9345
Post by: Lukus83
Agamemnon2 wrote:I think the new tyranids are going to absolutely rape my Guard. Sure, I'll kill a bunch of Warriors and gaunts, but I'll only get one shooting phase. And that Toxic Blood biomorph is just adding insult to injury (as well as hurting ogryns like mad). To say nothing of Genestealers being able to effortlessly deny me any hope of killing even one of them before being shredded to ribbons.
Sure, the Trygon not being able to charge out of his tunnel is good, but my Guard doesn't have anything that can reliably inflict six wounds against T6/3+ in one shooting phase. That's the equivalent of 15 lascannons, after all. And when the Trygon reaches combat, it's all over. The best thing I could hope for is that the target unit fails its Ld check after sustaining massive casualties from the bioelectric field.
Really, this entire army is a giant "Screw you!" aimed at anything without serious durability (i.e. marines). What he hell am I supposed to do? The Guard has nothing useful against Tyranids now. Nothing.
Remember these are just rumours, even if they are quite accurate (notice the "quite"). We have yet to see the weakness of 'nid armies since we are all focussing on the perks. Trust me, there WILL be one.
1084
Post by: Agamemnon2
[Recanted.]
9345
Post by: Lukus83
All I'm saying is that in every 5th edition designed codex there is an inherent weakness to that army.
Orks can't crack all round AV14 (not exactly 5th ed but designed with it in mind). Marines are decent all rounders but you pay the points for them so there are less bodies on the field. IG die to a stiff breeze and the most competitive vehicle they have (vendetta) is AV 12.
My bet is that since synapse no longer provides immunity to ID that will be our biggest weakness...vulnerability to high S weapons. And don't even get me started on force weapons!
14171
Post by: Gandair
how will us bugs handle mech though? I still see it as, endure small amount of fire, break open transports, then get shot to death next turn because we're not in CC. My opponents are almost strictly, mech tau, mech chaos marines, and mech guard. Will we have the ability to open enough (between a third and a half) of the transports to make killing infantry even possible or will it remain as current.
Turn 1-2: Advance, shoot transports, accomplish little.
Turn 1-2: take some light fire from many different weapons.
Turn 3: shoot at or assault some vehicles
Turn 3: the units just freshly broken out of vehicles are not in CC and rapidfire all the assault units to death.
Turn 4: Shoot some more transports, make a meager CC attempt with remaining units.
Turn 4: Have the freed units mop up the remaining assault units.
Turn 5: Park my MCs in cover so I have something on the board still.
Turn 5: They sit on an objective and I endure light fire.
??????
Draw or Loss
Playing against my friend's guard I see on average 6 transports, 3 other vehicles. Fighting CSM I see 4 rhinos and maybe some stuff in heavy, tau I see 3 fish and 1-2 heavies. Will we be able to open transports while advancing or is that still the end of a tyranid game, seeing 6 or more vehicles and just calling it quits in advance. Because at the moment the VC is worthless and vomits out "can't shoot" results uncontrollably like the fex had just drank a gallon of spoiled milk. Our best CC is genies for opening tanks and they do it well, but their small numbers make them very vulnerable to return rapidfire. The flying devil-tyrant does well also, but is a single unit with no wound soaks and dies to amassed fire. If we get access to a way to damage transports while advancing, I will be very happy. As it stands I run an entirely outflank/deepstrike army because rending and CC are our reliable vehicle killers, but if they turtle in the middle I get hosed.
1084
Post by: Agamemnon2
[Recanted.]
5269
Post by: lord_blackfang
I guess you missed the part where you get BS4 T6 Sv3+ models with S8 Assault 2 guns that don't need LOS.
1084
Post by: Agamemnon2
[Recanted.]
17050
Post by: MilkmanAl
S8 is beautiful for transports and most fast vehicles, and that's really all we need serious help with. The Demolishers and Land Raiders of the world will just have to be dealt with up close and personal.
123
Post by: Alpharius
lord_blackfang wrote:I guess you missed the part where you get BS4 T6 Sv3+ models with S8 Assault 2 guns that don't need LOS.
That does seem a bit hard to overlook.
I'm hoping that there is a balancing factor in there somewhere (Points cost?), but, knowing GW... who knows?
8021
Post by: JD21290
If guards can be taken as an elite choice then im saying goodbye to my once loved warriors.
I think a unit of thropes (simply for lance) and 2 of the guard will give some nice damage.
Also, people say weakness right?
Well, there is 1 match-up thats been overlooked.
New nidzilla Vs pure GK's.
All that ID means gak for the nids.
8723
Post by: wyomingfox
Alpharius wrote:lord_blackfang wrote:I guess you missed the part where you get BS4 T6 Sv3+ models with S8 Assault 2 guns that don't need LOS.
That does seem a bit hard to overlook.
I'm hoping that there is a balancing factor in there somewhere (Points cost?), but, knowing GW... who knows?
Maybe, maybe not. Remember that is just a crack missle with a 8% of blowing up a Rhino. So it will only be good if Nids can spam them on the cheap. For example, space wolves who can get 5 ML for 140 pts. Based on the rumors, for 150 points, it seams you get 6 ML shots, so looks like a pretty good deal. Still before MEC players wine to much, even at 6 ML shots we are still only talking less than a 50% chance of blowing up a Rhino (less if we are talking about IG chimeras). Not to mention the trade value...I just used 180 points to take out a 35 pt vehicle (still a hell of alot better than LOSING a 200 point genestealer squad to take out a 35 point rhino).
Venom Cannons traded increased vehicle damage ability for decreased ROF and therefore decreased accuracy so no big pickups there.
Zoes main weaknesses were completely overlooked and therefore still are not a good anti-tank unit. An 18" lance that can't or won't get the chance to hit is still a 18" lance that can't or won't hit.
The best tank hunting weapon looks to be the Tyranofex with its 2 Strength 10 48" range shots, however, we don't know the BS on this guy or the point costs. My first impression is that given 170 point ninja fexes, this guy is going to be very expensive and over priced for a model that only has a 27% chance of taking out a rhino (assuming BS 4).
827
Post by: Cruentus
Agamemnon2 wrote:I'm at a loss imagining any kind of weakness severe enough to make the matchup in any way tolerable.
The sky is falling! The sky is falling!
Oh wait, this is Dakka.
I seem to remember the same being said of the Ork codex, the Marine codex, Daemons, Space Wolves, and Imperial Guard. And so it goes. The circle of life on Dakka continues. The only one I didn't hear this about was Dark Angels.
I think what we're going to see is that when all the points values are out there, Nid players will have to make some decisions about what to include, because its obvious they won't be able to take a lot of everything.
Like every other codex that is 'so over the top' when its in it's rumor phase, once it hits the streets, and people play against it, and shift their tactics away from what worked before to cope, all will be right with the world.
9988
Post by: Budzerker
Agamemnon2 wrote:I'm at a loss imagining any kind of weakness severe enough to make the matchup in any way tolerable.
Except the mass amounts of AP 1/2/3 weapons you can field?
Woo-hoo the trygon burrows up and kills a unit or two and is then blown away for being in the midst of your army. Let's not forget the BID! order.
8723
Post by: wyomingfox
Gandair wrote:how will us bugs handle mech though? I still see it as, endure small amount of fire, break open transports, then get shot to death next turn because we're not in CC. My opponents are almost strictly, mech tau, mech chaos marines, and mech guard. Will we have the ability to open enough (between a third and a half) of the transports to make killing infantry even possible or will it remain as current.
