kit. Personally I think they're going to be use the alternate build as an opportunity to give Nids something akin to fortifcations, along the lines of the old Brood Nest or Capillary Tower.

  • If GW think neither of those qualify as a headline kit, I think we'll see a new heavy infantry unit instead in the same vein as Centurions/Wraithguard/Broadsides, rather than yet another MC kit so soon after the Trygon/Tervigon/T-fex/Flyrant/Swarmlord releases. Tyranid don't have any large plastic infantry bigger than Warriors, so that's a plausible angle.
    It's hard to say what role they will fulfill, as GW releases seem to work from a process of: Think of a cool new unit -> come up with a purpose for it in the rulebook

  • One of the following:
  • Re-done Warriors box with options for Shrikes, Prime, and all weapon options (discontinuing the £12 upgrade kit). GW won't care about invalidating the Forgeworld Shrike wings, they already did that fairly recently with the Flyrant.

  • OR
  • Re-done Genestealers box with options for a Ymgarl build and Broodlord. Probably reduced to 6 models per box.


  • Character releases are a little harder to predict. Anything other than a plastic Tyranid Prime may not justify the sales needed to cut a mold. It really depends on what GW's long-term plans for Finecast actually are, as to completely phase it out they will have to start releasing unique characters in plastic.


    Personally, I really really hope the Dominatrix concept is kept back for an Imperial Armour book and a much-needed reboot of the Tyranid Forge World line. Trying to cram this into the regular codex would be undersized and/or underpowered compared to a proper GC. And obviously not as cool.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 09:35:47


    Post by: Kroothawk


    Keep in mind that with the last Tyranid Codex, the oval base was introduced for the trygon, stretching the limits for bases in 40k.
    Also keep in mind that the Wraithknight is not far from Titan sized and allowed for regular games.
    Not unthinkable that GW might introduce a super-oval base now, with a monstrous creature dwarfing the Tyrannofex (at least in volume).

    I am cringing at the thought of what new names GW might come up with. Transportofex being one of the better options


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 09:38:31


    Post by: Caederes


     silverstu wrote:
    Caederes wrote:
    Hastings did say Tyranids would be the next 40k release after Space Marines, if Inquisitor is released in the same month as Dark Elves it will probably confirm a month early that we are getting Tyranids in November.

    .


    Actually I'm pretty sure Hastings has both Guard and Orks before Nids in his schedule- which has held up pretty well. He also said that he expected the codex/army book per month to happen in all but 2 months this year- we've already missed a month with apocalypse and I'd expect nothing for christmas so maybe an army release alongside the special box? [probably Dark elves].
    I did hear that Nids have had some stuff sculpted for a while but not released [Harpy]- they are coming but still a bit away.
    It will be interesting to see how big the release is as the Nid range currently has a number of missing kits [shrikes, mycetic spores etc] and I'd bet they will add a unit or two [probably another huge MC- can't wait!].


    via Warseer
    "MiyamatoMusashi
    I was under the impression it was Tau, Eldar, Orks, SM, Nids, then Guard?

    75hastings69
    Move the orks"


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 09:48:42


    Post by: -Loki-


    V1ND4LOO wrote:
    No problem with nids getting a big gribbly. If anyone should have one it's them.


    They have 4. Not the biggest, but up with them. Only the Wraithknight is bigger, but not in bulk.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 10:12:45


    Post by: Ugly Green Trog


    Caederes wrote:


    via Warseer
    "MiyamatoMusashi
    I was under the impression it was Tau, Eldar, Orks, SM, Nids, then Guard?

    75hastings69
    Move the orks"


    But move them where Hastings? I must know!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 11:02:17


    Post by: rothrich


     -Loki- wrote:
    rothrich wrote:
     Brother SRM wrote:
     spacewolf407 wrote:
    And finally GW decides to produce the mycetic spore.

    Or they don't, since this rumor smells an awful lot like bologna. I'm sure they will when there's an actual Tyranid codex, but these rumors don't seem so savory.


    Why do you think this is bologna? Purely speculating what 40k codex do you think we will see if not nids?



    His argument is there is no room for another 40k codex this year, and he's correct. September is Space Marines, October is this super secret big box game that's either Blood Bowl or 28mm Inquisitor, and November is then a Fantasy month. Historically GW don't release anything in December other than Lord of the Rings/Hobbit games to coincide with the movie releases.

    So Tyranids being out next for 40k and also this year means either there's no big box game so the Fanasy release moves to October, and Tyranids in November (possible... GW haven't released enough for a cycle to set a precedent), no Fantasy month (unlikely, GW alternate 40k/Fantasy book releases) or Tyranids in December (unlikely, GW don't release new 40k or Fantasy books in December because apparently a new army at Christmas time is a terrible way to make money?).


    Historically when is the last time we have seen what 5 or 6? codexes in a single year? DA, Deamons, CSM, Tau, Eldar, and Space Marhines? Was DA this year or last?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 11:07:22


    Post by: KingCracker


    rothrich wrote:
    Poor poor orks... I guess its another 6+ month wait for us...



    We can always hope these are wrong. I'd love to get that friggin GW ol try where we get some crazy new stuff


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 11:09:48


    Post by: rodgers37


    If Hive Guard gain Sky Fre and keep most current rules/stats, surely they'll get a fairly hefty points increase, something like 75 points I'd have thought, since they are one of about 3 units that are actually costed fairly/cheaply for that they can do on the current codex.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 11:34:28


    Post by: -Loki-


    rothrich wrote:
     -Loki- wrote:
    rothrich wrote:
     Brother SRM wrote:
     spacewolf407 wrote:
    And finally GW decides to produce the mycetic spore.

    Or they don't, since this rumor smells an awful lot like bologna. I'm sure they will when there's an actual Tyranid codex, but these rumors don't seem so savory.


    Why do you think this is bologna? Purely speculating what 40k codex do you think we will see if not nids?



    His argument is there is no room for another 40k codex this year, and he's correct. September is Space Marines, October is this super secret big box game that's either Blood Bowl or 28mm Inquisitor, and November is then a Fantasy month. Historically GW don't release anything in December other than Lord of the Rings/Hobbit games to coincide with the movie releases.

    So Tyranids being out next for 40k and also this year means either there's no big box game so the Fanasy release moves to October, and Tyranids in November (possible... GW haven't released enough for a cycle to set a precedent), no Fantasy month (unlikely, GW alternate 40k/Fantasy book releases) or Tyranids in December (unlikely, GW don't release new 40k or Fantasy books in December because apparently a new army at Christmas time is a terrible way to make money?).


    Historically when is the last time we have seen what 5 or 6? codexes in a single year? DA, Deamons, CSM, Tau, Eldar, and Space Marhines? Was DA this year or last?


    Not saying it's impossible, just unlikely. The only way for another 40k codex to fit this year is either having it, or the fantasy release, alongside the big box game, or in december. GW has never released an army in december, at least as far as I can remember. That's when they do their megaforce 'deals'. They also have never, as far as I can remember, released two major products (ie codices or boxed games) together in one month. Going by historical release behaviour, there's just no more room this year for another 40k codex.

    As you said, and other have, GW seems to be breaking trends. We even got, IIRC, the first edition since 2nd without Space Marines as the first codex. Things change - but those two are big limitations for another 40k codex this year.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 0057/01/31 12:20:58


    Post by: spaceelf


    rothrich wrote:

    Historically when is the last time we have seen what 5 or 6? codexes in a single year? DA, Deamons, CSM, Tau, Eldar, and Space Marhines? Was DA this year or last?


    Given that GW codex releases are much smaller affairs than they used to be, it is not a big deal to release 6 or more codicies per year. We all know that they do not spend much time on the books themselves.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 12:32:15


    Post by: RiTides


    Ugly Green Trog wrote:
    Caederes wrote:


    via Warseer
    "MiyamatoMusashi
    I was under the impression it was Tau, Eldar, Orks, SM, Nids, then Guard?

    75hastings69
    Move the orks"


    But move them where Hastings? I must know!

    Agreed . But at least that would make them 1 of the next 2 40k codii!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:09:06


    Post by: kirsanth


     xttz wrote:
    Personally, I really really hope the Dominatrix concept is kept back for an Imperial Armour book and a much-needed reboot of the Tyranid Forge World line.
    This much, at least, I disagree with to a silly degree.

    Release it in a codex.
    Make it real or leave it out.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:10:08


    Post by: Imperial Deceit


    Maybe they will do what they did with BT and roll Orks into 'Nids and just call it Codex: Assaulty Hordes.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:32:01


    Post by: gorgon


    *shrug* If it's not November, it's probably January.

    Given my existing collection, I feel like they'd have some difficulty making me buy a lot of new models. Then again, I thought that last time, and they created like 10 new units and got me for a few hundred.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:42:11


    Post by: Imperial Deceit


    In all seriousness they will probably get a special rule that allows them to run and assault, kinda like the eldar got with combat focus.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:51:04


    Post by: xttz


     kirsanth wrote:
     xttz wrote:
    Personally, I really really hope the Dominatrix concept is kept back for an Imperial Armour book and a much-needed reboot of the Tyranid Forge World line.
    This much, at least, I disagree with to a silly degree.

    Release it in a codex.
    Make it real or leave it out.


    ITT I learn Hierophants aren't real units because they're not in a codex


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 13:51:07


    Post by: Symbio Joe


     xttz wrote:
    It's pretty easy to pick up several patterns from previous releases:
    [...]
    One of the following:
  • Re-done Warriors box with options for Shrikes, Prime, and all weapon options (discontinuing the £12 upgrade kit). GW won't care about invalidating the Forgeworld Shrike wings, they already did that fairly recently with the Flyrant.

  • OR
  • Re-done Genestealers box with options for a Ymgarl build and Broodlord. Probably reduced to 6 models per box.



  • My guess would be a redone biomorph or bioweapon sprue adding Boneswords and Lash Whips. The Prime being Finecost is already in the rumors (Making your first Prime is the gateway into the conversion hobby ) Redone Genstealers and Gaunts would make sense as some Biomorph options are gone and some Biomoweapon options reappeared.

     Kroothawk wrote:

    [...]
    Transportofex being one of the better options


    We are wishing for this for 3 editions now. Hierodule would be the smaller version of the Hierophant also coming in CC and RA settings. Or Gw goes for maximum trolling with a one to one transition of the Exocrine.

    Anything left from the Choochoo Train back into 2nd edition are indeed the Geenstealer Cults (,the Electricfield and Flamethrowers for Gargoyles but who wants those back ? ).


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 14:13:22


    Post by: tetrisphreak


    Ugly Green Trog wrote:
    Caederes wrote:


    via Warseer
    "MiyamatoMusashi
    I was under the impression it was Tau, Eldar, Orks, SM, Nids, then Guard?

    75hastings69
    Move the orks"


    But move them where Hastings? I must know!


    I've been tracking tyranid rumors for what seems like forever, as I just can't get enough of my bugs. Here's what I think:

    When 6th edition came out, there was some fancy get-together or gamesday or somesuch where some of the game designers were interviewed. Mind you, this was over a year ago, now. One of the things addressed was the tyranid codex, and how they were "in need of an update". With multiple people in the process saying it takes about 12 months to make a codex, that jumps us to a time frame near....now.

    2nd - the "new big bug". About 6 months ago something sprung up on the interwebs over a tyranid creature that appeared in a card game - the cerebore. It was a large, almost larval looking tyranid whose only job was to shlep the smaller bugs across the table. I think this would be great for the game - we all complain that warriors and raveners and other T4 beasts w 3 wounds get instant-deathed by s8 weapons. If they were carried across the table by a T6, T7, or god-forbid, T8 bug, the units could then make it into close combat much easier. the mechanics are wishlisting, but the term 'cerebore' and it's battlefield role have merit.

    -secondary to the above, the new hierophant biomorph page in the imperial armor apocalpyse gives it an option which creates it into a transport vehicle, with the assault vehicle rule and a capacity of 20. Again, precedent is now set for big bugs to carry smaller bugs. Keep this one in your minds, folks.

    3rd - Hastings release schedule, which has been IMPECCABLE this year, says "move the orks". since we obviously can't move them backward, then we must push them ahead, which does leave nids as the NEXT updated codex. This means we should see more rumors, rules, and even photos around early-to mid october if the november release is true. Otherwise, they could release in January 2014 on or near their 4-year anniversary from the dung-pile which is the codex Cruddace wrote.


    My 2c.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 15:13:28


    Post by: kirsanth


     xttz wrote:
     kirsanth wrote:
     xttz wrote:
    Personally, I really really hope the Dominatrix concept is kept back for an Imperial Armour book and a much-needed reboot of the Tyranid Forge World line.
    This much, at least, I disagree with to a silly degree.

    Release it in a codex.
    Make it real or leave it out.


    ITT I learn Hierophants aren't real units because they're not in a codex
    Yep. I have never seen one in a 40k game, let alone tourney.

    Come to think of it, I have never even seen someone ask if it would be ok, because it is so blatantly not.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 15:17:46


    Post by: Imperial Deceit


    They are real enough from a fluff perspective, they could easily add them if they wanted to. Now granted a lot of the bigger 'nids really only should be in apoc. but as far as what could be added the 'nids really do have a lot of potential for new units.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 16:37:35


    Post by: Davor


     -Loki- wrote:
    Customiseable creatures went too far. It's bad enough trying to remember what someones army can do, but when you can modify individual stats on them it becomes a nightmare for opponents (and cases of unintended cheating when someone forgets they didn't give an option to their unit).

    Tyranids need a lot of their options back, but a standard profile for each unit is needed for ease of play.


    That is so much BS. I am sorry, when I see people memorizing ALL the CHARTS, alot of codicies, No it's not so hard what someones army can do. I ask every turn what does this guy do again. You are so wrong here. SM, have so many options. Eldar have so many options. Tau have so many options. Etc etc etc. SM even have options to change stats. So how come it's ok for them to do it and not Tyranids?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:12:26


    Post by: kirsanth


    Glad to know it is not just me, Davor.



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:19:22


    Post by: creeping-deth87


    I'm confused about the release schedule, I distinctly remember Hastings said SM or IG, followed by SM or IG (depending on who was updated first), and THEN Tyranids. Was there a change or am I just misremembering?

    If Tyranids ARE next, I'm happy for Tyranid fans. That mono-competitive build must get real boring.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:24:47


    Post by: Kroothawk


    Just for the record:
    Here the official pic of the Cerebore:

    Here a scratchbuilt model by Lord Scythican:


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:30:29


    Post by: Kirasu


     kirsanth wrote:
     xttz wrote:
    Personally, I really really hope the Dominatrix concept is kept back for an Imperial Armour book and a much-needed reboot of the Tyranid Forge World line.
    This much, at least, I disagree with to a silly degree.

    Release it in a codex.
    Make it real or leave it out.


    The Dominatrix would never be released with such a stupid rogue-trader era name like that. Come on, dominatrix has a very sexual connotation which simply wouldn't fly in todays retail or toy world. It's a beyond absurd name since Nids don't even have a gender and the name was probably named due to someone having too much porn + beer at one time.

    Let's bring the unit into apoc but give it a name that is serious.

    That's like having a sisters of battle vehicle named after some kind of catholic teacher with big breasted armor fetish.. (sorry I am at a loss what a nun fetish is called)


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:31:58


    Post by: Janthkin


    Please dial the snark down; talk to each other, not at each other.

    The only "heavy" infantry Tyranids have traditionally had are Tyrant Guards (and the Hive Guard, both in fluff & in model, is derivative of the Tyrant Guard). But Tyrant Guard aren't especially useful for themselves right now. It would be interesting if you could field them more like a unit of Warlocks.