Thanks for bringing us back to reality mate  . Seams like there are certainly a few options in the Tyranofex and Hive Guard, but a nids ability to bring them in significant numbers will be the telling part.
1084
Post by: Agamemnon2
[Recanted.]
17050
Post by: MilkmanAl
3 Vendettas could take out a Trygon in a turn fairly reliably. 3 melta Vet units and their Chimeras can do it, too. Yeah, you'll have to focus fire like mad to prevent it from eating something important when it gets to charge, but we're not exactly talking about an unstoppable force. Now, if you have 2 of them crop up in your lines, you might be in bad shape...
9988
Post by: Budzerker
Except any "good" units the Trygon is assaulting should be in a transport (all those nice vets). So yes, you will still drop one (if there is only one) with little difficulty.
On a more important note, anyone have any ideas on how to convert units like the Tervigon out of the Tyrant/Carni sprues like GW is apparently advocating?
8230
Post by: UltraPrime
Budzerker wrote:On a more important note, anyone have any ideas on how to convert units like the Tervigon out of the Tyrant/Carni sprues like GW is apparently advocating?
Difficult to say until we see a pic, but i'm sure there will be many a thread on that soon!
1084
Post by: Agamemnon2
[Recanted.]
5636
Post by: warpcrafter
Hilarious how the mathhammer crowd is all of a sudden howling about how they're screwed because they can't effortlessly smash enemy high-armor vehicles. I have cracked open Land Raiders with my Orks, and I've had Orks swept aside by IG because they went tank-spam on me. I want to play Tyranids because the great number of weird and wonderful bugs sound cool. Go get an ulcer about some serious problem out in the real world.
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Post by: Kingsley
Every recent Codex has been overblown by Internet discussions, and I think the Tyranids are the same way. I have no doubt that they will change the game significantly, but I also have no doubt that they won't be as bad as people are saying. I personally don't find these rumors that impressive, but we won't know until we get accurate costs anyway. I know that I'm not particularly afraid of the Tyranids, since I think I'll be able to take them-- and if not, a few changes to my list and my tactics will undoubtedly carry me through the storm. It's important to keep a level head about these things.
18080
Post by: Anpu42
Fetterkey wrote:Every recent Codex has been overblown by Internet discussions, and I think the Tyranids are the same way. I have no doubt that they will change the game significantly, but I also have no doubt that they won't be as bad as people are saying. I personally don't find these rumors that impressive, but we won't know until we get accurate costs anyway. I know that I'm not particularly afraid of the Tyranids, since I think I'll be able to take them-- and if not, a few changes to my list and my tactics will undoubtedly carry me through the storm. It's important to keep a level head about these things.
Someone is talking common sense, what are you doing here?
11
Post by: ph34r
Trygons should not be too tough to take down. Each of my infantry blobs is 20 troops with 2 PGs and 2 ACs. 2 of these blobs of 20 should kill a trygon if I get a bring it down off. 320p killing a 150 or so point MC in one turn isn't bad.
1084
Post by: Agamemnon2
[Recanted.]
12369
Post by: Morehammer
 On a more important note, anyone have any ideas on how to convert units like the Tervigon out of the Tyrant/Carni sprues like GW is apparently advocating?
I got a better idea
I just got an Exocrine and Malefactor made by Armorcast from Ebay  Exocreine equals Tyrofex and Malefactor equals Tervigon  And all very fluffy might I add, if fluff be known
Quick, there are some on Ebay right now
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Post by: Kingsley
ph34r wrote:Trygons should not be too tough to take down. Each of my infantry blobs is 20 troops with 2 PGs and 2 ACs. 2 of these blobs of 20 should kill a trygon if I get a bring it down off. 320p killing a 150 or so point MC in one turn isn't bad.
Trygons apparently cost 200+, so they're even worse than it would appear.
5269
Post by: lord_blackfang
Well, it seems like you can upgrade a Trygon to Alpha and give it the psychic pwoer that makes all enemies within 12" WS 1 BS 1. That should help it say alive.
14852
Post by: Fateweaver
I still see lots of knee jerking.
I'm with the lot that will say they'll shelve Lictors if they can't assault when they arrive, although it depends on points. They did gain an additional wound and we still don't know if they get the improved cover save or not. It's actually amazing how much fire a lictor with 2+ cover save can get (mass flamers hurt it but very few units can lay 2+ flamers a turn). If it's in the neighborhood of 40pts it might not be so bad, better than the 80 we pay currently and +1 to reserve rolls if you choose to use it would be nice for ensuring your reserves come in when you want to (we don't know if it has to be on board or not, i'd guess not as the IG dude that mods reserve roll doesn't need to be).
As well, the Trygon might be the same cost as 1 of MY crusherfexes but in a typical list you can field a max of 3 Trygons, but can field 9 crusherfexes. Of course at games under 2k that would be impossible as 9 crusher fexes would amount to around 1800 points leaving just enough for MAYBE a warrior alpha and then remaining points split between gaunts (lets assume 20 gaunts).
In KP games that list will own.
I could see there being very good reasons to take Carnifexes. I'm guessing the 3 gun MC in Heavy will be close to double the base of a carnifex, the heavy VC isn't THAT awful at popping tanks and the Trygon and Mawloc sure as hell don't threaten tanks outside of melee.
Hmm, I'm having visions in my head of 6 Trygons/Mawlocs as defender in Planetstrike
For those who spammed carni's back in 4th because the cool kids did it (cool used loosely as 40k gamers are NOT cool by even our standards) use them in Apoc or Planetstrike if you play such supplements. If you can't than trade them, sell them or shelve them.
5636
Post by: warpcrafter
Agamemnon2 wrote:Anpu42 wrote:Fetterkey wrote:Every recent Codex has been overblown by Internet discussions, and I think the Tyranids are the same way. I have no doubt that they will change the game significantly, but I also have no doubt that they won't be as bad as people are saying. I personally don't find these rumors that impressive, but we won't know until we get accurate costs anyway. I know that I'm not particularly afraid of the Tyranids, since I think I'll be able to take them-- and if not, a few changes to my list and my tactics will undoubtedly carry me through the storm. It's important to keep a level head about these things.
Someone is talking common sense, what are you doing here?
Someone should go tell this to Warseer, their groupthink is convinced this codex is the suckiest piece of suck outside Sucktown, Alabama.
I tried, but my post was deleted. Cowards. YOU HEAR THAT, WHINESEER!!! COWARDS!!!
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Post by: Fateweaver
lord_blackfang wrote:Well, it seems like you can upgrade a Trygon to Alpha and give it the psychic pwoer that makes all enemies within 12" WS 1 BS 1. That should help it say alive.
I've only seen they get "Shadow in the Warp" making Force weapons very unlikely to insta-gib it and just generally annoying psykers within 12" of it.
I'll make mine an Alpha only for the increase in shots and the fearless bubble.
22841
Post by: lordbug
Turn 1-2: Advance, shoot transports, accomplish little.
Turn 1-2: take some light fire from many different weapons.
Turn 3: shoot at or assault some vehicles
Turn 3: the units just freshly broken out of vehicles are not in CC and rapidfire all the assault units to death.
Turn 4: Shoot some more transports, make a meager CC attempt with remaining units.
Turn 4: Have the freed units mop up the remaining assault units.
Turn 5: Park my MCs in cover so I have something on the board still.
Turn 5: They sit on an objective and I endure light fire.
??????
Draw or Loss
We now have very cheap Hormagaunts and a broodlord at 50 pts. to deny attacks...