    The Doom is doomed; no way he keeps anything like his current rules (if he survives at all - when was the last sighting of The Red Terror?).

    Genestealers need something - a price break to start with, and then something like the previously mentioned "Assault Focus." The whole army, actually, has a bit of an issue - Tyranids are now significantly slower than Slaaenshi Daemons & Eldar armies. If Tyranids are to remain close-range-oriented, they need a collection of fast-moving threats. Right now, I'm using Gargoyles to fill that niche, coupled with Ymgarl/the Doom/a Flyrant. But 'stealers should be in the conversation.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:32:47


    Post by: kirsanth


     Kirasu wrote:
    It's a beyond absurd name since Nids don't even have a gender and the name was probably named due to someone having too much porn + beer at one time.

    Angry women are OK, but dominant ones are not?

    I kid!

    Mostly.

    The names are pretty absurd, always have been.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 17:36:19


    Post by: Absolutionis


     Kirasu wrote:
    The Dominatrix would never be released with such a stupid rogue-trader era name like that. Come on, dominatrix has a very sexual connotation which simply wouldn't fly in todays retail or toy world. It's a beyond absurd name since Nids don't even have a gender and the name was probably named due to someone having too much porn + beer at one time.
    You know, many of the Tyranid names are words that mean a woman in some manner

    Termagant, Harridan, Harpy, Hierodule, Viragon, and Dominatrix are all words specifically referring to women in some manner; most mean a scornful or evil woman.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 18:25:34


    Post by: HoverBoy


     Absolutionis wrote:
     Kirasu wrote:
    The Dominatrix would never be released with such a stupid rogue-trader era name like that. Come on, dominatrix has a very sexual connotation which simply wouldn't fly in todays retail or toy world. It's a beyond absurd name since Nids don't even have a gender and the name was probably named due to someone having too much porn + beer at one time.
    You know, many of the Tyranid names are words that mean a woman in some manner

    Termagant, Harridan, Harpy, Hierodule, Viragon, and Dominatrix are all words specifically referring to women in some manner; most mean a scornful or evil woman.

    That would certainly go with the whole "ravenously consume until nothing but a lifeless husk remains" theme that the nids've got going.
    Guess someone on the writing team has had at least one divorce.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 18:32:32


    Post by: Kirasu


    There is a difference between an angry woman and one that most laws in the US consider to be a 'sex worker' tho.. Although I did not realize what all the other names meant!




    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 18:38:31


    Post by: Imperial Deceit


     Absolutionis wrote:
     Kirasu wrote:
    The Dominatrix would never be released with such a stupid rogue-trader era name like that. Come on, dominatrix has a very sexual connotation which simply wouldn't fly in todays retail or toy world. It's a beyond absurd name since Nids don't even have a gender and the name was probably named due to someone having too much porn + beer at one time.
    You know, many of the Tyranid names are words that mean a woman in some manner

    Termagant, Harridan, Harpy, Hierodule, Viragon, and Dominatrix are all words specifically referring to women in some manner; most mean a scornful or evil woman.


    Way to know your vernacular, you get an exalt.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 18:53:38


    Post by: silverstu


     creeping-deth87 wrote:
    I'm confused about the release schedule, I distinctly remember Hastings said SM or IG, followed by SM or IG (depending on who was updated first), and THEN Tyranids. Was there a change or am I just misremembering?
    .


    Just to quote Harry and Hastings from Warseer which clears things up a little-

    Originally Posted by MajorWesJanson
    Tau are next, then Eldar. Sisters, Templars, Orks, and probably Nids need books before IG does. .......
    75Hastings69
    Not quite, remove sisters & Templars...... replace with SM & IG....... Although the order of them might be mixed up a bit

    Oops my mistake, I thought you were listing the order, then I realised you were listing codex that need updating before IG ....... still a little further look ahead in the future of 40k never did any harm did it?
    MiyamatoMusashi
    I was under the impression it was Tau, Eldar, Orks, SM, Nids, then Guard?
    75hastings69
    Move the orks

    Release order according to Harry -
    Sami
    So: Tau (now), Eldar, SM or IG, SM or IG, Orks, Tyranids.
    Harry
    Thats seems to be about the size of it


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 19:08:24


    Post by: wyomingfox


    Yeah, when there is conflict though, Harry defaults to Hastings. Therefore, I would assume that when it comes to 40k codices either Orks or Nids will be next (either Orcs are moved after SM, after Nids, or after IG). But either way, Nids still would come before IG.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 19:14:16


    Post by: Alex Kolodotschko


    Not bothered either way.
    New nids and new models on the horizon will give me some impetus to get the rest of my stockpile painted.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 19:17:56


    Post by: wyomingfox


     Janthkin wrote:
    The whole army, actually, has a bit of an issue - Tyranids are now significantly slower than Slaaenshi Daemons & Eldar armies. If Tyranids are to remain close-range-oriented, they need a collection of fast-moving threats. Right now, I'm using Gargoyles to fill that niche, coupled with Ymgarl/the Doom/a Flyrant. But 'stealers should be in the conversation.


    Well that and getting to Tau before they cause too much damage (a lot of Tau players -- or tau allies -- been cropping up in my area). For speed, I have 2 Flyrants (1 with OA), Ygmarl Squad, Doom, Gargoyle Squad, Mawloc, and an outflanking Tervigon with Catalyst. Haven't played eldar yet though.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 20:42:24


    Post by: Kroothawk


     Kirasu wrote:
    The Dominatrix would never be released with such a stupid rogue-trader era name like that. Come on, dominatrix has a very sexual connotation which simply wouldn't fly in todays retail or toy world.

    Have you ever looked at the leader of the Repentia unit of the Sisters of Battle?
    Called "Mistress of Repentance" on the English, "Dominatris" on the German and "Domina Absolutio" on the Italian website


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 22:02:23


    Post by: brassangel


    I don't think GW will call it a Dominatrix, despite it's name appearing in the codices for a while now. They'll come up with something new, but smaller, that points to something old and give it a new name. Sort of how the Venomthrope looks a lot like a smaller Malanthrope, and the Wraithknight like a smaller Revenant. This also helps them avoid stepping on Forgeworld's crybaby toes.

    I've found lately that Tyranids just hit an absolute wall against Eldar and Tau. Both can shoot even the fast units down before the rest of the army makes it up the field, and then disrupts the remaining swarm by popping the Tervigons just the same. I have found that the Swarmlord and Hive Tyrant(s) are a lot tougher to kill than some people believe, however; even without an invulnerable save.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 22:24:09


    Post by: tetrisphreak


    Eldar of both varieties can smoke our heavy hitters and then mop up the leftover small bugs without breaking a sweat. Tau can similarly wreck us at range, even ymgarls can't make it into combat if there are counterfire missile pod XV-88s anywhere nearby.

    *shudder*


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 23:13:47


    Post by: jifel


     brassangel wrote:
    I've found lately that Tyranids just hit an absolute wall against Eldar and Tau. Both can shoot even the fast units down before the rest of the army makes it up the field, and then disrupts the remaining swarm by popping the Tervigons just the same. I have found that the Swarmlord and Hive Tyrant(s) are a lot tougher to kill than some people believe, however; even without an invulnerable save.


    I haven't played Eldar alone yet, but I played two very good lists lately, Taudar and Quadtide (yeah, thats a thing now...) and found moderate success. Not overwhelming, but we can definitely compete, and I'm a lot less scared of Eldar than I used to be. Kill the Markerlights ASAP and Tau suddenly have a lot of trouble killing Tervigons. They also can really struggle vs Flyrants if you down the Markerlights, and don't fail that first grounding check.

    The tactics that have worked against Tau in the past work now. Get in their face, kill what you can and cripple their troop choices. Its not that hard with even half decent terrain. At this point, he can't kill your troops and you can win most objective games. *Disclaimer: Purge the Alien vs Tau is pretty rough. Sacrifice a small rodent to a local Daemons player in exchange for borrowing his army... thats about it.*

    As to the rumored big beast, I'm just fine with the Dominatrix as a name. 40k has silly names, and its fun! Plus, she's psychically dominating your lesser beasties, it makes sense.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 23:20:48


    Post by: tetrisphreak


    Posted by Bigred in the BOLS lounge:

    BOLS wrote:

    via BoLS 8-13-2013

    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

    Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

    "BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW


    If it's true, that sounds like a mini-dominatrix to me. A support psyker MC that works much as the tervigon does now, by buffing surrounding smaller tyranids. I like the idea!

    Little bugs with fleet - also a good choice, though i own 124 termagants so i don't know why i'd buy more unless they drop to 3-4 points apiece, or the spawning ability of tervigons gets buffed further....

    As for the expanded FOC as an alternative to allies - I called that one as soon as 6th came out. My friends and I would argue about the weakness 'nids have in that area compared to other armies getting 'free' slots via allies, and I speculated way back then that the new book would have a modified FOC, or have units that only occupy 1/2 an FOC slot. of course these are just BOLs rumors...but we'll see soon enough!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 23:28:07


    Post by: jifel


     tetrisphreak wrote:
    Posted by Bigred in the BOLS lounge:

    BOLS wrote:

    via BoLS 8-13-2013

    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

    Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

    "BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW


    If it's true, that sounds like a mini-dominatrix to me. A support psyker MC that works much as the tervigon does now, by buffing surrounding smaller tyranids. I like the idea!

    Little bugs with fleet - also a good choice, though i own 124 termagants so i don't know why i'd buy more unless they drop to 3-4 points apiece, or the spawning ability of tervigons gets buffed further....

    As for the expanded FOC as an alternative to allies - I called that one as soon as 6th came out. My friends and I would argue about the weakness 'nids have in that area compared to other armies getting 'free' slots via allies, and I speculated way back then that the new book would have a modified FOC, or have units that only occupy 1/2 an FOC slot. of course these are just BOLs rumors...but we'll see soon enough!
    Deathleapers left talon, thats amazing! I really hope this is true. The Allying self substitute rule sounds... actually possible! And a big MC like that sounds pretty possible, but ML4 was more than I was hoping for. But, I like it!

    I can't find it on Bols though, where did it come from?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/13 23:59:23


    Post by: lord_blackfang


    There will be no compensation for Allies in the Tyranid codex, because a Codex is meant to outlast the edition and there will be no Allies in 7th.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:07:44


    Post by: jifel


     lord_blackfang wrote:
    There will be no compensation for Allies in the Tyranid codex, because a Codex is meant to outlast the edition and there will be no Allies in 7th.


    There will definitely be Allies in 7th... where'd you hear that? Or is is just you hoping?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:16:33


    Post by: Byte


     lord_blackfang wrote:
    there will be no Allies in 7th.


    Based on what?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:18:02


    Post by: rigeld2


    BigRed is 16/6 with a few pending so...
    Tastes salty.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:27:57


    Post by: -Loki-


     tetrisphreak wrote:
    Posted by Bigred in the BOLS lounge:

    BOLS wrote:

    via BoLS 8-13-2013

    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

    Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

    "BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW


    If it's true, that sounds like a mini-dominatrix to me. A support psyker MC that works much as the tervigon does now, by buffing surrounding smaller tyranids. I like the idea!

    Little bugs with fleet - also a good choice, though i own 124 termagants so i don't know why i'd buy more unless they drop to 3-4 points apiece, or the spawning ability of tervigons gets buffed further....

    As for the expanded FOC as an alternative to allies - I called that one as soon as 6th came out. My friends and I would argue about the weakness 'nids have in that area compared to other armies getting 'free' slots via allies, and I speculated way back then that the new book would have a modified FOC, or have units that only occupy 1/2 an FOC slot. of course these are just BOLs rumors...but we'll see soon enough!


    I actually like the sound of that. I don't mind a giant psychic leader bug, I just hope they don't destroy the Dominatrix with the redesign.

    This might also herald a change for the Swarmlord - right now he's an army buffer, psychic montrosity and a massive beatstick. That treads on this things toes somewhat. I could see his psychic abilities getting toned down a bit to make him more focused on being a beatstick and army support while this thing is the big, bad psyker.

    I'd love a new Termagant box with different bodies (curled tails) and expanded weapon options (only if those weapons become viable options). I only have 24 Termagants, so I might grab one more box, then I can mix it up with this box.

    I do like the idea of the modified FoC, but that alone pushes this rumour into 'truckload of salt' territory. It would be nice, but it's not something I can see GW doing.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:36:44


    Post by: Janthkin


    Recut termagants better not have heads that come in two freaking pieces.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:47:36


    Post by: Ferrum_Sanguinis


    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:51:33


    Post by: Janthkin


    Unless there's a rumor to that effect, I think it's wish-listing & wandering OT.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:52:54


    Post by: MajorWesJanson


     Ferrum_Sanguinis wrote:
    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Gargoyles, no. Shrikes, sure.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 00:55:46


    Post by: -Loki-


    Gargoyles as troops with a Flyrant would be awesome. Have it move Shrikes to Elite as well and you'd be able to do a full flying army. Flyrants, Gargoyles, Shrikes, Harpies. Add Harridans for Apocalypse. However, it's wishlisting as it hasn't hit any rumour I've seen.


    Automatically Appended Next Post:
     Janthkin wrote:
    Recut termagants better not have heads that come in two freaking pieces.


    The only reason I can see they did that was for the heads with open mouths so they can have the upper palette in the mouth actually raised. But then they had to stop and think 'who is going to look at a Termagant that closely'.

    If they recut it so it's got Spike Rifles and Stranglewebs, I'd be all for it. Obviously there'd be a price increase (with the obligatory reduction in models), but to get those weapons, plus some alternate, not static bodies, I'll buy it.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 01:26:31


    Post by: brassangel


    jifel wrote:
     brassangel wrote:
    I've found lately that Tyranids just hit an absolute wall against Eldar and Tau. Both can shoot even the fast units down before the rest of the army makes it up the field, and then disrupts the remaining swarm by popping the Tervigons just the same. I have found that the Swarmlord and Hive Tyrant(s) are a lot tougher to kill than some people believe, however; even without an invulnerable save.


    I haven't played Eldar alone yet, but I played two very good lists lately, Taudar and Quadtide (yeah, thats a thing now...) and found moderate success. Not overwhelming, but we can definitely compete, and I'm a lot less scared of Eldar than I used to be. Kill the Markerlights ASAP and Tau suddenly have a lot of trouble killing Tervigons. They also can really struggle vs Flyrants if you down the Markerlights, and don't fail that first grounding check.

    The tactics that have worked against Tau in the past work now. Get in their face, kill what you can and cripple their troop choices. Its not that hard with even half decent terrain. At this point, he can't kill your troops and you can win most objective games. *Disclaimer: Purge the Alien vs Tau is pretty rough. Sacrifice a small rodent to a local Daemons player in exchange for borrowing his army... thats about it.*

    As to the rumored big beast, I'm just fine with the Dominatrix as a name. 40k has silly names, and its fun! Plus, she's psychically dominating your lesser beasties, it makes sense.


    It's easy to say, "just do [X] and you'll win," but most good opponents are aware of that. They get to make decisions too. It's easier for 6th edition armies to counter Tyranids than it is for Tyranids to counter them. They simply have more viable options, and can better play to the mission. This codex is so reliant upon synergy that taking out an anchor (like the Tervigon) is priority #1 for most players. I'm lucky if I have a Tervigon at the top of turn 3 anymore, regardless of cover, psychic powers, etc.