A creature that can spawn anywhere and kill stuff,things can come from there tunnels
from the sounds og things we got a lot that if used together in a swarm can take down tanks with the shooty weapons they gave us. I cant wait for the new dex.
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Post by: Kingsley
An Inquisitor with Mystics seems like he would block many of these tricks.
23149
Post by: Oldoneeye
the toxathrope needs to not be so tippy. I mean I haven't seen the model physically but if it's metal you know that there is going to be a lot injection chunks on it and refining to be done given citadels history of model making.
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Post by: Waaagh_Gonads
At work so don't have time to go through the whole thread.
Has anybody posted the scans of the Ravener and Trygon assmbley guides yet?
494
Post by: H.B.M.C.
Fateweaver wrote:I still see lots of knee jerking.
Exactly.
We've got the crowd... well... just Aggy... saying that the book will destroy anything and everything, and then another crowd saying it sucks.
I thought we were over this nonsense?
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Post by: Shep
This thread is holding it together A LOT better than warseers dual threads.
There of course are reactionaries in all dark corners of the internet. And this thread is no exception. They always get quiet and slink away when their doom and gloom prophecies fall flat.
What's really sad about the warseer thread is that they've got so many people complaining about some units being too good and some being too bad, but people are interchanging the 'useless' and 'overpowered' units. They don't know good from bad...
Perhaps my early take might soothe some bug players that have reverted to instinctive behavior.
The one truth is that this book has been re-invented. The old ways of shooting first and charging if an opportunity presents itself are gone. Start swallowing that pill if you played nidzilla. Drop pods really just flipped the functionailty of the carnifex. And since nid players aren't used to the force multiplier that is 'protected' deep strike, then a lot of people are looking at ranges of shots and strengths of guns without the whole picture.
HIVE TYRANT- until we see base cost and upgrade cost there isn't anything to talk about here. 18" synapse, nasty shadow of the warp, possible wings, possible drop pod, other psychic powers that we've only seen poorly translated explanations... Certainly some potential here.
TERVIGON- This one is getting a lot of "too good" calls.. If the termie spawning ability has been costed into the model, and you roll an early double, then the thing is overcosted. If its death ability just devastates the majority of your troops when it triggers, then he isn't going to be a stable tourney unit. He sure does sound like a lot of fun.
HORROR- Really no tangible info on this thing. Is it a gargoyle upgrade? is it an IC? points cost? abilities? statline?
HIVE GUARD - How can people be complaining about nid anti-transport? This unit that is rumored to be able to pod into play, can take side shots on arrival from out of LOS and has an excellent survivability and excellent ballistic skill. This seems like more than adequate support for a primarily assault based force. Demon players would KILL for this unit.
ZOANTHROPE - ASsault armies don't even need built in ranged land raider kill to function. Just access to consistent trasport/fast gunship kill. But we are getting it anyway. And it can be podded in for alpha strike capability. I think the paradigm is shifting extremely. You don't want to be far away, nids are going to flood special weapon carrying armies with target saturation. Get everything you have in their face...
PYROVORE - not enough info on this thing. But it should be noted that there seems to be an MC of some variety in every slot.
YMGARL GENESTEALERS - Don't these guys sound good? But not overpowerd? I think so. How cool...
LICTOR - A great many people want the arrival turn charge, but if a trade is necessary (and it is) then I take this new type of deployment over arrival assault in a heartbeat. When tied to area terrain as deployment, canny players would just fill every inch of area terrain near their deployment with models for an automatic deep strike mishap. Even if you managed to find a spot and land it, you were rewarded with a dangerous terrain check that could cost you half of your wounds.... If he keeps super-stealth, then being able to drop im, accident free behind a screened cover save, take some 2+ saves, then charge on the next turn sounds about right. And if you can take 3 in a brood then thats plenty of offensive capability for the slot.
GENESTEALERS - No one seems to distraught by their free infiltrate and price decrease.
HORMAGAUNTS - yet another solid troops choice that I can't believe anyone would discount. Their interaction with hive tyrant powers, synapse, and their dirt cheapness, with access to a particularly devastating cc upgrade make them a very attractive option. I guess some nid players will understand fully when a 20 man hormagaunt unit with toxin sacs charges their freshly arrived trygon.
TERMAGAUNTS - seems like a pretty lateral shift. one point cost decrease but a 6" range increase and a potential loss of living ammo don't give me any heart palpatations, either for or against.
RIPPERS - admittedly nerfed... I always thought that all swarms should have immune to instant death. It doesn't follow logic that a single high strength shot would kill them all, and in game design, the swarm is most likely to be a candidate for frustrating tarpit. Oh well.
WARRIORS - There is a pretty spirited back and forth about the playability of the warriors. The side stating that loss of ID makes them very fragile is correct, but the side saying wait and see has a lot of things going for it. First off, warriors are troops now, not competing with killer elite units (the dakkafex). If all they did was survive, now they have something to show for that. It is troop based synpase. That is quite important as well. Lastly, there are multiple VERY important units in the nid army that are T4 IDable... raveners, warriors, zoanthropes, possible hive guard... You know what else strength 8 is good at? Wounding T6. So what you have here with this army is an absolute overload on targets that need to be killed with high strength weaponry. Sneak in some genestealers and hormagaunts to test the remaining anti-infatry dice, and you have the possiblity of a very overloaded gunline.
GARGOYLES - I'm hearing a lot of "too good's" about these guys too which is just silly. Better than before, fieldable, but, much like the storm boy... waaaay too much hype about their ability to be multi-purpose and survivable.
FLYING RIPPERS - A not good unit with wings... which is too bad.
SPORE MINES - Ok, the naked spore mines seem to be such an overlooked options, with massive potential. Deploying spore mines after deployment zones are chsoen but before deployment allows you to block off entire areas for models to set up. Sure they can shoot you once the game starts, but until the game starts I'm certain that they can't place any models on top of your mines. So 14 tank IG armies are going to have a really hard time finding good spots to set up their choo choo trains with tiny annoying models just sitting right where they want to be. And lootas are going to be really frustrated when the one or two place where they can deploy in cover are already occupied.
FLYING WARRIORS? - see warriors
HARPY - If the rumored statline is true, this model looks to be the ticket for guys who want to spam MCs,, but doesn't really blow me away in terms of cut throat competitiveness, we'll see of course. It does look playable for sure, and could possibly be great with the right support surrounding it. That sounds like a well designed unit... right?
RAVENERS - Look, if you look at what this unit has going for it on paper and then look at its one big weakness, it becomes a very volitile unit. First off, deep strike, every model armed with flamer, beast, re-rollable attacks, 3 wounds, enter through trygon tunnel... that list alone shold drop some jaws. I think the way this unit doesn't end up costing 60 points per model is that it has a vulnerability to instant death. That helps balance it and bring it into line. When you choose this unit you get a combination of some of the most devastating abilities in 40k (flamers, beasts, unrestricted re-rolls). But you'll probably want to support it with other things that don't want to get shot by strength 8. Makes some list design decisions more difficult. Sounds like good game design.
TRYGON - This guy seems good, very promising. Expensive, but enough wounds to justify it likely, a possible synergistic combo in the right army. But low strength. Balanced at first glance. Definitely the "look at me" unit in the book. Many will commit too much to their army being based on this guy.
TYRANOFEX - This guy looks like last years model. Fexes don't look like they are priced to walk slowly across the table and shoot a couple guns. At rumored 250, this would be a great planetstrike defender, and might possibly find its way into a shooty minded nid list, but I don't think this is what fexes are for.