    Speaking of which, expect a "nerf" to the Tervigon. Well, it won't be a nerf, per se, but a change to encourage more difficult list building. I'm okay with that. I think list-building should be a part of the strategy, and fewer auto-includes are always a good thing. Tervigons will still be playable, but there will actually be good reasons to try something different.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 02:06:16


    Post by: Ferrum_Sanguinis


    MajorWesJanson wrote:
     Ferrum_Sanguinis wrote:
    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Gargoyles, no. Shrikes, sure.


    What? Gargoyles are cheap and expendable enough that they used them to clog massive gun barrels. Shrikes are Synapse creatures. How does that makes sense?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 02:24:05


    Post by: Absolutionis


     Ferrum_Sanguinis wrote:
    MajorWesJanson wrote:
     Ferrum_Sanguinis wrote:
    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Gargoyles, no. Shrikes, sure.


    What? Gargoyles are cheap and expendable enough that they used them to clog massive gun barrels. Shrikes are Synapse creatures. How does that makes sense?
    Shrikes are not Synapse creatures. They're mindless Warrior-lookalikes that gave up their armor and synapse for wings.

    Either way, we're wishlisting here.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 02:36:14


    Post by: Frozen Ocean


     Janthkin wrote:
    Recut termagants better not have heads that come in two freaking pieces.


    I cannot agree with this more.

    Furthermore, I really hope we don't get anything as stupid as the Centurion.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 02:49:09


    Post by: Ferrum_Sanguinis


     Frozen Ocean wrote:
     Janthkin wrote:
    Recut termagants better not have heads that come in two freaking pieces.


    I cannot agree with this more.

    Furthermore, I really hope we don't get anything as stupid as the Centurion.


    This GW, so I'd say the odds are 50/50

    Is it possible that they'll combine Termagaunts and Hormagaunts into one box?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 03:13:38


    Post by: Maelstrom808


     Absolutionis wrote:
     Ferrum_Sanguinis wrote:
    MajorWesJanson wrote:
     Ferrum_Sanguinis wrote:
    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Gargoyles, no. Shrikes, sure.


    What? Gargoyles are cheap and expendable enough that they used them to clog massive gun barrels. Shrikes are Synapse creatures. How does that makes sense?
    Shrikes are not Synapse creatures. They're mindless Warrior-lookalikes that gave up their armor and synapse for wings.

    Either way, we're wishlisting here.


    Armor yes, but they are still synapse critters.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 03:15:58


    Post by: RiTides


    BOLS lounge rumor sounds good... hope it's true


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 03:16:20


    Post by: SickSix


    Has any other monger chimed in on this yet?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 04:42:39


    Post by: -Loki-


     Absolutionis wrote:
     Ferrum_Sanguinis wrote:
    MajorWesJanson wrote:
     Ferrum_Sanguinis wrote:
    What do you guys think about Flyrants allowing Gargoyles to be troops? Yay or Nay?


    Gargoyles, no. Shrikes, sure.


    What? Gargoyles are cheap and expendable enough that they used them to clog massive gun barrels. Shrikes are Synapse creatures. How does that makes sense?
    Shrikes are not Synapse creatures. They're mindless Warrior-lookalikes that gave up their armor and synapse for wings.

    Either way, we're wishlisting here.


    You're thinking of Raveners. Shrikes are simply Warriors with wings and less armour, and still have battlefield command roles (and in previous editions were simpy Warriors who took the Wing upgrade). Raveners are the mindless shock assault mid sized creature.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 04:49:27


    Post by: Absolutionis


    Yes, I was blending my memory of Raveners and Shrikes. Terribly sorry.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:15:44


    Post by: Ferrum_Sanguinis


    Just in from Bell of Lost Souls!

    Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

    Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

    Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

    Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.


    CALLED IT! I KNEW Death Leaper would be an upgrade!

    Lictors MIGHT actually be worth taking...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:24:33


    Post by: -Loki-


    Might have to buy a third Hive Guard, so I have 3 with Impaler Cannons, and can just build 3 with whatever the Skyfire option will be.

    I don't see the point of paying to spawn upgraded Termagants. The units are so small all they're good for is eating wounds, blocking charges and maybe babysitting a backfield objective.

    Destructive and Augmentative separate lists would be awesome.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:26:17


    Post by: rigeld2


    10 "free" devilgants would be fun..


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:34:53


    Post by: Ferrum_Sanguinis


    I'm thinking for the augmentative powers, the Primaris one may simply be increasing the synapse range for the caster. Another may also be granting rage and/or hatred, or maybe preferred enemy...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:35:46


    Post by: -Loki-


    They won't be free once you start paying to spawn them - those Devilgaunts are colsting you whatever the upgrade cost you. You could spawn over 30 in a game or 3 in a game. Depending on the cost of the upgrades, it might just not be worth it. There's enough gambling on dice in this game without throwing more points at the gamble.

    Not that I don't appreciate the option being there. Im sure people will use it.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:52:49


    Post by: Absolutionis


    We don't know the cost change of Tervigons nor their Termagant upgrade costs. "Pricey" is a bit of a let-down for reasons stated; you may as well buy Termagants yourself instead for the points; on that note, you may as well buy something else.

    That being said, it may be worthwhile if there no longer was the Tervigon menopause rule.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:55:36


    Post by: Ferrum_Sanguinis


     Absolutionis wrote:
    We don't know the cost change of Tervigons nor their Termagant upgrade costs. "Pricey" is a bit of a let-down for reasons stated; you may as well buy Termagants yourself instead for the points; on that note, you may as well buy something else.

    That being said, it may be worthwhile if there no longer was the Tervigon menopause rule.


    I would be bracing for the worst and expect a huge nerf for the Tervigon, given how popular it has been...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 05:55:56


    Post by: -Loki-


    I wouldn't mind a lower cap on how many the Tervigon could spawn if they removed the chance to constipate itself. But that would definitely need a price hike.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 06:39:37


    Post by: DexKivuli


     Ferrum_Sanguinis wrote:
    Just in from Bell of Lost Souls!

    Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

    Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

    Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

    Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.


    CALLED IT! I KNEW Death Leaper would be an upgrade!

    Lictors MIGHT actually be worth taking...


    If there are two tables of powers, it's likely there'd be a bit of an overhaul of the 'nid psykers themselves.

    While at the moment they can pick a lot of powers, with the exception of the swarmlord they're all mastery 1. A fully kitted tervigon gets to roll 3 powers, but can only cast 1. Zoeys/Broodies/Tyrants roll 2 and can cast 1. Rolling multiple powers and only being able to cast one isn't usual anymore.

    If they make people pay for the mastery, or just make everything mastery 1, then a tervigon wouldn't need much of a nerf. Without good odds on iron arm or endurance, or even catalyst, it's going down a lot faster.

    Maybe a new monstrous creature could be some kind of malanthrope derivative. Mastery level 3 HQ.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 07:29:16


    Post by: -Loki-


     DexKivuli wrote:
    Maybe a new monstrous creature could be some kind of malanthrope derivative. Mastery level 3 HQ.


    The rumoured mastery level 4 oval base HQ monster wasn't enough psychic badassness?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 07:31:49


    Post by: Ferrum_Sanguinis


    I really think if any Nid should be ML4, its the Swarmlord, since he's, you know, basically the Hive Mind incarnate who made Calgar his *****


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 07:33:51


    Post by: lord_blackfang


     jifel wrote:
     lord_blackfang wrote:
    There will be no compensation for Allies in the Tyranid codex, because a Codex is meant to outlast the edition and there will be no Allies in 7th.


    There will definitely be Allies in 7th... where'd you hear that? Or is is just you hoping?


    It's written in between the lines in every 6th ed. Codex.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 08:21:39


    Post by: xttz


     Ferrum_Sanguinis wrote:
    Just in from Bell of Lost Souls!

    Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

    Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

    Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

    Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.



    What's this? Very specific rumours on a codex that is at least a few months out?

    Excuse me while I message BoLS about the new Tyranid Xentarch...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 09:09:52


    Post by: Skullhammer


    This could go either way complete bs / someones a damn good fortune teller or there's a leak in the chain between studio and printers. (codexies are printed about 2-3 months before release to give time for stock/distribution etc)( if I remember it right).


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 10:12:01


    Post by: -Loki-


     Ferrum_Sanguinis wrote:
    I really think if any Nid should be ML4, its the Swarmlord, since he's, you know, basically the Hive Mind incarnate who made Calgar his *****


    He's a supreme local area commander with good psychic abilities and over developed combat abilities. Tyranids have better psykers though.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 10:27:30


    Post by: Necro


    This is all good news. I have not played a game since 6th ed came out and I can see a new codex for my beloved nids bringing me back.

    Just hoping Raveners and Lictors worth taking and we see the return of biomorphs.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 12:34:37


    Post by: LeVeux


    Ork player here.

    With Codex SM on the horizon that updates Black Templars from 4th to 6th. Everyone else has a 5th edition codex (at least) except for 1 race which still lingers in 4th.

    Oh well, another year of waiting most probs. That'll make the codex 6.5 years old when it (possibly) gets an update


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 12:42:49


    Post by: Valkyrie


    Termagaunts down to 10 in a box and no Rippers included? Expect a small price increase to compensate for this tragedy...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 13:07:35


    Post by: tetrisphreak


     Valkyrie wrote:
    Termagaunts down to 10 in a box and no Rippers included? Expect a small price increase to compensate for this tragedy...


    The lower model count corresponds with other troop boxes we've seen (multiple of 5) and yes, it will probably go from 29.00 to 33.00. However the sprues will probably have more plastic than before, with more options - this is the trend we've seen with all new updated plastic kits.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 13:25:25


    Post by: Bomster


    I hope they stop constantly increasing minimum squad sizes. I use a small squad of old metal gargoyles and it's a chore to go ebay-hunting with every new edition...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 13:36:32


    Post by: Zande4


     LeVeux wrote:
    Ork player here.

    With Codex SM on the horizon that updates Black Templars from 4th to 6th. Everyone else has a 5th edition codex (at least) except for 1 race which still lingers in 4th.

    Oh well, another year of waiting most probs. That'll make the codex 6.5 years old when it (possibly) gets an update


    Why are you saying this like it's somehow our fault?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 13:37:03


    Post by: MajorWesJanson


     Ferrum_Sanguinis wrote:
    Just in from Bell of Lost Souls!

    Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

    Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

    Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

    Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.


    CALLED IT! I KNEW Death Leaper would be an upgrade!

    Lictors MIGHT actually be worth taking...


    I'm hoping Doom and Old One Eye become upgrade characters as well. Maybe Red Terror can come back to upgrade Ravenors?

    Tyrant Guard/Hive guard is just too logical, especially if Hive Guard pick up Skyfire.

    Still don't see the wisdom of redoing the Termigant kit when Warriors need much more in the way of options. nd if Tervigons get nerfed somewhat in favor of new Big girl bug, that will mean less demand for termigants as well.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 15:05:24


    Post by: Hulksmash


    I could see a dual pyrovore (or whatever it's called) and biovore as their transition kit to plastic. It eliminates 2 fine cast models. Or a dual kit for either the pyrovore or biovore with a new unit.

    I'd love to see Nids get an update as the current playstyle eventually got to me no matter how much I love my gribblies and odds are high as Nids are still the only Xenos to get a book in every edition, normally pretty early in the edition.

    Either way I'm excited, but I'm more excited about SM since they are confirmed next


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 15:19:50


    Post by: pretre


    Ugh, Larry is not the most reliable. I guess we'll see.



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 15:25:04


    Post by: DarkStarSabre


    Well now. 2013 shall be remembered as the year that codexes and army books violated my poor bank account to the point where it wept tears of blood.

    It's like everything I have is being updated constantly....

    (CSM, Dark Angels, Daemons, Eldar, SM, Tyranids...Lizardmen, Dark Elves...)


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 15:26:15


    Post by: LeVeux


     Zande4 wrote:
     LeVeux wrote:
    Ork player here.

    With Codex SM on the horizon that updates Black Templars from 4th to 6th. Everyone else has a 5th edition codex (at least) except for 1 race which still lingers in 4th.

    Oh well, another year of waiting most probs. That'll make the codex 6.5 years old when it (possibly) gets an update


    Why are you saying this like it's somehow our fault?


    Nope. I'm saying GW's choice of updating the Tyranid Codex before Orks is frustrating to say the least (if the rumor is true that 'nids are after SM's)

    'Nids already have a 5th edition codex from 2010, 2 years after Orks.

    Eldar and Tau got their much needed update, where the frig are the Orks?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:12:47


    Post by: DarthDiggler


    I like the rumors about expanded FOC for bugs. That's a clever way to get a more diverse listen the field.

    The lector change would be great for them. If they keep the no scatter deployment and add this then Lictors could be fearsome again. And they keep their desire of having almost no units assault out of reserves.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:17:14


    Post by: Sigvatr


    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:17:40


    Post by: rothrich


     LeVeux wrote:
     Zande4 wrote:
     LeVeux wrote:
    Ork player here.

    With Codex SM on the horizon that updates Black Templars from 4th to 6th. Everyone else has a 5th edition codex (at least) except for 1 race which still lingers in 4th.

    Oh well, another year of waiting most probs. That'll make the codex 6.5 years old when it (possibly) gets an update


    Why are you saying this like it's somehow our fault?


    Nope. I'm saying GW's choice of updating the Tyranid Codex before Orks is frustrating to say the least (if the rumor is true that 'nids are after SM's)

    'Nids already have a 5th edition codex from 2010, 2 years after Orks.

    Eldar and Tau got their much needed update, where the frig are the Orks?


    Well hopefully this will mean that when the orks do finally get their codex, I am guessing after imperial guard, that it will hopefully get the Tau treatment and just be the best book of them all!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:24:34


    Post by: timetowaste85


     Sigvatr wrote:
    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Why? Do you have something against the only army unable to have allies getting a boost to equality? I don't play bugs, but it sounds pretty fair to me.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:32:38


    Post by: Sigvatr


     timetowaste85 wrote:
     Sigvatr wrote:
    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Why? Do you have something against the only army unable to have allies getting a boost to equality? I don't play bugs, but it sounds pretty fair to me.


    If I will then be able to ally with myself too, no, fine with me. Same rights for everyone!

    Release the 4 Annihilation Barges!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:36:15


    Post by: krazynadechukr


    Altered FOC to help counter the lack of Allies.

    3 HQ, Elite 4, 6 Troop, 4 Fast, 4 Heavy.

    Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

    Termagants - Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

    "BIG BUG" Kit - Larger than Tervigon HQ sized unit. Oval base, hunched over, but wider. Has 18 "synapse. Psyker 4. First version: Grants FNP and Counter Attack to Nids in 12. "Stats like Tervigon, except 2A. SitW

    Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentative powers.

    Tervigon - Upgrade options for spawns Termagants to give them full options.

    Tyrant Guard Hive Guard-and Dual-build plastic kit. 3 models. All options for either unit.

    Lictors - Increase small point, gain new "Surprise!" Rule (all shots against Lictors the turn Appear after they are snap shots). DeathLeaper now an upgrade character.






    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:36:19


    Post by: Red Corsair


    Snap shots at lictors set an alarm off in my brain. At first it sounded like a perfect rule until you realize you can't snap fire templates and flamers are the weapon of choice fluff wise for combating them. They could add additional text however so I will stay hopefully vigilant. My bro owns like 5 of them, all generation from 2nd up so I would love for them to be playable again!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:51:54


    Post by: timetowaste85


     Sigvatr wrote:
     timetowaste85 wrote:
     Sigvatr wrote:
    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Why? Do you have something against the only army unable to have allies getting a boost to equality? I don't play bugs, but it sounds pretty fair to me.


    If I will then be able to ally with myself too, no, fine with me. Same rights for everyone!

    Release the 4 Annihilation Barges!