BIOVORE - I'm not impressed, strength 4 ap 4? I guess its ok, I would hope that they would be indirect to cause pinning and to avoid screen cover, and they might be (can't see in the sheet). I think its a fine unit, but in a competitve slot.
MAWLOC - see trygon, but cheaper and with less capabilities. Also very competitive, but lacking in the strength department.
CARNIFEX - Ah yes, the other "unplayable" unit. 200 points gets you a monstrous creature in a drop pod, that has 5 re-rollable strength 9 (or strength 10 for a few points more) attacks. Look, I know you can get a trygon with deep strike for 200. But that deep strike does not come with mishap protection that the spore pod probably will, and most importantly, the trygon is looking at strength 6+2d6 to get inside that land raider. The amount of vehicle flipping that a fex can do is very intense. And there are some rumors of bio-plasma becoming a plasma cannon, the fex also has access to crushing claws. It is waaaay too early to call DOA on the fex. You have got to respect that strength 9/10, and his unique access to biomorphs that the trygon doesn't get, most importantly, the ability to purchase a drop pod.
I'm sure I forgot some units. Basically, as a nid player getting ramped up for this new book. It looks like it is CRAZY different. A lot of veteran players seem to be dreading the inevitable changing of the guard. If it wasn't for new codexes to shake up your army, how bored would you get playing with the same models day in and day out? I am excited as hell to get my hands on a codex and really start figuring out what is what with this new book. It does NOT look weak, from my perspective as a successful mech guard player. It also doesn't look unbeatable. More than anything I love the fact that there is a variety of enticing units and I expect very little 'spam' coming from this book, both in peoples basements and at the tables of a tourney.
1099
Post by: Railguns
I wonder why crushing claws required the I nerf. If they simple add D3 attacks rather than replace the 4 base attacks with d6 like the old ones would have, it would be a better buy immediately. But if a carnifex is already I1 still, then why should it even have a I nerf unless there is some sort of I boost the fex can get somehow.
14852
Post by: Fateweaver
To quote H it sure doesn't look to have been Jervisified. That is the baffling thing. Since the start of 5th people have complained about armies getting more streamlined and less options, aka games have gotten faster to play. When the IG codex came out that introduced some new units and added a plethora of rules. It was praised by some, abhorred by others. SW codex did the same but with even more special rules and wargear. Tyranids looks to be the most complex codex to date and people are complaining about that.
That is the baffling part. "It'll slow gameplay down." If you are pressed for time, like at a game store and you know you have 2-3 hours till store close than don't play a huge points game. A 1500 pt game SHOULD take less than 2 hours to play. My group can crank out 3k in 3 - 3.5 hours (non Apoc).
I'm sure when the book is in my hands, either via illegal download of the store copy and then eventually the real deal upon release I'll get a bigger picture.
It looks to me like Tyranids have basically been not only shaken up but have been ripped asunder and put back together. The biggest complaint I see, especially over on 'Seer, is that you can't sit back beyond 3' and reliably pop tanks and transports. I say good riddance to that theory. I don't see the 'nid bioguns being any less dangerous than they are currently. Some stats may have been reduced but the VC will still kill infantry (actually better than it does now) and the S6 Heavy BS still wounds on 2's just like it did at S8.
I have a fairly balanced 'Nid force right now and for me personally I don't see this slapping my army too hard. Some units I won't buy simply as I have no desire to field them and some I'll buy and field simply because the model appeals to me. The Trygon and Mawloc may not prove to be "must haves" in competitive gaming but for me personally they are too damn hot looking to not field. Hive Guard could be a very nice transport popper. Effective 30" range with their S8 2 shot guns. 6 krak equivalents a turn at BS4 that don't need line of sight and can move and fire. Rumored at 50pts each; T6 with 3 wounds and 3+ save.
Like the players who took 3 elite and 3 heavy fexes. Yeah it sucks that you can't use them but odds are you ran 3 dakkafexes as elite so that is ONE brood of them. Your heavies might suffer if all 3 are different but if that's the case reweaponize them or don't use them. Elites have so many wonderful toys coming up for them.
There aren't many armies that Tyranids won't be able to handle past January. Heavy VC can actually wreck tanks and transports; Zoanthropes can scare tanks and with their 3+ invul can actually exchange shots with most tanks and probably come out on top; drop pods for 'nids; list goes on and on.
We have to stop looking at Tyranids as they play currently and look at how they'll play after January 16th. The army will play nothing like it does now and that is a good thing.
11705
Post by: Oldgrue
Wher are my strangleweb rules? I have a brood of 32 of the buggers and want my 32 flame templates!!
Or at least confirmation that 'gaunts can't get them in 32 strong blocks....
320
Post by: Platuan4th
Oldgrue wrote:Wher are my strangleweb rules? I have a brood of 32 of the buggers and want my 32 flame templates!!
Or at least confirmation that 'gaunts can't get them in 32 strong blocks....
Rumours point to 1 per every 10 Gaunts.
14852
Post by: Fateweaver
Railguns wrote:I wonder why crushing claws required the I nerf. If they simple add D3 attacks rather than replace the 4 base attacks with d6 like the old ones would have, it would be a better buy immediately. But if a carnifex is already I1 still, then why should it even have a I nerf unless there is some sort of I boost the fex can get somehow.
Keeps it from being a no-brainer.
Standard loadout is 2x Talons. 5 Attacks on the charge at I3 (4 if you buy adrenaline) at S9(10 with adrenal) rerolling ALL misses or 8 attacks on the charge, rerolling just 1's (assuming you keep one set of Talons) but going at I1. Letting you choose to either kill infantry and swing simultaneous to most walkers (who can hurt it) or increasing your killing power against things that can't hit back rendering the I boost pointless. Going with Claws gives carni great flexibility in melee. If you must strike before a fist/thammer/chainfist than don't use the claws and swing at I4; if you are fighting something that can't hit back or that would have a hard time wounding take the extra attacks and go at I1.
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Post by: Crazy_Carnifex
Lookin at the rumours, I'm thinking that my army will look like this:
HQ:
Tyrant w. Gaurd. May be podding in.
Elites:
Hive Gaurd. Lots of Hive gaurd look good. They look like they could be highly effective at popping transports and fast vehicles.
Troops:
Warriors.
Genestealers, a unit or two.
Hormagaunts, with toxin sacks. Two or Three big units.
Termagants, a good sized unit to provide warriors with a cover save.
Fast:
Gargoyles. They look like they could be a valuable fast respose unit.
Raveners also deserve a good look.
Spore mines: If they are cheap enough, they could be a valuable disruption unit.
Heavy:
One or two Trygons. These will likely be alphas, unless the upgrade looks to pricey. May use Podding Carnifex's instead.
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Post by: gorgon
Good post, Shep. Some thoughts of mine...
Shep wrote:This thread is holding it together A LOT better than warseers dual threads.
Yeah, so much for Dakka being the dour place. I'm scratching my head about a number of things, but there's no question there's good stuff in with the not-so-good.
HIVE TYRANT- until we see base cost and upgrade cost there isn't anything to talk about here. 18" synapse, nasty shadow of the warp, possible wings, possible drop pod, other psychic powers that we've only seen poorly translated explanations... Certainly some potential here.
I think dropping these guys in with pods and the Unspeakable Horror ability will be a solid choice. They're harder to deal with than ever.
HIVE GUARD - How can people be complaining about nid anti-transport? This unit that is rumored to be able to pod into play, can take side shots on arrival from out of LOS and has an excellent survivability and excellent ballistic skill. This seems like more than adequate support for a primarily assault based force. Demon players would KILL for this unit.