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:55:28


    Post by: krazynadechukr


    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model.

    [Thumb - 2843393092_fa30698a56_z.jpg]


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 16:57:51


    Post by: pretre


     krazynadechukr wrote:
    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model, before appendages are added....

    Aren't you just quoting what has already been posted? Or is there anything new in there?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 17:19:27


    Post by: gorgon


    Well, clearly we shouldn't take this stuff as gospel, given that we got detailed information just a few weeks before the Daemons codex that proved to be 100% fake. But it sounds good so far and not too expensive for me. The mini-Dom would be a purchase. The possibility of new Mycetic Spores is scary given that I have 5 custom jobs right now. It'd be a lot of cabbage to replace 5 of them with GW kits.

    I'm not expecting a massive overhaul just because that's not how most of the 6th edition books have gone. But I think the right tweaks for speed and surprise that help Tyranids close the distance could go a long way. Sprinkle in some points tweaks, unit rebalances and psychic rebalancing and you'd have a nice codex. I know I'm in the minority opinion, but I still say that Cruddace's book wasn't the complete disaster people make it out to be. IMO, he made some key, glaring errors that kinda snowballed.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 17:47:54


    Post by: RiTides


     gorgon wrote:
    Well, clearly we shouldn't take this stuff as gospel, given that we got detailed information just a few weeks before the Daemons codex that proved to be 100% fake.

    Is there any overlap with the sources here? I didn't follow that one...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 18:30:55


    Post by: lord_blackfang


     Sigvatr wrote:
     timetowaste85 wrote:
     Sigvatr wrote:
    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Why? Do you have something against the only army unable to have allies getting a boost to equality? I don't play bugs, but it sounds pretty fair to me.


    If I will then be able to ally with myself too, no, fine with me. Same rights for everyone!

    Release the 4 Annihilation Barges!


    Same rights would be no allies for anyone.

    The rumors is false, but saying it's somehow unfair for Nids to get the same perks everyone else does is complete bull


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 18:33:02


    Post by: zaak


    SO STOKED.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 18:41:48


    Post by: pretre


     RiTides wrote:
     gorgon wrote:
    Well, clearly we shouldn't take this stuff as gospel, given that we got detailed information just a few weeks before the Daemons codex that proved to be 100% fake.

    Is there any overlap with the sources here? I didn't follow that one...

    There is some overlap.

    Larry Vela has had a couple big missteps:
    - His 'leak' on Shuriken weapons. Scratch that, all of his eldar rumors. He had Chain Flails coming back and Combo-Kit Plastic Aspects.
    - His Daemons rumors. Plastic GDs, Plastic Furies, New Daemon Engine, New Flying MC, and Nurgle Palanquin all were false. Heck pretty much the only thing he got right was the Tzeentch Chariot.
    - His 2013 Release schedule was pretty bad as well.

    Big Red on the other hand has been doing pretty well.
    - Good job on Chaos and Release Schedules
    - Pretty off for Tau


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 18:48:06


    Post by: RiTides


    Hmm... that does not exactly fill me with confidence... but at least there's some positive results for Big Red...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 18:48:50


    Post by: Sigvatr


     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.

    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:10:35


    Post by: eclipseoto




    This is how I feel right now.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:16:27


    Post by: streamdragon


    The changes listed for lictors so far really aren't enough to make lictors viable though. Losing a lictor to shooting the turn they arrived was fairly rare anyway thanks to chameleonic skin/stealth/shroud/whatever. The issue was a 3W T4 model with just a 5+ in CC getting instagibbed by every powerfist/klaw/moderately sized unit it tried to fight.


    Automatically Appended Next Post:
    Also forget giving me extra slots for more Nid units. Let me ally with IG for a freakin Genestealer Cult already.


    Automatically Appended Next Post:
     Sigvatr wrote:
     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.

    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.

    You do understand there is a difference between what you would or wouldnt do, and what Tyranid players are forbidden to do right?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:21:18


    Post by: Sasori


    I like a lot of these Rumors so far, guess we'll just have to see how they pan out.


    Really though, making Lictors useful would sure be nice.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:39:06


    Post by: streamdragon


     Sasori wrote:

    Really though, making Lictors useful would sure be nice.
    Along with so many other units


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:52:45


    Post by: Davespil


    Just give lictors the ability to assault the turn they come in. That is what I loved about them.

    I follow rumors not for the details of what changes will be in the codex but to guage when the codex will be coming out. As rumors start heating up I know the new codex is on the horizon. Most rumors that are more then a few weeks before the release are usually wrong anyway. Thats why I've stopped preordering models before I see the codex. Unless the model looks awesome...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 19:53:10


    Post by: gorgon


    Well, figure shuriken weapons got the nerf bat for about 3 editions because of their 2nd ed cheesy goodness. Lictors might be on the same trajectory.

    Really I think the studio mostly needs to figure out what Lictors are. Are they powerful, solitary assassins like in the fluff or a brood beast that's more or less a sneaky Warrior? I actually didn't think Lictors were completely awful in 5th edition when tasked with jumping and shake- or stun-locking vehicles in mech parking lots. But they certainly can struggle when jumping infantry, which goes to show their issues in the whole fluff-to-rules conversion.

    I'm really rooting for Kelly, but guessing it'll be Ward.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 21:05:51


    Post by: Zande4


     krazynadechukr wrote:
    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model.


    That size chart is way off with some of those sizes. Espesicially the harridan... The model is supposed to be bigger than the hierophant.

     Sigvatr wrote:
     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.

    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.


    Are you honestly complaining that necrons need a buff?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 21:30:48


    Post by: Bulldogging


    I always wondered why they didn't expand the Tyranids slots similar to the Space Wolves HQ.

    I do honestly like how there are a lot of Apocolypse "lite" units as I see them. Riptide/Knight and maybe a giant Tyranid.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 21:39:49


    Post by: timetowaste85


     Sigvatr wrote:
     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.
    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.


    So...you're given a rule and you choose not to use it. Somebody else is denied the ability to use said rule, and later is given a bypass to that rule, and you find it "not fair"? Pardon me while I laugh myself to death. if that rule actually happens, you'll likely be the only person complaining about it here. I happen to think its an awesome addition for the bugs. More green guts to splatter on the field.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 21:41:56


    Post by: Largeblastmarker


    I'm happy about this. some worthy foes


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 22:04:46


    Post by: brassangel


    rothrich wrote:
     LeVeux wrote:
     Zande4 wrote:
     LeVeux wrote:
    Ork player here.

    With Codex SM on the horizon that updates Black Templars from 4th to 6th. Everyone else has a 5th edition codex (at least) except for 1 race which still lingers in 4th.

    Oh well, another year of waiting most probs. That'll make the codex 6.5 years old when it (possibly) gets an update


    Why are you saying this like it's somehow our fault?


    Nope. I'm saying GW's choice of updating the Tyranid Codex before Orks is frustrating to say the least (if the rumor is true that 'nids are after SM's)

    'Nids already have a 5th edition codex from 2010, 2 years after Orks.

    Eldar and Tau got their much needed update, where the frig are the Orks?


    Well hopefully this will mean that when the orks do finally get their codex, I am guessing after imperial guard, that it will hopefully get the Tau treatment and just be the best book of them all!


    Updates are based on inspiration, and the heft of such an update. Orks have a lot that needs to be done, and the modelling process from sculpt to packaging takes the longest. Also, given the current release clip, you'd be waiting all of a few months before Orks drop anyway. No big deal. GW didn't elect to "put Orks off" while working on other armies. All of the 6th edition books were started at roughly the same time, but the small teams they can afford are only capable of pumping out so much at once. If the inspiration for Tyranids was there, you don't force Orks just because the book is older.

    Sigvatr wrote:
     timetowaste85 wrote:
     Sigvatr wrote:
    That additional slots thingy better be a rumor that turns out to be wrong -.-


    Why? Do you have something against the only army unable to have allies getting a boost to equality? I don't play bugs, but it sounds pretty fair to me.


    If I will then be able to ally with myself too, no, fine with me. Same rights for everyone!

    Release the 4 Annihilation Barges!


    Sigvatr wrote:
     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.

    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.


    Necrons have a history of working with other factions, though. Tyranids don't. Tyranids have no ability to communicate or exercise diplomacy. They are completely alien to the galaxy.

    Most importantly, you are missing the main point (and thus your argument is completely invalid):

    Per the main rules, every other army CAN ally with someone else. It doesn't matter if you don't want to, or don't plan to play anything else. Every other army CAN. Same rights for everyone means that either Tyranids get to have allies, or NO ONE gets allies. Seeing as how the latter is already impossible with allies available, and Tyranids would never ally per the fluff, Tyranids need something to give them the same ability to cover most of their weaknesses (as no force combination covers them all). The only answer is to expand the Tyranids Force Organization chart, or have certain HQ's that expand the FO.

    That is perfectly fair. That is perfectly balanced. That is giving everyone the same rights. Your argument doesn't make any sense, whatsoever.

    streamdragon wrote:The changes listed for lictors so far really aren't enough to make lictors viable though. Losing a lictor to shooting the turn they arrived was fairly rare anyway thanks to chameleonic skin/stealth/shroud/whatever. The issue was a 3W T4 model with just a 5+ in CC getting instagibbed by every powerfist/klaw/moderately sized unit it tried to fight.


    Automatically Appended Next Post:
    Also forget giving me extra slots for more Nid units. Let me ally with IG for a freakin Genestealer Cult already.


    Automatically Appended Next Post:
     Sigvatr wrote:
     timetowaste85 wrote:


    Same rights for everyone is what they got...you can ally other armies to cover weakness, they can only ally in more of their own stuff. Or...are you trying to troll. In which case, my bad for not picking up on it and laughing at your merry jest.


    No, I am serious. I don't see why I shouldn't be allowed to ally with myself. I only play 40k for Necrons and I would never play any other faction - why not ally with myself? I wouldn't be able to cover any weaknesses or, like 99% of all Allies users, get some Tau / IG in my army, I'd just field more of my own units.

    Not to mention that Necrons being able to ally with anyone is a completely slowed concept anyway.

    You do understand there is a difference between what you would or wouldnt do, and what Tyranid players are forbidden to do right?


    Ally with IG? Absolutely not. That isn't Tyranids, that's Genestealer Cult. Genestealer Cults not only aren't a part of the main Tyranid force, or connected to the Hive Mind, but the 3 remaining lovers of such a concept don't even warrant a section of rules in the main codex. They may not even get a supplement in the next few years. GW isn't going to release models that can only be played when someone also purchases a Supplement. Contrary to popular (but unintelligent) belief, they aren't out to screw people that way. The Supplements are just ways to expand or alter an existing force. Genestealer Cults would be radically different...and were a dumb concept anyway. Genestealer Cults couldn't even make a standing army worthy of fighting a game of 40k, so they shouldn't be a part of the main game. Remember, there may be a small-scale game based in the 40k universe on the way, and it's possible we could see them there...just saying...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 22:10:46


    Post by: timthehierodule


    eclipseoto wrote:


    This is how I feel right now.



    Pahahahahahahahaha! Watched that episode the other night. I know how you feel, lictor just seem to die so easily even with inflitrate etc.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 22:25:02


    Post by: brassangel


    Lictors haven't been useful forever, and it's rather sad. They sure make for some of the best stories in GW's fluff, but the in-game is more like:

    Tyranids Player: "I need a 3 or better for my Lictor..."
    *clacka-clacka-roll*
    Tyranids Player: "Okay, Lictor arrives from reserves."
    Opponent: "What does he do?"
    Tyranids Player: "Nothing. Go."
    Opponent: "I'll fire these bolter rounds and a missile at the Lictor..."
    *Tyranids Player removes Lictor from the table top*


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 23:11:35


    Post by: gorgon


     brassangel wrote:
    Ally with IG? Absolutely not. That isn't Tyranids, that's Genestealer Cult. Genestealer Cults not only aren't a part of the main Tyranid force, or connected to the Hive Mind, but the 3 remaining lovers of such a concept don't even warrant a section of rules in the main codex. They may not even get a supplement in the next few years. GW isn't going to release models that can only be played when someone also purchases a Supplement. Contrary to popular (but unintelligent) belief, they aren't out to screw people that way. The Supplements are just ways to expand or alter an existing force. Genestealer Cults would be radically different...and were a dumb concept anyway. Genestealer Cults couldn't even make a standing army worthy of fighting a game of 40k, so they shouldn't be a part of the main game. Remember, there may be a small-scale game based in the 40k universe on the way, and it's possible we could see them there...just saying...


    There's a lot of rubbish comments in there that add nothing to the conversation. GCults are no better or worse or sillier or sensical than anything else in 40K. You claim there's an issue with scale, yet the fluff has shown GCult rebellions taking place at a planetary level (Ichar IV). Meanwhile, we're supposed to believe that Space Marines have relevance at a galactic level, and that small groups of them have relevance at a planetary or system level. A hundred Space Marines couldn't conquer the state of Delaware, and would struggle to conquer Wilmington. It's all silly fantasy.

    Having said that, yes, it would take a fluff retcon to make Tyranids + IG = Genestealer Cult. Having said that, the old fluff is certainly old, and they've only barely returned to the fluff in 6th after a complete absence in 5th. So they have ample room to revise the fluff however they want.

    Regarding your point about Orks, I'm not sure that there'll be a larger wave of stuff for them. The 6th edition codex releases just aren't getting kit makeovers, even for stuff as old as Warbuggies. Now, the recent set of rumors on Faeit about multi-supplement "campaign" releases and "second waves" of sorts being built around them might be completely wrong. But it makes a ton of sense based on 6th's trajectory so far.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/14 23:42:58


    Post by: Carnage43


    Davespil wrote:Just give lictors the ability to assault the turn they come in. That is what I loved about them.

    I follow rumors not for the details of what changes will be in the codex but to guage when the codex will be coming out. As rumors start heating up I know the new codex is on the horizon. Most rumors that are more then a few weeks before the release are usually wrong anyway. Thats why I've stopped preordering models before I see the codex. Unless the model looks awesome...


    Odds are we will see Ymgarls losing the ability to charge after popping up. With the nerfs to assaulting from reserve and outflank for everyone, and with vanguard vets losing the ability to charge after dropping....well, they are REMOVING more and more units with the ability to charge from off the board, not adding. I have no idea what they can do to make Lictors viable, but charging from off the board isn't likely to happen IMO.

    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 00:16:21


    Post by: MajorWesJanson


     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.



    Honestly, that is a good thing. It's rather off-kilter that an army who is well known for the Shadow in the Warp shutting down the warp and driving psykers mad has one of their best lists revolve around getting 15+ rolls on various psychic tables.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 00:21:01


    Post by: -Loki-


     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.


    New disciplines for the new codex scare you because the current codices viability is based on rulebook disciplines?

    It's a new book. Things will be different. It's not going to be the 5th edition codex with a hardcover.


    Automatically Appended Next Post:
    MajorWesJanson wrote:
     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.



    Honestly, that is a good thing. It's rather off-kilter that an army who is well known for the Shadow in the Warp shutting down the warp and driving psykers mad has one of their best lists revolve around getting 15+ rolls on various psychic tables.


    I don't see why. Tyranids have always been rather scarey psykers.

    I don't know why you'd expect the races psychic communication to hinder it's own psychic ability.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 00:29:22


    Post by: brassangel


    MajorWesJanson wrote:
     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.



    Honestly, that is a good thing. It's rather off-kilter that an army who is well known for the Shadow in the Warp shutting down the warp and driving psykers mad has one of their best lists revolve around getting 15+ rolls on various psychic tables.


    -Loki- wrote:
     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.


    New disciplines for the new codex scare you because the current codices viability is based on rulebook disciplines?

    It's a new book. Things will be different. It's not going to be the 5th edition codex with a hardcover.


    Automatically Appended Next Post:
    MajorWesJanson wrote:
     Carnage43 wrote:
    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.



    Honestly, that is a good thing. It's rather off-kilter that an army who is well known for the Shadow in the Warp shutting down the warp and driving psykers mad has one of their best lists revolve around getting 15+ rolls on various psychic tables.


    I don't see why. Tyranids have always been rather scarey psykers.

    I don't know why you'd expect the races psychic communication to hinder it's own psychic ability.


    Very good points. Biomancy is fun and all, but I don't like that the entire army's viability in 6th is based purely on having enough monsters rolling on a BRB table.

    Given the way 6th has gone, I fully expect that, even if Tyranids lose access to Biomancy, they will be given enough to MORE than make up for it.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 01:39:55


    Post by: krazynadechukr


     Zande4 wrote:
     krazynadechukr wrote:
    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model.


    That size chart is way off with some of those sizes. Espesicially the harridan... The model is supposed to be bigger than the hierophant.


    *Sigh* It was a pic I found on the internet to give a reasonable, not actual, size comparison, so folks could kind of visualize the new model coming out...

    Here is a pic of the two models for true size comparison. The "Big Bug" coming out 2013/14 will be a tad smaller than the HARRIDAN...



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 01:44:46


    Post by: Frozen Ocean


    Probably won't lose access to Biomancy. The current trend with psychic powers is to have unique disciplines in the Codex that can be chosen over the rulebook disciplines, like how CSMs get Biomancy, Pyromancy and Telepathy, but also Codex-specific Tzeentch/Nurgle/Slaanesh disciplines. It's possible that a Tyranid unit will get locked into a Codex-specific discipline, like the Thousand Sons Aspiring Sorcerer is stuck with the Tzeentch discipline.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 01:46:50


    Post by: jifel


     Frozen Ocean wrote:
    Probably won't lose access to Biomancy. The current trend with psychic powers is to have unique disciplines in the Codex that can be chosen over the rulebook disciplines, like how CSMs get Biomancy, Pyromancy and Telepathy, but also Codex-specific Tzeentch/Nurgle/Slaanesh disciplines. It's possible that a Tyranid unit will get locked into a Codex-specific discipline, like the Thousand Sons Aspiring Sorcerer is stuck with the Tzeentch discipline.


    Thats a very specific situation though, in general no other psycher is limited to one table (although Orks I could see it). We'll likely keep the three we have now and gain one. Maybe 2, but I'm a little doubtful of these rumors.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:01:32


    Post by: Brother SRM


     Carnage43 wrote:

    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.

    Gaining new powers doesn't necessarily mean you lose the disciplines in the book. Chaos and Eldar have added their own disciplines while keeping the same pool of common powers available. The only reason you'd take a Tyranid psychic discipline over a rulebook one would be if the Tyranid one had a better pool of powers, which, let's face it, is a good problem to have


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:05:50


    Post by: Frozen Ocean


     jifel wrote:

    Thats a very specific situation though, in general no other psycher is limited to one table (although Orks I could see it). We'll likely keep the three we have now and gain one. Maybe 2, but I'm a little doubtful of these rumors.


    I know, I'm just saying that it's possible for a limitation to occur but on specific examples of units rather than for the whole Codex!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:09:25


    Post by: -Loki-


     krazynadechukr wrote:
     Zande4 wrote:
     krazynadechukr wrote:
    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model.


    That size chart is way off with some of those sizes. Espesicially the harridan... The model is supposed to be bigger than the hierophant.


    *Sigh* It was a pic I found on the internet to give a reasonable, not actual, size comparison, so folks could kind of visualize the new model coming out...

    Here is a pic of the two models for true size comparison. The "Big Bug" coming out 2013/14 will be a tad smaller than the HARRIDAN...


    Still not convinced on the sizes you're going for. 'Larger than a Tervigon, hunched over' is within the realm of reasonably fitting on the oval base. 'As big as a Heirophant/Harridan' is absolutely not (I'm in the middle of building a Heirophant, I do know how big it is).

    You've jumped from 'large than a Tervigon' to 'as big as an Apocalypse unit' on the basis of... nothing. A Trygon is larger (taller) than a Tervigon. It's not as big as a Harridan/Heirophant.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:19:02


    Post by: krazynadechukr


     -Loki- wrote:

    Still not convinced on the sizes you're going for. 'Larger than a Tervigon, hunched over' is within the realm of reasonably fitting on the oval base. 'As big as a Heirophant/Harridan' is absolutely not (I'm in the middle of building a Heirophant, I do know how big it is).

    You've jumped from 'large than a Tervigon' to 'as big as an Apocalypse unit' on the basis of... nothing. A Trygon is larger (taller) than a Tervigon. It's not as big as a Harridan/Heirophant.



    There is nothing to convince you of.

    The "big bug" info is now out. It's been seen and discussed.

    "...larger than the Tervigon model ....it's on an oval base (size of base not mentioned)....it's hunched over, but wider than the Tervigon..."

    Heck, if it is like the FW MALANTHROPE'S tail on base, the body could be huge and the connection point tiny... Look at the huge HARRIDAN on that small base too.... The model could be larger than the base itself....it has been seen and done before...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:23:38


    Post by: Zande4


     -Loki- wrote:
     krazynadechukr wrote:
     Zande4 wrote:
     krazynadechukr wrote:
    The big bug model is also larger then the FW HIERODULE, just the "body" or "core" alone of the new model is the size of the complete tervigon model.


    That size chart is way off with some of those sizes. Espesicially the harridan... The model is supposed to be bigger than the hierophant.


    *Sigh* It was a pic I found on the internet to give a reasonable, not actual, size comparison, so folks could kind of visualize the new model coming out...

    Here is a pic of the two models for true size comparison. The "Big Bug" coming out 2013/14 will be a tad smaller than the HARRIDAN...


    Still not convinced on the sizes you're going for. 'Larger than a Tervigon, hunched over' is within the realm of reasonably fitting on the oval base. 'As big as a Heirophant/Harridan' is absolutely not (I'm in the middle of building a Heirophant, I do know how big it is).

    You've jumped from 'large than a Tervigon' to 'as big as an Apocalypse unit' on the basis of... nothing. A Trygon is larger (taller) than a Tervigon. It's not as big as a Harridan/Heirophant.


    Yeah I have the harridan and a hierophant and the difference between them and a tervigon is enormous... "a tad bigger than a tervigon" is a hierodule. "a tad smaller than a harridan" is a hierophant


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:35:13


    Post by: -Loki-


     krazynadechukr wrote:
     -Loki- wrote:

    Still not convinced on the sizes you're going for. 'Larger than a Tervigon, hunched over' is within the realm of reasonably fitting on the oval base. 'As big as a Heirophant/Harridan' is absolutely not (I'm in the middle of building a Heirophant, I do know how big it is).

    You've jumped from 'large than a Tervigon' to 'as big as an Apocalypse unit' on the basis of... nothing. A Trygon is larger (taller) than a Tervigon. It's not as big as a Harridan/Heirophant.



    There is nothing to convince you of.

    The "big bug" info is now out. It's been seen and discussed.

    "...larger than the Tervigon model ....it's on an oval base (size of base not mentioned)....it's hunched over, but wider than the Tervigon..."

    Heck, if it is like the FW MALANTHROPE'S tail on base, the body could be huge and the connection point tiny... Look at the huge HARRIDAN on that small base too.... The model could be larger than the base itself....it has been seen and done before...


    The Harridan is on a small base because it's a flyer and can overhang massively as long as it remains balanced.

    The size difference between the actual Harridan, actual Heirophant and actual Tervigon is enormous. There is simply no way they can get a model as big as either the Heirophant or Harridan on the oval base, again, without it being a flyer like the Harridan, which nothing has suggested this model is.

    Again - you're jumping to a conclusion that the rumour doesn't even hint at. It can be bigger than the Tervigon and still fit on the oval base, but not as big as you're suggesting.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:44:38


    Post by: brassangel


    It could also just be an alternate that comes from the Harpy kit. Or someone saw a sneak peak of a future Apocalypse kit akin to the Lord of Skulls. Or no one knows anything right now other than the Tyranids are due in November.

    I'm leaning on the latter.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:48:41


    Post by: SickSix


    What is the source for this new MC info?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 02:50:18


    Post by: DexKivuli


     Brother SRM wrote:
     Carnage43 wrote:

    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.

    Gaining new powers doesn't necessarily mean you lose the disciplines in the book. Chaos and Eldar have added their own disciplines while keeping the same pool of common powers available. The only reason you'd take a Tyranid psychic discipline over a rulebook one would be if the Tyranid one had a better pool of powers, which, let's face it, is a good problem to have


    I agree with this logic. But what is almost certainly going to change (as I said previously) is the sheer number of rolls 'nids have. Almost every new codex gives psykers a number of powers equal to their Mastery Level.

    Tervigons at the moment can have 3 rolls at mastery 1. That gives you a 50:50 chance of getting iron arm, which is potentially the only power you'd want to cast anyway (maybe endurance as well if you were lucky enough to pull both). I'd expect all those rolls as Mastery 1 to get cut out. Maybe there will be upgrades to make a tervigon Mastery 2 or 3 (like Daemon Princes) but I don't expect it to come cheap.

    I'd expect the prevalence of Iron Arm to drop on that basis alone.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 04:19:48


    Post by: Zande4


     DexKivuli wrote:
     Brother SRM wrote:
     Carnage43 wrote:

    New psychic disciplines scare me as well. The viability of the current codex is entirely based on the biomancy school. Sure, the new disciplines might bring new toys, but they might herald us losing the biomancy school as well.

    Gaining new powers doesn't necessarily mean you lose the disciplines in the book. Chaos and Eldar have added their own disciplines while keeping the same pool of common powers available. The only reason you'd take a Tyranid psychic discipline over a rulebook one would be if the Tyranid one had a better pool of powers, which, let's face it, is a good problem to have


    I agree with this logic. But what is almost certainly going to change (as I said previously) is the sheer number of rolls 'nids have. Almost every new codex gives psykers a number of powers equal to their Mastery Level.

    Tervigons at the moment can have 3 rolls at mastery 1. That gives you a 50:50 chance of getting iron arm, which is potentially the only power you'd want to cast anyway (maybe endurance as well if you were lucky enough to pull both). I'd expect all those rolls as Mastery 1 to get cut out. Maybe there will be upgrades to make a tervigon Mastery 2 or 3 (like Daemon Princes) but I don't expect it to come cheap.

    I'd expect the prevalence of Iron Arm to drop on that basis alone.


    I'm thinking this is pretty much spot on. Tervigons will probably be level 1 with 25 point upgrades like Daemon Princes which could get expensive, although they're pretty much paying 20 points now for 2 extra rolls.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 04:39:53


    Post by: krazynadechukr


    New info from bols...

    Tyranids will be receiving a large plastic monstrous creature. -the new kit in comparison to the Tyrannofex will have similar size ratios as the Wraithknight to the Wraithlord, $115 usd.

    If this rumor is true, the new tyrannid would be the height of that blue eldar on the far right...



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 04:59:06


    Post by: Micky


    Sooo.... what, a tyrannofex crossed with a trygon?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 05:02:54


    Post by: Ferrum_Sanguinis


     Micky wrote:
    Sooo.... what, a tyrannofex crossed with a trygon?


    ...A Tyrannogon?



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 06:40:43


    Post by: Bloodhorror


    All seems good to me


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 07:05:59


    Post by: ergotoxin


    Looking forward to the Hive Guard model kit, I'm glad I didn't buy the resin models.

    The termagant kit sounds aweful - size reduction, no rippers, and an obligatory price increase... by the way, who really wants to paint more of these? Shame GW didn't remake the Warrior box, that one has plenty of missing options.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 12:40:45


    Post by: MadmanMSU


    More than anything, I just want to have viable troop options besides Tervigon/Termagant. Is that too much to ask? Can we propel the rumors in that direction somehow?

    Maybe make Hormagaunts T4 and 4+ or something...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 12:43:56


    Post by: Hive Fleet Lazarus


    I'm wondering if SitW is going to be nerfed as well
    everything sounds good but a lot of this sounds a bit too good to be true


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 12:45:04


    Post by: xttz


     Hive Fleet Lazarus wrote:
    I'm wondering if SitW is going to be nerfed as well
    everything sounds good but a lot of this sounds a bit too good to be true


    It'll probably get turned into an area-effect DtW buff


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 14:30:35


    Post by: krazynadechukr


    Huh, I found a tyrannid rumour thred here on dakka started in June....

    "...new tyranid model that is on the scale of a wraithknight compared to a wraithlord... The Tyrannofex/Tervigon is not the tallest model but when you take into account all three dimensions, it is pretty big. Probably bigger than the Riptide is in total inches cubed."

    Seems this has been kinda known and spoken of already.....


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 14:37:40


    Post by: pretre


    Most rumors are repeats. That's kind of how it goes. Easy way to make yourself look good is to 'confirm' someone else's.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 18:16:29


    Post by: randomtoaster


    I heard a while back that they were coinciding both the fantasy, and The Hobbit releases in December, leaving September, October and November free for 2 40K and 1 big box release, but the main 40k army rumours were SM and Orks, looks like if the Nids rumours are true, looks like i'm gonna have to wait longer for the Orks update :(


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 18:55:13


    Post by: zellway


    It's cool to see that Nid's will get the slot changes to help with no allies. I have my fingers crossed for a geanstealer cult army supplement. Dust off the old Magus and Brood brothers. But I don't think it will happen.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 22:09:04


    Post by: brassangel


    MadmanMSU wrote:More than anything, I just want to have viable troop options besides Tervigon/Termagant. Is that too much to ask? Can we propel the rumors in that direction somehow?

    Maybe make Hormagaunts T4 and 4+ or something...


    There's absolutely nothing that justifies Hormagaunts being T4. Nothing. They are nowhere near as tough as a Space Marine or Necron Warrior. Same with the armor save.

    The stat-line for a Hormagaunt is fine. The base points cost is even fine. In order to make them useful, you HAVE to buy Toxin Sacs and/or Adrenal Glands, and suddenly they are too expensive. Also, no assault after a Run move means they are really no faster. The idea that they are fast is pretty much an illusion. Maybe an inch or two more because of the reroll they get from Fleet, but in the shooter-dominated 6th edition, they just don't get there fast enough.

    Like Eldar received the ability to hop in, shoot, and hop out again, I wouldn't be surprised if Tyranids got something that lets many of them assault after running. That's really the only change that makes Tyranids viable without breaking them. Hormagaunts and Raveners are the epitome of everything most people assume Tyranids should be, but those are arguably some of their least effective units. They just die too quickly, and not enough of them are left by the time they finally reach combat.

    Raising their Toughness or Save just doesn't make sense, so expect a means to getting into combat a little quicker.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 22:11:32


    Post by: Maelstrom808


    Indeed, I want my old fleet back.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 22:22:00


    Post by: Absolutionis


    Hormagaunts dying too quickly is not really a problem. They're not meant to be durable. They're meant to be numerous. Their biggest problem is that they get get shot up in your opponent's shooting phase, get shot up when they assault, and then fight at I1 because they don't have grenades.

    Raveners are doubly problematic in that they get shot up like Hormgaunts and go last in combat. They also dilly-dally for an entire round after exposing themselves from deep strike. Sure they have guns, but that's not why you take Raveners. Raveners are not meant to be the sacrificial units Hormagaunts are. Raveners' role is to be a terrifying shock troop that shots up out of nowhere. They're pretty much a similar role to that of a Lictor in squad form.