These guys look to be the star of the codex, IMO.
HORMAGAUNTS - yet another solid troops choice that I can't believe anyone would discount. Their interaction with hive tyrant powers, synapse, and their dirt cheapness, with access to a particularly devastating cc upgrade make them a very attractive option. I guess some nid players will understand fully when a 20 man hormagaunt unit with toxin sacs charges their freshly arrived trygon.
Spammed poison on these guys makes them really dangerous to anything with T value. C'tan giving you problems? Send in Hormagaunts with toxin sacs...a medium-sized brood ought make it go "poof" without breaking a sweat.
If there's cheap access to poison across the army as rumored, I think that could turn out to be a big deal.
WARRIORS - There is a pretty spirited back and forth about the playability of the warriors. The side stating that loss of ID makes them very fragile is correct, but the side saying wait and see has a lot of things going for it. First off, warriors are troops now, not competing with killer elite units (the dakkafex). If all they did was survive, now they have something to show for that. It is troop based synpase. That is quite important as well. Lastly, there are multiple VERY important units in the nid army that are T4 IDable... raveners, warriors, zoanthropes, possible hive guard... You know what else strength 8 is good at? Wounding T6. So what you have here with this army is an absolute overload on targets that need to be killed with high strength weaponry. Sneak in some genestealers and hormagaunts to test the remaining anti-infatry dice, and you have the possiblity of a very overloaded gunline.
At first I blanched at the extra W instead of extra T. But I got over it. It looks like Deathspitters will be okay (like the current ones better, but hey), and I like the idea of having a unit that can sit on an objective, engage the enemy at range and still have something to say if enemy assaulters try to seize said objective.
GARGOYLES - I'm hearing a lot of "too good's" about these guys too which is just silly. Better than before, fieldable, but, much like the storm boy... waaaay too much hype about their ability to be multi-purpose and survivable.
They're speed for speed's sake and nothing else. They don't really bring any pain, don't have any durability and can't seize objectives. Meh in my book, even at half the price.
Understand that the thinking on Warseer was generally that Gargoyles were *awesome* at 12 pts per, it was just that the price of minis holding them back from being used. Umm...no.
SPORE MINES - Ok, the naked spore mines seem to be such an overlooked options, with massive potential. Deploying spore mines after deployment zones are chsoen but before deployment allows you to block off entire areas for models to set up. Sure they can shoot you once the game starts, but until the game starts I'm certain that they can't place any models on top of your mines. So 14 tank IG armies are going to have a really hard time finding good spots to set up their choo choo trains with tiny annoying models just sitting right where they want to be. And lootas are going to be really frustrated when the one or two place where they can deploy in cover are already occupied.
Yeah, the predeployment deployment is a nice touch.
TYRANOFEX - This guy looks like last years model. Fexes don't look like they are priced to walk slowly across the table and shoot a couple guns. At rumored 250, this would be a great planetstrike defender, and might possibly find its way into a shooty minded nid list, but I don't think this is what fexes are for.
I'm not sold on this guy. Seems like a ton of points for that 1 average hit per turn with the big gun. Yeah, there's not much comparable in the list. But 250 pts? And the rest of the guns don't seem to have any synergy.
BIOVORE - I'm not impressed, strength 4 ap 4? I guess its ok, I would hope that they would be indirect to cause pinning and to avoid screen cover, and they might be (can't see in the sheet). I think its a fine unit, but in a competitve slot.
I initially didn't like them, but have since come around, sorta. They're actually pretty darn good against infantry out in the open. Yeah...I know. But against that, they'd kick some booty.
Unfortunately, perhaps too many units in this codex have been designed to kick the butts of footsloggers in the open. C'est la vie.
CARNIFEX - Ah yes, the other "unplayable" unit. 200 points gets you a monstrous creature in a drop pod, that has 5 re-rollable strength 9 (or strength 10 for a few points more) attacks. Look, I know you can get a trygon with deep strike for 200. But that deep strike does not come with mishap protection that the spore pod probably will, and most importantly, the trygon is looking at strength 6+2d6 to get inside that land raider. The amount of vehicle flipping that a fex can do is very intense. And there are some rumors of bio-plasma becoming a plasma cannon, the fex also has access to crushing claws. It is waaaay too early to call DOA on the fex. You have got to respect that strength 9/10, and his unique access to biomorphs that the trygon doesn't get, most importantly, the ability to purchase a drop pod.
I'll admit I was really scratching my head when S6 was the rumor. I feel a lot better about them at S9.
I'm sure I forgot some units. Basically, as a nid player getting ramped up for this new book. It looks like it is CRAZY different. A lot of veteran players seem to be dreading the inevitable changing of the guard. If it wasn't for new codexes to shake up your army, how bored would you get playing with the same models day in and day out? I am excited as hell to get my hands on a codex and really start figuring out what is what with this new book.
I was on record saying I wanted to see it all blown up. And I sure got it, LOL. I'm not sure I'm 100% in agreement with the new vision. But I'll deal, and I'll make it work. I already have an idea for modeling spore pods that I'll share with everyone once I get it all figured out.
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Post by: winterman
Yeah the warseer threads are sad. Too many people missing the forest for the trees, both unit and army wise.
Tervigon is a perfect example. The spawn ability is not the main reason to take em, yet that is all people are on about. Yes you'll be lucky to get more then one spawn off. So wait till late game or imminent death to use it. I look at the ability to grant feel no pain to unit of choice and counter attack to all terms in6" as much more important. The spawning is just a nice backup option for objective missions. The death drawback is the only thing holding me back from calling them competitive
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Post by: Fateweaver
Normally dakka makes me feel emo, right now that honor is reserved for 'Seer. Thank the Lord "The Dude" has all latest rumorage on page 1 of the 'nid rumor mark iv thread so that I can just take quick peeks without further subjugation to that whine hole.
Right now the only thing I want to see are points. Just knowing what I do of the rules is enough for me.
19206
Post by: Sneezypanda
i know this is kind disrupting the conversation at hand, but how is everyone feeling about the carnifex? i really love them, and have yet to get one, is the T5 really going to make them uncompetitive?
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Post by: Railguns
A single Leman Russ Demolisher or Space Marine Vindicator could take out an entire brood of Carnifexes in one shot. (I hate the term brood being applied to a group of Carnifexes. Making units of Carnifexes cheapens the concept). Any S10 stuff, really, will love you if you take plenty of T5 carnifexes.
8723
Post by: wyomingfox
Guys,
I only see one poster who said that this (rumored) codex was over powered and no posters who have said this (rumored) codex is crap.
I have seen a few posters wisely and reasonably bring up points about addressing the need to deal with transports and wondering how the (rumored) codex will pan out in this regard, probably because thier opponents use alot of Mech...go figure.
As I have already said, the Hive Guard seam to fill this niche out (if the rumors are true). Sound but not over powering. Don't know as I agree with the DS philosophy, as if they end up being your best chance of taking down mech (with tyranofexes being 250 points this seams likely) and given their survivability, I don't know why you would want to chance them coming in late in the game. Just my opinion of course, but I personally want to shut down mobility as early in the game as possible and a 30" threat (move 6" and shoot 24") range is pretty adequate for the job.
So let's stop getting carried away here and striking out at anyone with a defended opinion just because SEER went overboard. If someone posts an opinion you don't agree with then explain why you don't agree with it (like Shep did) rather than whining about whiners.