    Much of the Tyranids' problems can be alleviated by giving them the ability to strike at initiative when assaulting through cover. Right now, the entire army has pretty much nothing aside from being a MC.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 22:30:41


    Post by: brassangel


     Absolutionis wrote:
    Hormagaunts dying too quickly is not really a problem. They're not meant to be durable. They're meant to be numerous. Their biggest problem is that they get get shot up in your opponent's shooting phase, get shot up when they assault, and then fight at I1 because they don't have grenades.

    Raveners are doubly problematic in that they get shot up like Hormgaunts and go last in combat. They also dilly-dally for an entire round after exposing themselves from deep strike. Sure they have guns, but that's not why you take Raveners. Raveners are not meant to be the sacrificial units Hormagaunts are. Raveners' role is to be a terrifying shock troop that shots up out of nowhere. They're pretty much a similar role to that of a Lictor in squad form.

    Much of the Tyranids' problems can be alleviated by giving them the ability to strike at initiative when assaulting through cover. Right now, the entire army has pretty much nothing aside from being a MC.


    See, I've never had the issue assaulting through cover. Like...ever. The game is now so objective based that I never run into opponents who just camp in cover all day long enticing me to assault into it. So "biggest problem" is a bit of a stretch. Good players are often moving around the board enough that I can time assaults to hit the bulk of units outside of cover.

    Hormagaunts and Raveners are super expensive for what they offer (with appropriate upgrades), and are about a turn too slow. I don't think every Tyranid unit should get faster, but those two in particular, along with the Lictor, should have an extra move, and/or the ability to assault after Deep Strike. Genestealers went from one of the few bright spots in 5th (Outflank was amazing!), to absolutely terrible in 6th. Too expensive to hope to make it up the field using cover (and that's a giant waste of resources while they aren't in combat), and can't utilize Outflank like they used to. They just pop up and die.

    If GW continues their recent trend, the Tyranids will get something unique, and not just something straight out of the BRB, to compensate for their major weaknesses right now.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 23:23:47


    Post by: -Loki-


     brassangel wrote:
    Like Eldar received the ability to hop in, shoot, and hop out again, I wouldn't be surprised if Tyranids got something that lets many of them assault after running. That's really the only change that makes Tyranids viable without breaking them. Hormagaunts and Raveners are the epitome of everything most people assume Tyranids should be, but those are arguably some of their least effective units. They just die too quickly, and not enough of them are left by the time they finally reach combat.


    Assault after running or shooting would definitely fit their playstyle, either using guns to soften up a target before attacking or simply drowning the enemy in bodies in a relentless attack.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/15 23:52:48


    Post by: Micky


    They could just make them Beasts instead of Infantry...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 01:12:44


    Post by: tetrisphreak


     Micky wrote:
    They could just make them Beasts instead of Infantry...
    you mean like they used to be?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 01:15:56


    Post by: -Loki-


    That's just Hormagaunts. I was referring to brassangels idea of an army wide rule like Battle Focus for Eldar.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 01:50:29


    Post by: brassangel


     -Loki- wrote:
     brassangel wrote:
    Like Eldar received the ability to hop in, shoot, and hop out again, I wouldn't be surprised if Tyranids got something that lets many of them assault after running. That's really the only change that makes Tyranids viable without breaking them. Hormagaunts and Raveners are the epitome of everything most people assume Tyranids should be, but those are arguably some of their least effective units. They just die too quickly, and not enough of them are left by the time they finally reach combat.


    Assault after running or shooting would definitely fit their playstyle, either using guns to soften up a target before attacking or simply drowning the enemy in bodies in a relentless attack.


    Right? I could see GW taking that risk. The power level in 6th is pretty high, but everyone is getting something to avoid the creep factor. Who knew writing them all simultaneously would have that effect?

    Right now the only way they truly swarm an enemy is through Tervigon spam, but even that's easily disrupted. Tyranids should be the kings of MC overload, but they should have the option to play a viable swarm as well. The 6th edition books have all presented different, but equally viable list-building options, and I expect that to continue.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 13:59:56


    Post by: Skriker


     Symbio Joe wrote:
    What? Did the Hiveguard not sell enough so it needs skyfire?
    I wish upon a star that this codex brings back all the biomorphs the prior one made disappaer.


    No Tyranids just need some anti-air unit capability that isn't just winged tyrants and Hiveguard make sense for that role given the weapons they have.

    I am also liking the thought of them getting extra FoC slots to counter balance the lack of allies if it is true. That was the one thing I found unfair about them not having allies available.

    Skriker


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 14:24:20


    Post by: Unix


     Skriker wrote:
     Symbio Joe wrote:
    What? Did the Hiveguard not sell enough so it needs skyfire?
    I wish upon a star that this codex brings back all the biomorphs the prior one made disappaer.


    No Tyranids just need some anti-air unit capability that isn't just winged tyrants and Hiveguard make sense for that role given the weapons they have.

    Skriker


    It's wish-listing and I doubt it will happen, but I always thought that the gargoyles should have some anti-air capability; some kind of engine clogging/grappling ability where Xd6 number of gargoyles die but they crash the flyer or ground a flying monstrous creature. It would be in line with the fluff and would make a swarm army more viable. It would also be better than making a model that is already overrepresented even more ubiquitous.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 14:34:51


    Post by: Skriker


     Unix wrote:
    It's wish-listing and I doubt it will happen, but I always thought that the gargoyles should have some anti-air capability; some kind of engine clogging/grappling ability where Xd6 number of gargoyles die but they crash the flyer or ground a flying monstrous creature. It would be in line with the fluff and would make a swarm army more viable. It would also be better than making a model that is already overrepresented even more ubiquitous.


    That is actually a pretty cool idea. Watch as necron flyer spam goes down to being swarmed by dozens of gargoyles. Hahahahahaha!

    Skriker


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 16:49:39


    Post by: Cyaneye


     Skriker wrote:
     Unix wrote:
    It's wish-listing and I doubt it will happen, but I always thought that the gargoyles should have some anti-air capability; some kind of engine clogging/grappling ability where Xd6 number of gargoyles die but they crash the flyer or ground a flying monstrous creature. It would be in line with the fluff and would make a swarm army more viable. It would also be better than making a model that is already overrepresented even more ubiquitous.


    That is actually a pretty cool idea. Watch as necron flyer spam goes down to being swarmed by dozens of gargoyles. Hahahahahaha!

    Skriker


    Funny you mention that...

    http://www.wobblymodelsyndrome.com/uploads/3/3/4/2/3342427/6893834_orig.jpg

    Credit to WMS

    Though in all honesty, I would love to be able to sacrifice gargoyles to bring down a flyer. Or better yet, bring back the old aa rules for meiotic spores. Pretty much they would move 2d6 towards any flier that moved in their turn. If it collided, it caused a number s5 + 2d6 hits


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 16:52:12


    Post by: Ratius


    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.


    Wow, very interesting indeed.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 18:58:39


    Post by: gorgon


    The lack of grenades is something people like to complain about, but isn't a crippling thing in reality.

    Someone hit on it earlier...what this book really needs to support is legitimate horde play that doesn't involve Tervigons pooping out babies. We haven't had that since 3rd edition, and it's arguably THE iconic look for Tyranids. (I actually had success in 4th with semi-zilla -- 5 or 6 MCs plus 100 gribblies -- but realistically that edition was all about full nidzilla.)


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 19:10:49


    Post by: Davor


     gorgon wrote:
    The lack of grenades is something people like to complain about, but isn't a crippling thing in reality.

    Someone hit on it earlier...what this book really needs to support is legitimate horde play that doesn't involve Tervigons pooping out babies. We haven't had that since 3rd edition, and it's arguably THE iconic look for Tyranids. (I actually had success in 4th with semi-zilla -- 5 or 6 MCs plus 100 gribblies -- but realistically that edition was all about full nidzilla.)


    Sad when IG out number Nids. I think Nids should be able to out number Orks even. Tyranids are 3rd on the list when it comes to horde armies sadly.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 19:31:03


    Post by: c0j1r0


    I agree wholeheartedly. Why can IG have 50 man units and 'Nids can't?!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 19:35:50


    Post by: MajorWesJanson


    Biovores are also a potential AA unit, just give them a sky-spore of some sort.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 19:57:06


    Post by: Janthkin


    Davor wrote:
     gorgon wrote:
    The lack of grenades is something people like to complain about, but isn't a crippling thing in reality.

    Someone hit on it earlier...what this book really needs to support is legitimate horde play that doesn't involve Tervigons pooping out babies. We haven't had that since 3rd edition, and it's arguably THE iconic look for Tyranids. (I actually had success in 4th with semi-zilla -- 5 or 6 MCs plus 100 gribblies -- but realistically that edition was all about full nidzilla.)


    Sad when IG out number Nids. I think Nids should be able to out number Orks even. Tyranids are 3rd on the list when it comes to horde armies sadly.
    You need more Gargoyles. They're (still) a fantastic unit. And nothing is broken with respect to huge numbers of 'gants - your choice of expensive devourer ones or dirt cheap fleshborers. But Tervigons do make them better, even without creating any new 'gants on their own. (Hormagaunts are, as previously noted, about 2 pts too expensive when upgraded.)

    What 6e took away was any semblance of successful genestealer usage. It worked in 5e, through using large units with a marjority in 4+ cover at all times, with 4+ FNP from Catalyst thrown on top. Given the current rules for cover, it's much, much harder to keep expensive 'stealers alive - you need either Invisibility (about 50/50 on the one psyker who can even get it), or Telekine Dome, and even then FNP isn't what it used to be.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 19:59:47


    Post by: krazynadechukr


    Why can't tyranids get some bio upgrade, like "spits acid" (counts as having grenades)? I also agree that, with all the fluff making tyranids seem like a huge uncountable invasion of creatures, tyranids should be the ONE army that outnumbers everyone... Need that impending doom, Aliens, vibe.... Love to have 200ish minis in a 2k army!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 20:03:53


    Post by: wyomingfox


    Flesh Hooks use to count as assault grenades in 3rd and 4th edition. In 4th, you could equipe Genestealers with flesh hooks for 1 pt per model; Lictors, Tyranid Warriors, and Hive Tyrants had access to flesh hooks as well as I recall.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 22:45:40


    Post by: tetrisphreak


     wyomingfox wrote:
    Flesh Hooks use to count as assault grenades in 3rd and 4th edition. In 4th, you could equipe Genestealers with flesh hooks for 1 pt per model; Lictors, Tyranid Warriors, and Hive Tyrants had access to flesh hooks as well as I recall.


    Flesh hooks still work that way, and are additionally a shooting weapon as well. However only lictors and death leaper get them now. Blah.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/16 23:27:06


    Post by: jeremesh




    Sad when IG out number Nids. I think Nids should be able to out number Orks even. Tyranids are 3rd on the list when it comes to horde armies sadly.


    I think you need to move nids to 4th when I can field 210 plague zombies for 900 points


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 01:27:14


    Post by: -Loki-


     krazynadechukr wrote:
    Why can't tyranids get some bio upgrade, like "spits acid" (counts as having grenades)?


    Cruddace, basically. He decided to take all of the options out of the book. Hormagaunts, Gaunts and Genestealers could take Flesh Hooks (Assault grenades). Genestealers and Gaunts could take Scuttlers (Scout). Genestealers could take Acid Maw (reroll failed wounds in first turn of combat) and Feeder Tendrils (Preferred Enemy against everyone, and give it to any unit within 2").

    Just putting those sorts of options back in the book would be great. No need to resort to stat line modification, just give us back those sorts of upgrades and sanely priced base profiles.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 09:19:29


    Post by: kendoka


    I just want really cheap CC Tyranids (basic Hormagaunts) with upgrade options like way back (Rending Claws, Wings, Flesh Hooks, Extra Carapace, etc.)...

    Also, more options to make an unique army (like an all CC one - including non-shooty gargoyles etc.).


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 09:28:04


    Post by: -Loki-


     kendoka wrote:
    Also, more options to make an unique army (like an all CC one - including non-shooty gargoyles etc.).


    You can make an all CC army already, though why you'd want to lose every game is beyond me.

    What Tyranids need are options to run different phases of the attack - Vanguard, Main attack, Heavy Assault, etc. Tyranids aren't just one amalgamated random lot of organisms, they attack in distinct waves. Vanguard is Genestealers and Lictors supported by faster moving Shrikes, Gargoyles and such. That's doable now, but not very viable. Main assault is very swarmy, but little in the way of monstrous creatures. Heavy assault is lots of dedicated attack monstrous creatures (Carnifexes, Trygons, Mawlocs, Tyrannofexes, Hive Tyrants, and in the case of Apocalypse, Gargantuans) and little in the way of smaller organisms.

    Right now, to have any success, you can't run an army resembling any of these. Vanguard and Main assailt will be severely lacking anti tank, and heavy assault won't have enough models on the table because Tyranid MC's are horribly overpriced.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:02:40


    Post by: Frozen Ocean


     -Loki- wrote:
     kendoka wrote:
    Also, more options to make an unique army (like an all CC one - including non-shooty gargoyles etc.).


    You can make an all CC army already, though why you'd want to lose every game is beyond me.


    I think the "lose every game" part is what kendoka was getting at.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:12:38


    Post by: Ratius


    Flesh Hooks use to count as assault grenades in 3rd and 4th edition. In 4th, you could equipe Genestealers with flesh hooks for 1 pt per model; Lictors, Tyranid Warriors, and Hive Tyrants had access to flesh hooks as well as I recall.


    Why even make it 1pt per model? A lot of other armies get AGs as standard. 40 man Hormy brood + FH= an extra 40pts for that brood? Meh.
    Just make it standard - army-wide. We're talking about the most HTH orientated army in the Galaxy (barring maybe Orks).
    These "additional options" for X or Y should be standard according to fluff and within game balance (sure one cant break the meta but fleet or some sort of run/assault option should be standard etc etc. etc).

    What Tyranids need are options to run different phases of the attack

    Yes and no Loki, other armies can do that, even SMs, Heavy pounding T1/2 with Vinds/HWTs etc, main attack via Rhinos/Pods etc, then assault. Its kind of boring.

    What Nids really need is some sort of cheap and viable short range shooting coupled with a "without number" idea.
    German games Day diorama captures the spirit perfectly.
    A billion gaunts over running your lines but backed up with some decent Heavies if needed.
    Nids worked in 5th, just need a big rework for 6th.



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:41:36


    Post by: Meddy


     Ratius wrote:
    What Nids really need is some sort of cheap and viable short range shooting coupled with a "without number" idea.
    German games Day diorama captures the spirit perfectly.
    A billion gaunts over running your lines but backed up with some decent Heavies if needed.


    Do you have a pic at all? I'd love to see this. o.o


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:44:26


    Post by: Kanluwen


    Meddy wrote:
     Ratius wrote:

    What Nids really need is some sort of cheap and viable short range shooting coupled with a "without number" idea.
    German games Day diorama captures the spirit perfectly.
    A billion gaunts over running your lines but backed up with some decent Heavies if needed.


    Do you have a pic at all? I'd love to see this. o.o



    More pictures here.

    "Without Number" definitely needs to be a defining feature.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:47:38


    Post by: Meddy


     Kanluwen wrote:


    More pictures here.
    "Without Number" definitely needs to be a defining feature.


    That, that right there. That's why nids are my first and only 40k love. *goes beady-eyed*


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 15:50:12


    Post by: Ratius


    Lame GW pics as per usual (not aimed at you Kan, just in general). Real deal:

    http://www.dakkadakka.com/dakkaforum/posts/list/546521.page


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 17:40:10


    Post by: Frozen Ocean


     Ratius wrote:

    Why even make it 1pt per model?