In regards to Biovores, I thought they were barrage. That in itself will likely negate alot of situations that grant cover. Nevertheless, big pie plates means lots of hits, more wounds, and more failed saves...something that nid players should be familiar with. Might not be as powerful as 3rd ed (being poisoned and all). But it is a good start.
Now what I am really waiting on is news of deathspitters. Got too many double deathspitter warriors that I converted whom are sweating on the sidelines.
19206
Post by: Sneezypanda
Railguns wrote:A single Leman Russ Demolisher or Space Marine Vindicator could take out an entire brood of Carnifexes in one shot. (I hate the term brood being applied to a group of Carnifexes. Making units of Carnifexes cheapens the concept). Any S10 stuff, really, will love you if you take plenty of T5 carnifexes.
well, that doesn't really answer my question...
1478
Post by: warboss
most of the rumors i've seen say t6. one guy on warseer posted t5 and the wailing posters keep repeating it like it's gospel despite most every other rumor leaker saying t6.
8723
Post by: wyomingfox
Shep wrote: CARNIFEX - Ah yes, the other "unplayable" unit. 200 points gets you a monstrous creature in a drop pod, that has 5 re-rollable strength 9 (or strength 10 for a few points more) attacks. Look, I know you can get a trygon with deep strike for 200. But that deep strike does not come with mishap protection that the spore pod probably will, and most importantly, the trygon is looking at strength 6+2d6 to get inside that land raider. The amount of vehicle flipping that a fex can do is very intense. And there are some rumors of bio-plasma becoming a plasma cannon, the fex also has access to crushing claws. It is waaaay too early to call DOA on the fex. You have got to respect that strength 9/10, and his unique access to biomorphs that the trygon doesn't get, most importantly, the ability to purchase a drop pod.
Good points but don't forget that that is alot of str 6 + 2d6 attacks going against that LR, kinda like the Flyrant that back in 4th was commonly used to hunt LR. Not as good as a carnie, but I am guessing it could get the job done.
Right now, we don't know what all biomorphs are included in that hefty 170 pt price tag other than it is a ninja fex with effectively preferred enemy; so as you said, too early to call on this unit.
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Post by: Agamemnon2
H.B.M.C. wrote:We've got the crowd... well... just Aggy... saying that the book will destroy anything and everything, and then another crowd saying it sucks.
I thought we were over this nonsense?
Which I'm happy to recant here, now, and immediately.
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Post by: H.B.M.C.
By all means.
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Post by: Agamemnon2
Done. Now kindly stop bullying me, you horrible little man. I was wrong, I admit it freely.
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Post by: H.B.M.C.
The pole.
Remove it.
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Post by: Agamemnon2
Sorry, I don't know any Poles. The closest I have are a Lithuanian, two Danes and a fellow backpacking somewhere in Croatia.
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Post by: lord_blackfang
I'm a Slovenian, if that helps. But I do not wish to be removed.
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Post by: Agamemnon2
I'm curious about the rumors that each Termagaunt brood lets you take a Tervigon as a Troops choice. So 3 broods plus 3 MCs spitting out 3 more broods on the first turn, plus the possibility of spewing out some extra ones in the followup turns. Certainly makes objective holding into a far more interesting little dance. Even if they all sputter after the first birth, that's still 9 Troops units on the table.
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Post by: BrookM
H.B.M.C. wrote:Fateweaver wrote:I still see lots of knee jerking.
Exactly.
We've got the crowd... well... just Aggy... saying that the book will destroy anything and everything, and then another crowd saying it sucks.
I thought we were over this nonsense?
This happens around every codex and it still surprises you that gakkers and naggers are bemoaning a product yet to be released?
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Post by: Agamemnon2
Nobody here is surprised at all, so that comment makes precious little sense.
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Post by: ginger_nid_dude
From what I've heard, tyrannofex sounds like the kind of unit to pod in next to an isolated unit and shoot the bejessuses out of it with that rumoured 20 shot gun
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Post by: Schepp himself
Shep wrote:
HIVE TYRANT- until we see base cost and upgrade cost there isn't anything to talk about here. 18" synapse, nasty shadow of the warp, possible wings, possible drop pod, other psychic powers that we've only seen poorly translated explanations... Certainly some potential here.
The basic Hive Tyrant is around 130-140 points if I recall correctly.
LICTOR - A great many people want the arrival turn charge, but if a trade is necessary (and it is) then I take this new type of deployment over arrival assault in a heartbeat. When tied to area terrain as deployment, canny players would just fill every inch of area terrain near their deployment with models for an automatic deep strike mishap. Even if you managed to find a spot and land it, you were rewarded with a dangerous terrain check that could cost you half of your wounds.... If he keeps super-stealth, then being able to drop im, accident free behind a screened cover save, take some 2+ saves, then charge on the next turn sounds about right. And if you can take 3 in a brood then thats plenty of offensive capability for the slot.
As far as Iremember the lictor loses super stealth. Only rulebook stealth. And isn't bound to terrain. It's 65 points now and has his flesh hook shooting power. Hit and run is still in. The Death leaper is a bit more expensive ~150 I think but can just disappear when outside of 1" of enemies. And can "stalk" a single enemy model (chosen before game starts) that get a malus of -2 or -3 to LD. Funny other stuff, will definitely use it.
HORMAGAUNTS - yet another solid troops choice that I can't believe anyone would discount. Their interaction with hive tyrant powers, synapse, and their dirt cheapness, with access to a particularly devastating cc upgrade make them a very attractive option. I guess some nid players will understand fully when a 20 man hormagaunt unit with toxin sacs charges their freshly arrived trygon.
Combined with the "ancient enemy" skill of the hive tyrant (25p. I think), they can get nasty preferred enemy. And for 6 points are rather solid now imo.
SPORE MINES - Ok, the naked spore mines seem to be such an overlooked options, with massive potential. Deploying spore mines after deployment zones are chsoen but before deployment allows you to block off entire areas for models to set up. Sure they can shoot you once the game starts, but until the game starts I'm certain that they can't place any models on top of your mines. So 14 tank IG armies are going to have a really hard time finding good spots to set up their choo choo trains with tiny annoying models just sitting right where they want to be. And lootas are going to be really frustrated when the one or two place where they can deploy in cover are already occupied.
They are, I think 10 points each and you can field up to 9 in one FOS.
Harpy costs, I think, 145 points.
TRYGON - This guy seems good, very promising. Expensive, but enough wounds to justify it likely, a possible synergistic combo in the right army. But low strength. Balanced at first glance. Definitely the "look at me" unit in the book. Many will commit too much to their army being based on this guy.
Sure it's expensive for 200 points base, but with 6W I thought about giving it regeneration. With 3 or 4 dice, there can be some sixes (mhhh...lucky sixes).
BIOVORE - I'm not impressed, strength 4 ap 4? I guess its ok, I would hope that they would be indirect to cause pinning and to avoid screen cover, and they might be (can't see in the sheet). I think its a fine unit, but in a competitve slot.
They are freakin cheap however. three costing 75 points or somewhat like that. 3 S4 Ap4 large blast are not nice against hordes...
CARNIFEX - Ah yes, the other "unplayable" unit. 200 points gets you a monstrous creature in a drop pod, that has 5 re-rollable strength 9 (or strength 10 for a few points more) attacks. Look, I know you can get a trygon with deep strike for 200. But that deep strike does not come with mishap protection that the spore pod probably will, and most importantly, the trygon is looking at strength 6+2d6 to get inside that land raider. The amount of vehicle flipping that a fex can do is very intense. And there are some rumors of bio-plasma becoming a plasma cannon, the fex also has access to crushing claws. It is waaaay too early to call DOA on the fex. You have got to respect that strength 9/10, and his unique access to biomorphs that the trygon doesn't get, most importantly, the ability to purchase a drop pod.