    I agree that it shouldn't be. They come as-standard on a lot of shooting-orientated units that don't need them, for free! Nids generally need an Initiative bonus. An MC or psychic power that was capable of acting something like a Dirge Caster would be amazing.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 17:47:41


    Post by: jifel


     Frozen Ocean wrote:
     Ratius wrote:

    Why even make it 1pt per model?


    I agree that it shouldn't be. They come as-standard on a lot of shooting-orientated units that don't need them, for free! Nids generally need an Initiative bonus. An MC or psychic power that was capable of acting something like a Dirge Caster would be amazing.


    Personally, I would love to see Psychic screech (or whatever that old 4th Edition Zoey power was) return as a Malediction. "Range of 24": The target unit suffers -1 to their Leadership and Initiative. In addition, they are automatically pinned". I mean, thats really not broken. It just makes charging a unit a lot easier, but doesn't cause any wounds. I'm also REALLY hoping to see Onslaught become the Primaris, with the addition that a unit can shoot OR charge after running... it makes sense to me...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 17:51:13


    Post by: Melissia


    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.
    That's an interesting idea. Wonder if they'll start doing that to other armies.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 18:05:14


    Post by: tetrisphreak


     Melissia wrote:
    Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.
    That's an interesting idea. Wonder if they'll start doing that to other armies.


    Supplements are doing that now- eldar/iyanden, tau/farsight, csm/black legion.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 18:16:02


    Post by: Quark


    Iyanden have no rule allowing allying with Eldar.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 18:50:22


    Post by: tetrisphreak


    2 for 3 isn't bad and the trend looks like it will continue.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 21:05:45


    Post by: James811


    November for the new codex apparently??


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/17 22:20:08


    Post by: Bloodhorror


    James811 wrote:
    November for the new codex apparently??



    We should make a rumor thread discussing this lmao!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/18 16:43:54


    Post by: brassangel


    Quark wrote:Iyanden have no rule allowing allying with Eldar.


    No, but it allows you to field 4 Wraithknights. Black Legion lets you get in another Helldrake.

    Since other armies can already have allies, and their supplements allow for FO tweaks, I wouldn't be surprised if Tyranids come bog-standard with some way to stretch the FO.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/18 17:10:30


    Post by: brassangel


    Unix wrote:
     Skriker wrote:
     Symbio Joe wrote:
    What? Did the Hiveguard not sell enough so it needs skyfire?
    I wish upon a star that this codex brings back all the biomorphs the prior one made disappaer.


    No Tyranids just need some anti-air unit capability that isn't just winged tyrants and Hiveguard make sense for that role given the weapons they have.

    Skriker


    It's wish-listing and I doubt it will happen, but I always thought that the gargoyles should have some anti-air capability; some kind of engine clogging/grappling ability where Xd6 number of gargoyles die but they crash the flyer or ground a flying monstrous creature. It would be in line with the fluff and would make a swarm army more viable. It would also be better than making a model that is already overrepresented even more ubiquitous.


    They will get some form of anti-air. Their fluff makes it seem as though they are actually very good at dealing with things in the sky, and I'm sure GW won't just leave them hanging. That said, the Gargoyles idea is an interesting one.

    gorgon wrote:The lack of grenades is something people like to complain about, but isn't a crippling thing in reality.

    Someone hit on it earlier...what this book really needs to support is legitimate horde play that doesn't involve Tervigons pooping out babies. We haven't had that since 3rd edition, and it's arguably THE iconic look for Tyranids. (I actually had success in 4th with semi-zilla -- 5 or 6 MCs plus 100 gribblies -- but realistically that edition was all about full nidzilla.)


    Janthkin wrote:
    Davor wrote:
     gorgon wrote:
    The lack of grenades is something people like to complain about, but isn't a crippling thing in reality.

    Someone hit on it earlier...what this book really needs to support is legitimate horde play that doesn't involve Tervigons pooping out babies. We haven't had that since 3rd edition, and it's arguably THE iconic look for Tyranids. (I actually had success in 4th with semi-zilla -- 5 or 6 MCs plus 100 gribblies -- but realistically that edition was all about full nidzilla.)


    Sad when IG out number Nids. I think Nids should be able to out number Orks even. Tyranids are 3rd on the list when it comes to horde armies sadly.
    You need more Gargoyles. They're (still) a fantastic unit. And nothing is broken with respect to huge numbers of 'gants - your choice of expensive devourer ones or dirt cheap fleshborers. But Tervigons do make them better, even without creating any new 'gants on their own. (Hormagaunts are, as previously noted, about 2 pts too expensive when upgraded.)

    What 6e took away was any semblance of successful genestealer usage. It worked in 5e, through using large units with a marjority in 4+ cover at all times, with 4+ FNP from Catalyst thrown on top. Given the current rules for cover, it's much, much harder to keep expensive 'stealers alive - you need either Invisibility (about 50/50 on the one psyker who can even get it), or Telekine Dome, and even then FNP isn't what it used to be.


    More importantly was the changes to Outflank. 5th was rough on Tyranids, but one of the few ways I made them work (to tournament success, no less) was having the main blob advance in a bit of an onion wrapped formation. Only I stuck 2-3 Trygons right out front like an offensive line. People always went the other way, trying to progressively build layers of cover saves, but I found that meant Trygons weren't in combat for 4 turns and that's a huge waste of points. I put Venomthropes in the middle of the force, completely obscured by the Trygons and Tervigons, and moved the entire thing up the field. Trygons and Raveners then broke from the front when in assault range (which was a turn sooner in 5th). With lots of shooting threats now tied up, the Tervigons could birth out some gribblies and the main wave could hit. Right about that time, the Genestealer broods would come in from the sides, and could move, run, AND assault when they arrived. That's what made Genestealers so deadly: besides just being a great CC Troops choice, there was no wasted time between their arrival and charge. No chance for the opponent to shoot them down.

    My tournament record (in matches) with this style was 23-1. The one loss came to a Tournament Organizer custom mission in the finals of an event where both armies were required to arrive piecemeal. The objective was in the center, and the only terrain pieces were in the 4 corners. Deployment had to be within 18" of the center... My Tervigons arrived first, along with the Termagants, and his first units were the Long Fangs and a Vindicator. Game was all-but over turn one. I scratched and clawed back into it somewhat, but had no units that could claim the objective.

    -Loki- wrote:
     krazynadechukr wrote:
    Why can't tyranids get some bio upgrade, like "spits acid" (counts as having grenades)?


    Cruddace, basically. He decided to take all of the options out of the book. Hormagaunts, Gaunts and Genestealers could take Flesh Hooks (Assault grenades). Genestealers and Gaunts could take Scuttlers (Scout). Genestealers could take Acid Maw (reroll failed wounds in first turn of combat) and Feeder Tendrils (Preferred Enemy against everyone, and give it to any unit within 2").

    Just putting those sorts of options back in the book would be great. No need to resort to stat line modification, just give us back those sorts of upgrades and sanely priced base profiles.


    They will have upgrades back in. And I agree that the stat-line doesn't need modified. That's actually a pretty awful way to try for balance.

    Ratius wrote:Lame GW pics as per usual (not aimed at you Kan, just in general). Real deal:

    http://www.dakkadakka.com/dakkaforum/posts/list/546521.page


    I like how both the Marines and Tyranids are depicted there: Fearless, stalwart super-people standing their ground. The endless masses, with no care or mercy for what's in front of them, just seeking their precious biomass.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 03:07:03


    Post by: Quark


     brassangel wrote:
    Quark wrote:Iyanden have no rule allowing allying with Eldar.


    No, but it allows you to field 4 Wraithknights


    The Wraithknight warlord is still Heavy Support.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 14:16:40


    Post by: Cyaneye


    Bell of Lost Souls 8/19/13 wrote:First off, most rumors are pointing to November for Nids - and we all know that new releases ship the first Saturday of the month.

    Carnifex - significant cost reduction

    Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

    New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

    Ymgarl Genestealers - New special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

    Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.


    Love the picture of Hive Guard harpooning FMC's to ground them. "Get over here!"


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 14:37:12


    Post by: brassangel


    Quark wrote:
     brassangel wrote:
    Quark wrote:Iyanden have no rule allowing allying with Eldar.


    No, but it allows you to field 4 Wraithknights


    The Wraithknight warlord is still Heavy Support.


    The point still remains. GW can get creative with ways to allow Tyranids to field additional units in other FO slots; especially if the rumor of an expanded FO chart is true. In the case of the Wraithknight, he/she can get the benefits of being a Warlord without eating into the precious Spirit Seer slots. Oh, and you can effectively field 4 Heavy Support that way. Doesn't seem like anything but a plus.

    Equip a Tyrant a certain way and add a [insert slot].

    Equip a Carnifex a certain way and move it to [insert slot].

    And so on.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 14:50:35


    Post by: Sinful Hero


    Unless everything is getting a significant decrease in points, I don't see the point in 3 hq, 4 elites, Fast attack, and heavy support. What does it do that double force org doesn't? It seems really odd to me. Moving units to other slots makes much more sense IMHO.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 15:14:30


    Post by: Shandara


    Cyaneye wrote:
    Bell of Lost Souls 8/19/13 wrote:First off, most rumors are pointing to November for Nids - and we all know that new releases ship the first Saturday of the month.

    Carnifex - significant cost reduction

    Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

    New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

    Ymgarl Genestealers - New special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

    Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.


    Love the picture of Hive Guard harpooning FMC's to ground them. "Get over here!"


    I would've thought it'd be for harpooing flyers, since Tyranids are the original flying Monstrous Creature race, you'd think they'd specialise in taking down flyers.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 15:34:28


    Post by: Tyran


     Sinful Hero wrote:
    Unless everything is getting a significant decrease in points, I don't see the point in 3 hq, 4 elites, Fast attack, and heavy support. What does it do that double force org doesn't? It seems really odd to me. Moving units to other slots makes much more sense IMHO.

    Is very probably that there is going to be a significant decrease in points.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 15:44:08


    Post by: Unix


    Even allowing for different distributions of the force organization the real problem caused by the Tyranids not being able to take allies isn't addressed. Before the whole allies thing armies had built in weaknesses that couldn't be addressed. Tau and IG lacked reliable CC troops, Orks lacked reliable S9+ weapons, Necrons lacked meat shields, etc. All of these weaknesses can be addressed with allies.

    Tyranids are deficient in ranged weapons, with a complete lack of ranged anti-heavy tank weapons. It's why 4-6 hive guard, the one unit that can take a S8 weapon, show up in almost every competitive build. Even with that AV14 vehicles are almost impossible to deal with until you get your MC's on them, and that's an if. The problem opened up by the lack of allies is the Tyranids have to be able to address all issue within their one codex. What I hope to see is uniquely Tryanid ways of dealing with this. The gargoyle/flyer idea was one, but another similar idea is the ability to immobilize vehicles representing bodies gumming up the tracks leaving the tanks to be finished off by larger bugs.

    I love the visual of Tyranids being the ant swarm, taking down things 100 times their size by weight of numbers, but since 4th edition it's been difficult play anything but nidzilla competitively and since the rumors are mostly focused on new MC's, and people need a reason to buy them, I don't think that's going to change.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 15:50:02


    Post by: rigeld2


    In 5th I was successful with swarming stealers... but 6th killed them in assault. I'm back to Nidzilla and loving it. If the new codex means more zilla I'll be extremely happy.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 16:05:35


    Post by: tetrisphreak


    I like these rumors but the more I re-read them they're giving off an odor of "Safe Bets" instead of real source rumors. We will probably see many if not all of these things in the new book but its too far out (even at 2 months) to get uber-excited.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 16:09:09


    Post by: Unix


    rigeld2 wrote:
    In 5th I was successful with swarming stealers... but 6th killed them in assault. I'm back to Nidzilla and loving it. If the new codex means more zilla I'll be extremely happy.


    I actually did to, with 48 stealers behind waves of gaunts. They were the swiss army knife of the Tyranid list in that they could match the Eldar initiative, had rending to deal with heavy troops and armor, and enough attacks to not get bogged down by swarms.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 17:37:23


    Post by: Quark


     brassangel wrote:
    Quark wrote:
     brassangel wrote:
    Quark wrote:Iyanden have no rule allowing allying with Eldar.


    No, but it allows you to field 4 Wraithknights


    The Wraithknight warlord is still Heavy Support.


    The point still remains. GW can get creative with ways to allow Tyranids to field additional units in other FO slots; especially if the rumor of an expanded FO chart is true. In the case of the Wraithknight, he/she can get the benefits of being a Warlord without eating into the precious Spirit Seer slots. Oh, and you can effectively field 4 Heavy Support that way. Doesn't seem like anything but a plus.

    Equip a Tyrant a certain way and add a [insert slot].

    Equip a Carnifex a certain way and move it to [insert slot].

    And so on.


    GW can do whatever they want because it's their game. Including changing the chart ala Space Wolves, which didn't even need a supplement to game the system. What options they have and what they are willing to do, however, is separate from the fact that I keep seeing misinterpretations of the Iyanden supplement (and Farsight supplement, for that matter). Way too many people are taking partial screenshots, assumptions from other supplements, or third party quotes and getting the actual rules wrong.

    For that matter, how does making a Wraithknight your Warlord give you an effective 4 Heavy Support? He's still Heavy Support, he still counts for force org, he's just a warlord that's not an HQ. You still need an HQ and you still can only take 2 other Heavy Support.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 18:17:16


    Post by: Harriticus


    I've been waiting years and years for a Harpy model.

    This is pretty much me and the Harpy Model




    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 19:07:09


    Post by: Kroothawk


     Harriticus wrote:
    I've been waiting years and years for a Harpy model.

    And with the 7th edition Codex, most essential units of the 5th edition Codex will have a model


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 22:42:16


    Post by: aceface


    Will the Doom be the same ? Bet he's going to take a massive .


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/19 22:57:06


    Post by: zaak


     aceface wrote:
    Will the Doom be the same ? Bet he's going to take a massive .


    They're going to forsure take a steamy dump on The Doom.

    This relase, if it goes according to schedule, is too soon. Yes, I'm stoked- but my budget isn't going to be that great. I'm definitely buying any special edition crap they choose to sell.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 01:42:25


    Post by: -Loki-


     Unix wrote:
    Tyranids are deficient in ranged weapons, with a complete lack of ranged anti-heavy tank weapons. It's why 4-6 hive guard, the one unit that can take a S8 weapon, show up in almost every competitive build. Even with that AV14 vehicles are almost impossible to deal with until you get your MC's on them, and that's an if.


    You seem to be stuck in 5th edition.

    Tyranids haven't had it easier with vehicles than they do now, and Hive Guard don't factor in at all. With the inclusion of Hull Points, MC's with Devourers (most commonly seen on Flyrants) can very easily strip up to AV 12 vehicles in a single salvo, and vehicles with less (or hit in rear armour thanks to their mobility) will start taking penetrating hits to strip off weapons and immobilise them. Flyrants are also a good answer to AV14, since they can drop into glide mode and Smash a vehicle in assault if absolutely needed. The ever present Tervigons can also catch them in assault now due to AV14 vehicles tending to be slow, and Tervigons being faster than they used to be thanks to random charge distances.

    Add on top of this the fact that massed vehicles just aren't common anymore anyway, and armour has never been easier for Tyranids to deal with. Hive Guard are really redundant these days. Their only niche is AV13. They don't have the shots needed to strip AV14 hull points, they can't even get a lucky 1 hit kill on AV 14 anymore, and AV12 and under is better dealt with via Brainleech Devourers. On top of this, they're pretty terrible at killing infantry once the tanks are gone. So unless you're facing an abundance of AV13 (for example, Eldar or Necron players), Hive Guard are better left at home.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 01:59:12


    Post by: rigeld2


    Abundance of AV13 or a lot of T4 Multi-wound models (Paladins).


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 02:08:28


    Post by: Janthkin


    rigeld2 wrote:
    Abundance of AV13 or a lot of T4 Multi-wound models (Paladins).
    Crisis suits & broadsides, anything out of LoS....

    A flyrant w/devourers is 260+ pts. 3 Hive Guard only get half the shots, but they cost accordingly. I still use 1 unit in just about every case. Opponents often don't have the spare firepower to shoot at them (whereas a Flyrant is always going to draw fire), which lets them continue to impact the game for most of it.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 02:17:22


    Post by: -Loki-


    50 points for 2 S8 shots that still need to get past the 2+ save is 50 points wasted, and Tyranids right now don't have points to waste. There's very few multiwould models Tyranids can't deal with without Hive Guard, enough to, again, make them fairly redundant.

    I keep two in my army as well, mostly for backline defense against deep striking or fast moving vehicles like Raiders and Venoms, but I don't pretend they're actually worth their points if those targets don't turn up. An actual reason to use them, like gaining Skyfire, would be fantastic.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 02:22:13


    Post by: gigasnail


    man you know that's going to be like a 25 point upgrade.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 02:28:23


    Post by: Akirakill


    Genestealers cult could operate fortifications?.?..


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 03:15:10


    Post by: -Loki-


    I'd prefer Tyranids got access to unique fortifications that compliment their aggressive playstyle, like spreading coversaves on a larger spread than the Venomthrope (one large spread from a fortification or a smaller moveable spread from a Venomthrope) or spread Shadow in the Warp. Shoehorning in Aegis lines just feels so cheap.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 03:46:46


    Post by: TyCorny


    hormagaunt egg nests


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 03:52:18


    Post by: MajorWesJanson


    TyCorny wrote:
    hormagaunt egg nests


    Bring back the Spore Towers and brood nests from FW!



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 04:12:50


    Post by: TyCorny


    I'd love to see some special rule for hordy creatures (gaunts, gants) where if enough of them assault a vehicle they can immobilize it. say, as many as their back AV? call it buried in bodies or something of that nature. possibly a roll on pen damage chart -1 without a wound caused


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 05:03:32


    Post by: MajorWesJanson


    TyCorny wrote:
    I'd love to see some special rule for hordy creatures (gaunts, gants) where if enough of them assault a vehicle they can immobilize it. say, as many as their back AV? call it buried in bodies or something of that nature. possibly a roll on pen damage chart -1 without a wound caused


    At the very least, bump Termigants and Hormagaunts up to 40 or 50 max for broods. They should be able to match IG in numbers in a single unit.

    I'd use that mechanic on Gargoyles instead. A brood of at least 10 gargoyles may make a single vector strike. For every 5 gargoyles over 10, may add 1 hit to the total. Against fliers or FMCs, may sacrifice d3 gargoyles to add that many hits strike.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 05:48:06


    Post by: Kendo


    Wrong place.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 05:51:32


    Post by: Janthkin


    We have a whole forum devoted to Proposed Rules; this isn't it.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 14:50:18


    Post by: pretre


    via a strong source here on Faeit 212 wrote:
    Tyranids, at least at current can ally with themselves essentially.
    They have the standard:
    2 HQ
    6 Troops
    3 Elites
    3 Fast Attack
    3 Heavy Support

    And can take an optional

    1 HQ
    2 Troops (not minimum 1, up to 2, but instead MUST take 2 and then...)

    And if they do, it unlocks
    1 Elite
    1 Fast Attack
    1 Heavy Support.

    Only an HQ from the core can be warlord.

    Then the diversity comes into play.

    Hive Fleets now have different rules (think chapter tactics). Your secondary brood can be from a different hive fleet. Not representing two fleets working together, just similar evolutionary strains.

    There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance. Bonded carapace let's you take Carnifex's as elites as well as heavy support (but can't be more than a certain number of points, so they end up kinda baby).

    They have some really cool adaptations for skyfire.

    Warriors can be purchased as sergeant style upgrades for gaunts and gargoyles. They get the biomorphs of the brood and are not attached like wolf guard.

    Tyrannofex will see a points decrease.

    Pyrovore will see torrent.

    Ranged biomorphs contribute to a model's close combat.
    Melée biomorphs enhance a model's ranges attacks.
    You take some biomorphs that affect both, like +1 str to both.
    But having a gun makes melée better and having melée weapons improves your guns. There's some new synergy there. Mostly for big bugs.

    Psychic ability is a lot worse than what it is now, but it'd be difficult to explain and just upset people who don't have the whole picture.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 15:11:30


    Post by: Unix


     -Loki- wrote:
    Spoiler:
     Unix wrote:
    Tyranids are deficient in ranged weapons, with a complete lack of ranged anti-heavy tank weapons. It's why 4-6 hive guard, the one unit that can take a S8 weapon, show up in almost every competitive build. Even with that AV14 vehicles are almost impossible to deal with until you get your MC's on them, and that's an if.


    You seem to be stuck in 5th edition.

    Tyranids haven't had it easier with vehicles than they do now, and Hive Guard don't factor in at all. With the inclusion of Hull Points, MC's with Devourers (most commonly seen on Flyrants) can very easily strip up to AV 12 vehicles in a single salvo, and vehicles with less (or hit in rear armour thanks to their mobility) will start taking penetrating hits to strip off weapons and immobilise them. Flyrants are also a good answer to AV14, since they can drop into glide mode and Smash a vehicle in assault if absolutely needed. The ever present Tervigons can also catch them in assault now due to AV14 vehicles tending to be slow, and Tervigons being faster than they used to be thanks to random charge distances.

    Add on top of this the fact that massed vehicles just aren't common anymore anyway, and armour has never been easier for Tyranids to deal with. Hive Guard are really redundant these days. Their only niche is AV13. They don't have the shots needed to strip AV14 hull points, they can't even get a lucky 1 hit kill on AV 14 anymore, and AV12 and under is better dealt with via Brainleech Devourers. On top of this, they're pretty terrible at killing infantry once the tanks are gone. So unless you're facing an abundance of AV13 (for example, Eldar or Necron players), Hive Guard are better left at home.


    Actually I'm stuck in 3rd

    6th is becoming my favorite edition since then though, since I like the element that flyers add, especially now that things are becoming balanced by the increase of units with skyfire. It's been my experience so far, and maybe this is different for you, that the most successful lists spam unit types that are difficult to deal if you don’t build a list to specifically deal with them; MC’s, AV14 or Flyers, each of which can only effectively dealt with by weapons with special rules or with high S & AP. You're right that 6th has reduced the number of vehicles that people run, but I've found that because of that people carry fewer pure anti tank weapons; less lascannons and more missile launchers because the missile launchers have a dual role, which actually makes AV14 quite effective since you have to hull point it to death.

    This goes back to what I hope, but doubt, will happen with the Tyranids. You're absolutely right that running a bunch of MC's can be successful, especially spamming flying MC's which gives you another level of protection. However, since most of the points are being spent on these MC's the "swarm" element is turned into something that you have to be preserve in order to hold objectives, as opposed to being the main shock force of the army. I worded my complaint poorly. It isn't that the Tyranids can't be competitive or can't handle certain unit types, it's that they are entirely reliant upons MC's and I hope that the new rule book will allow them flexibility to become more than just a MC army with a few units of objective holders.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 15:50:03


    Post by: Flood


    There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance.


    I like this a lot.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 15:53:45


    Post by: pretre


     Flood wrote:
    There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance.


    I like this a lot.

    IIRC, there was something like this a while back as well. Aha. March:

    Tyranids - March 2013
    FoC manipulation and "new" deployment options are based on the various stages and methods of a Tyranid invasion. b]PENDING[/b]

    - A lot of flexibility in the form of army composition. As opposed to the very mutable stats of units and weapons of the old codex, which caused a lot of headaches for opponents. PENDING
    - Hive Tyrants are the main source of FOC manipulation. The idea is that they can specialize the scoring elements of the army.... but you have to pay for it. PENDING
    - Reserve manipulation is a very strong theme in the codex. These options are more numerous and reliable than in the current codex. And that's because. PENDING
    - Mycetic Spores have expanded rules for ease of use. This includes MC broods. PENDING
    - Trygon tunnels are also greatly expanded. Raveners have additional synergy with the tunnels. Even Monstrous Creatures can use them but with a penalty. PENDING
    - More outflanking options. Various ideas are being thrown around on the topic of protecting Genestealers and especially Lictors from being shot to pieces when they appear. PENDING

    And the most important rule that is being tested...
    Synapse offering protection from Instant Death in a brand new way. Right now this is being tested only on creatures that have the Synapse rule (not within the aura): Wounds that trigger ID can instead be rolled to either cause 1 Wound, 2 Wounds, or ID. PENDING


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 16:02:22


    Post by: rigeld2


    Yeah - not buying that Faeit rumor at all.

    edit: to be clear, some of it is obvious (Tyrannofex seeing a points decrease).
    The FOC manipulation (Flyrant makes 2 garg choices troops) makes zero sense.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 16:14:13


    Post by: SickSix


    rigeld2 wrote:
    Yeah - not buying that Faeit rumor at all.

    edit: to be clear, some of it is obvious (Tyrannofex seeing a points decrease).
    The FOC manipulation (Flyrant makes 2 garg choices troops) makes zero sense.


    As a SM player I don't understand your comment about the Flyrant. SM captains on bikes have made bikers troops for ages. Why does this established mechanic not work for bugs?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 16:22:19


    Post by: Hivefleet Oblivion


    Has anyone heard the (scary) rumour that ymgarls won't be able to assault directly after waking up?



    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 16:25:12


    Post by: Bulldogging


     SickSix wrote:
    rigeld2 wrote:
    Yeah - not buying that Faeit rumor at all.

    edit: to be clear, some of it is obvious (Tyrannofex seeing a points decrease).
    The FOC manipulation (Flyrant makes 2 garg choices troops) makes zero sense.


    As a SM player I don't understand your comment about the Flyrant. SM captains on bikes have made bikers troops for ages. Why does this established mechanic not work for bugs?


    It also makes sense with fluff. If the hive decided it needed to have air superiority/mobility in its current battle, why would it not evolve its smaller creations too?


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 16:40:14


    Post by: tetrisphreak


    Hivefleet Oblivion wrote:
    Has anyone heard the (scary) rumour that ymgarls won't be able to assault directly after waking up?



    Sadly, with the changes to vanguard veterans and the overall 6th mantra "no assaulting from reserves" (even lucious pattern pods from FW lost this) I am not surprised. The only being able to snap fire at the unit after it pops up, I think is a fair trade as long as the points costs are also adjusted properly.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 17:29:39


    Post by: gorgon


    I like the rumor set from March more just because during 5th I played all-reserve Tyranids and had a blast with them.

    It's hard for me to take any of these seriously given that we're close to 3 months out from its earliest release date. They're still fun to discuss, of course.

    IIRC, the studio kicked around ideas for Hive Fleet rules for previous codicies, or at least rules for HFs in various stages of invasion. Those rules would appear to need to have a little juice to make the rumored "allies" system worth it.

    And yes, I think it's more or less guaranteed that Ymgarls won't assault the turn they arrive. And honestly, I think it helps overall game balance and design if that's just something that no unit is allowed to do in this edition.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 18:12:52


    Post by: Symbio Joe


    Bell of Lost Souls 8/19/13 wrote:First off, most rumors are pointing to November for Nids - and we all know that new releases ship the first Saturday of the month.

    Carnifex - significant cost reduction

    Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

    New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

    Ymgarl Genestealers - New special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

    Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.


    Just move Carnifexes to standard already so they can be our new Terma-Hormagaunts, while Tervigon and Tyrannofex fill in the mid sized bugs and the new one/Harpy are the actual big bugs.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 18:14:00


    Post by: brassangel


    Derp...someone already quote this post.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 19:31:11


    Post by: rigeld2


     Bulldogging wrote:
     SickSix wrote:
    rigeld2 wrote:
    Yeah - not buying that Faeit rumor at all.

    edit: to be clear, some of it is obvious (Tyrannofex seeing a points decrease).
    The FOC manipulation (Flyrant makes 2 garg choices troops) makes zero sense.


    As a SM player I don't understand your comment about the Flyrant. SM captains on bikes have made bikers troops for ages. Why does this established mechanic not work for bugs?


    It also makes sense with fluff. If the hive decided it needed to have air superiority/mobility in its current battle, why would it not evolve its smaller creations too?

    The part that doesn't make sense is that it only makes the minimum troop number a troop choice.
    Fluffwise - if you're going to evolve wings, why not go balls to the wall and evolve everything with wings?
    Rules wise I just don't see it happening. It seems far more wishlisty than realistic.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 19:41:56


    Post by: RiTides


    November, eh? Can't wait


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 19:45:29


    Post by: Sasori


    I'm liking the sound of a lot of these rumors, I just don't want to get my hopes up!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 21:38:23


    Post by: tetrisphreak


    These rumors to me feel like they're play test rumors. We will likely see something along these lines if not verbatim when the book comes out.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 21:47:33


    Post by: Davor


     RiTides wrote:
    November, eh? Can't wait


    If rumours are true, it's not November, it will be Nidvember.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/20 23:56:27


    Post by: Bloodhorror


    Davor wrote:
     RiTides wrote:
    November, eh? Can't wait


    If rumours are true, it's not November, it will be Nidvember.


    With how GW have been on Puns recently... I doubt they'll pass up the opportunity to use this...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/21 01:18:04


    Post by: brassangel


    Another rumor found on 4chan (and Warseer). Season to taste:

    someone posted these on 4chan.

    >Army-wide notes
    >- No FOC and ally table changes
    >- Devastation and Adaptation are new power tables with 3 powers each + primaris.
    >- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
    >- All Tyranid powers can be used with either one or two charges to increase the effect.
    >- Ravenous Advance: Units with this rule can run & assault in the same turn.
    >- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
    >- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.
    >Harpy/Erinye, plastic dual kit.
    >- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
    >- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.
    >- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
    >- Increased Swoop speed and its gimmick is grappling other flyers.
    >- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.
    >- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.
    >Zoanthrope (Doom)/Genethrope, plastic dual kit.
    >- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.
    >- Genethropes are similar, but have access to the Adaptation and Biomancy tables.
    >- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.
    >- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.
    >- Doom has access to all the above tables and comes with Essence Leech and 3 powers.
    >- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.
    >Mycetic Spore/Mycetic Hive Node, plastic dual kit
    >- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.
    >- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.
    >- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.
    >Carnifex
    >- Old unused bimorphs in the box are options again.
    >- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
    >- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
    >- Enhanced Senses gives Night Fighting.
    >- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
    >- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/21 01:33:01


    Post by: l0k1


    Those 4chan rumors look almost too good to be true! I like just about all of those. If half of them are true my poor wallet this winter will receive a D strength ap1 apocalyptic barrage armor bane attack!


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/21 01:34:07


    Post by: Ferrum_Sanguinis


    I'm not buying those 4chan rumors for a second, considering its, well, 4chan...


    Tyranid Rumours (1st post updated with hive guard pic.) @ 2013/08/21 01:55:23


    Post by: Flood


    'Genethrope'. Wow, the naming is so lazy I almost believe it to be genuine.