Damn, I don't recall the stats for bio-plasma, but it was 12" and I remember being somewhat impressed after reading its description.
Hope that helped.
Greets
Schepp himself
15020
Post by: Lyracian
Shep wrote:
HORMAGAUNTS - yet another solid troops choice that I can't believe anyone would discount. Their interaction with hive tyrant powers, synapse, and their dirt cheapness, with access to a particularly devastating cc upgrade make them a very attractive option. I guess some nid players will understand fully when a 20 man hormagaunt unit with toxin sacs charges their freshly arrived trygon.
TERMAGAUNTS - seems like a pretty lateral shift. one point cost decrease but a 6" range increase and a potential loss of living ammo don't give me any heart palpatations, either for or against.
Rumour has both units having lost fleet but Hormagaunts get to run faster. I am sitting here wondering if I should be putting Fleshborers or Talons on my Gaunt bodies? Is swapping the gun going to be worth an extra attack and re-rolling ones. Helps in a protracted combat. I expect we will have to wait for the Codex and peoples play style to know for sure...
Also Termagants allow you to take Tervigon as a Troop Unit. I can see being a scoring MC being even more useful than its ability to poop out extra gaunts. Tervigon also seem to be the replacement for Elite Dakkafexs. It seems most of our old Elite has moved to Troops to make room for new units.
If using the Tyrants Preferred Enemy then the Talons become even less useful as I do not think you can re-roll the dice twice. I am liking the idea of having a first wave of Gargoyles, followed by the Tyrants and finally Gaunts. Hive Guard and Zoanthropes give the army some range and the now really cheap Genestealers get to flank. Not sure I want any heavy units.
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Post by: Beast of Nurgle
I believe the Hormies still have fleet and get "quick" which allows them to roll 3 dice to run (I believe 3, maybe 2)- they really become a major turn 2 assault threat if true.
Personally I can't wait... my all Genestealer & Spore mine army just became a HELL of a lot more dangerous. the possibility of putting close to 100 'stealers on the board, ALL DS/infiltrating? and still have room for a load of spore mines and some shooting? YES please!!! Hell, I'm even thinking of using the Alpha Warrior as my HQ and using the Inquisitor scale 'Stealer, or one of the old Patriarchs.
So far thinking this: a Alpha Warrior, max 'stealers (both troops and the Elites), spore mines and a Mawloc (maybe 2 if I can squeeze it in). Will some army shoot me to hell, sure- but the look of terror from a marine player at close to 100 genestealers running at him will be well worth
P.S.- since I lost my damn 4th ed. dex in the move, does anyone remember if Stealers get/still get the biomorph that would allow rending?
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Post by: slop27
Genestealers have rending automatically because they come with rending claws in 4th ed.
Im excited about all the changes that are happening to the book but im wary of a few of the rumors if they turn out to be true then I feel it could unbalance a few things. Like the lifeleech rumor to me it seems a tad cheesy, if certain units can take it then they will become nigh indestructible I wouldnt want a tyrant just trundling back and forth sucking wounds out of enemies to survive a whole game it would be such a waste and would become infuriating for other players.
And the harpy a flying monstrous creature raining death down in the form of spore mines and spike shots seems cool but there comes a point when being able to blow the enemy to hell from above is a bit much. But honestly I have no idea if any of the rumors even have a grain of truth to them so we will all have to wait for the codex to see and to make our own judgements.
17050
Post by: MilkmanAl
I can't see D3 S3 hits becoming game-breaking even if they do ignore armor. It's a decent/good power that I'll probably use, but it's not anywhere near broken. If you can use life leach in while in combat, assault armies without terminators will be hard-pressed to bring your Tyrant down, but a model that expensive should be a beast to get rid of.
Seriously, though, do you really care if your opponent freaks about your ~200 point model being hard to kill? Again, at that point cost, it had better be. There's also the fairly simple solution of just gunning the thing down in one turn. With all the melta and mobility around these days, that shouldn't be a terribly difficult task to accomplish.
edit: clarity
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Post by: Railguns
Like I said, the power isn't nearly destructive enough to make the critter immortal. Regenerate is still awful and no doubt overpriced because it can still only give back 1 wound a turn and then only on a 6. There is already plenty of firepower to take out monstrous creatures and a Hive Tyrant doing a zubat impression won't live much longer than one without.
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Post by: Fateweaver
I have 9 T6 3+ wounds to keep my tyrant safe.
If Tyrant Guard retain "living wall" and don't count as MC's then there will be lots of screens and lots of cover to make those 9 wounds hard to take off.
If rumor is true about 5+ invul as standard on Tyrant (and right now there is conflict as to wether or not Tyrant gets it) that will also help him shake off the occasional melta/las/plasma wound.
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Post by: Schepp himself
Railguns wrote:Like I said, the power isn't nearly destructive enough to make the critter immortal. Regenerate is still awful and no doubt overpriced because it can still only give back 1 wound a turn and then only on a 6. There is already plenty of firepower to take out monstrous creatures and a Hive Tyrant doing a zubat impression won't live much longer than one without.
Who said that the regeneration rule is still like that?
Greets
Schepp himself
19057
Post by: oldone
Well these are awesome i keep hearing conflicting rumours about what gets what and what it does but i am going to find out soon^^
way it looks i may go for a mix for most stufff as i hate spaming stuff i don't what 3 trygons even if there super hard i get one and one mawloc and 3 fexs probs
one qusetion if the drop pod thing can only conitan 1 MC does that mean fexs have to go in ones or not pod????
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Post by: Railguns
Fateweaver wrote:Updated by Original Poster on Seer and translated. Note that Carnis ARE indeed S9 so we can all quit crying now. Cleaned up by yours truly.
Regeneration:
At the start of each turn the model recovers a wound on a 6.
I wonder what those sting blasters are supposed to be.
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Post by: Schepp himself
oldone wrote:Well these are awesome i keep hearing conflicting rumours about what gets what and what it does but i am going to find out soon^^
way it looks i may go for a mix for most stufff as i hate spaming stuff i don't what 3 trygons even if there super hard i get one and one mawloc and 3 fexs probs
one qusetion if the drop pod thing can only conitan 1 MC does that mean fexs have to go in ones or not pod????
Kudos for not spamming stuff.
If your Carnifex brood contains one (1) carnifex, then it can use a spore pod. So a max of 3 dropping carnifexes then your heavies are full.
Greets
Schepp himself Automatically Appended Next Post: Railguns wrote:Fateweaver wrote:Updated by Original Poster on Seer and translated. Note that Carnis ARE indeed S9 so we can all quit crying now. Cleaned up by yours truly.
Regeneration:
At the start of each turn the model recovers a wound on a 6.
I wonder what those sting blasters are supposed to be.
Mh...I read that for each wound previously lost in the game you roll a D6 and for every 6 that shows up you get a wound back.
Conflicting sources maybe? But I've seen it in the printed out codex. Maybe the translation was fishy.
Greets
Schepp himself
1099
Post by: Railguns
If it were a dice for each lost wound, it would be better. But still, the max you would be able to roll would be 3 dice before the creature was just flat out killed, so even then I wonder how often it would turn over an extra wound.
Is there any credence to the rumor that the character Zoanthrope that can give itself extra wounds by blowing away enemy models has to spend 3 wounds to actually fire the power each turn? If that were true, and your opponent managed to take it to 3 or less wounds before it fired, it would never get to fire. Sounds like a risky investment if there were any.
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Post by: BrookM
Sting blaster could be the Spike Rifle.
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Post by: Railguns
The sting blaster looks like the worst weapon in the list whose only saving grace is S5, but at one shot, no ap and 12" range you have to wonder just what model this thing is supposed to be mounted on. If anything, the spike rifle should be the relatively long range with better ap weapon of the gaunt armory. Has anyone else noticed that the Devourer didn't just get nerfed, but made into a near useless little peashooter? 2 shots at S3 and no ap? Are they really that pissed that people actually used devourers in 4th? Did it honestly deserve such obviously hateful treatment? Edit: Sorry, ap6. Big difference....
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Post by: Fateweaver
Regen now wouldn't be so horrible if it didn't cost 30pts. For a 1 in 6 chance per wound it should be at most 10 pts.
Hope it's a little more sensibly priced in the new dex.
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Post by: Railguns
Considering what I've heard about the unit pricing in the book, GW seems to think that Tyranid monstrous creatures should cost as much as Land Raiders and Monoliths. It doesn't bode well for biomorph pricing.
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Post by: Schepp himself
BrookM wrote:Sting blaster could be the Spike Rifle.
Statwise that sounds like the flesh-hook gun the lictor uses. But, as I said previously, I think it has S6 and assault 2.
Regeneration is 25 points for anyone I think. Oh, and wings are 60 or 65 for tyrants.
Greets
Schepp himself
1099
Post by: Railguns
Good freaking lord. ~65 point wings? Wow. That's so comically overpriced it's almost tragic.
At that cost I'm surprised they aren't trying to sell mycetic spore pod models now that wings cost almost as much as a current base carnifex.
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Post by: gorgon
According to someone on Warpshadow, the Deathspitter isn't an S5 AP5 blast but a S5 AP5 Assault 3 gun. :( I guess I shouldn't be surprised, but that's kinda disappointing.
Re: Raveners, they're not bad vs. MEq kitted out with ST/RC and poison. That's hitting on 3s, rerolling 1s, then wounding on 4s, rerolling failed wounds...with rending. Not bad.
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Post by: Railguns
Disregard
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Post by: Railguns
A blast weapon that's been a blast weapon as long as it has has existed (AFAIK) suddenly becoming a 3 shot gun for no reason at all? That's either an Arby or bunk.
17050
Post by: MilkmanAl
It sounds like the pendulum has swung rather hard on our MC's. Carnifexes were a little undercosted, but putting them at 170, base, is a bit absurd. 60+ points for wings? I thought they were too expensive at 40. The other things sound overcosted, too. Oh well, good thing I prefer running a swarm army studded with a couple big'uns.
The deathspitter statline is a bit disappointing, but I figured they weren't going to allow units of S6 blasts any longer. To me, the most disappointing part about the change is the range reduction. The extra 6" make a big difference. The loss of horde control resulting from the blast-->3 shots is annoying, but it sounds like offing weak stuff is cake for Tyranids now. The extra shots give us a bit of desperation coverage against really light vehicles, so I'll grudgingly call it an effective wash, given that the strength reduction was inevitable.
I agree about the Raveners. They sound pretty nasty if kitted out properly. Warriors might be similarly tough.
One thing I'd really like to know is the points costs on Rippers. I've always wanted them to be good. Swarms are just awesome. Rumors that they're "not very expensive" and that they can Deep Strike are very interesting, indeed. So what constitutes "not expensive?" 8 points? 7? Less? If they're that cheap, it'll be really tough for me to resist taking a whole bunch of them and dropping them on my opponent. Yeah, they die like crazy without the no ID thing, but big blasts can only take care of so much. If nothing else, they'd be a great tarpit while the rest of your army closed in. If they're still up at the 10 point mark, I don't see any scenario in which taking 2 Hormagaunts instead would not be better.
15020
Post by: Lyracian
Schepp himself wrote:Regeneration is 25 points for anyone I think. Oh, and wings are 60 or 65 for tyrants.
Wow, that is like a squad of Gaunts.
I feel bad now about the amount of time I spent making my Tyrants wings and probably never getting to use them...
Any ideas on how much the new Acid Blood or Toxic Miasma costs? I really like the idea of slapping those on the Tyrant.
5421
Post by: JohnHwangDD
Railguns wrote:A blast weapon that's been a blast weapon as long as it has has existed (AFAIK) suddenly becoming a 3 shot gun for no reason at all? That's either an Arby or bunk,
When the Eldar moved away from Plasma Cannons, they got 3-shot guns.
19206
Post by: Sneezypanda
uggghhhhh, well there goes my warrior setup. in some cases i'm sure its better, but i like scattering :(
8193
Post by: dancingcricket
Fetterkey wrote:An Inquisitor with Mystics seems like he would block many of these tricks.
Yep, as well as many "tricks" from other armies as well. It's why I hope that inquisition gets a new codex, and the ability to hand out a inquisitor and pair of mystics to every Lieutenant with 2 lasguns to point at a bad guy, hopefully will go away. Out of the last 6 games I played against Imperial armies, only one wasn't made into an inquisitional force by the addition of those guys.
8723
Post by: wyomingfox
Schepp himself wrote:
Railguns wrote:
Regeneration:
At the start of each turn the model recovers a wound on a 6.
Mh...I read that for each wound previously lost in the game you roll a D6 and for every 6 that shows up you get a wound back.
Conflicting sources maybe? But I've seen it in the printed out codex. Maybe the translation was fishy.
Greets
Schepp himself
For those of us with a 4rth ed codex  , regeneration currently works as follows: at the start of each turn, a model with regeneration rolls a D6 for each wound currently lost. For each 6 rolled, the model recovers a wound up to its starting number. It is currently 30 pts.
Can't say that it is a popular choice now, when we currently have 5 wound carnies, so I am not sure how popular this is going to be. Never know though *shrugs*.
Automatically Appended Next Post:
Railguns wrote:Good freaking lord. ~65 point wings? Wow. That's so comically overpriced it's almost tragic.
At that cost I'm surprised they aren't trying to sell mycetic spore pod models now that wings cost almost as much as a current base carnifex.
Not really suprised as that is roughly what it costs for Deamon princes in C  . Of course thier MC come with invulnerable saves, EW, super high WS  .
Automatically Appended Next Post:
Railguns wrote:Has anyone else noticed that the Devourer didn't just get nerfed, but made into a near useless little peashooter? 2 shots at S3 and no ap? Are they really that pissed that people actually used devourers in 4th? Did it honestly deserve such obviously hateful treatment?
Edit: Sorry, ap6. Big difference....
Well, DS on naked guants were str 2 (3 with TS), 2 shots, and AP -. Though they did get living ammo and 18" range. Depends on the range and cost really. Also if poisoned is a cheap upgrade...
Automatically Appended Next Post:
gorgon wrote:According to someone on Warpshadow, the Deathspitter isn't an S5 AP5 blast but a S5 AP5 Assault 3 gun. :( I guess I shouldn't be surprised, but that's kinda disappointing.
Well depending on range and cost, this looks like a pretty big nerf as currently the 3" blast usually nets 3 hits, has strength 6 (wounding on 2's against most troops), and AP 4. I was really hoping that the "venom cannon" was replacing the deathspitter entry as the stats were fairly comparable. Still, I am hoping this is a gack rumor.
19206
Post by: Sneezypanda
getting rid of dakka fexs and devil tyrants is like getting rid of termicide units. they are not the most fluffy setups, but they are extremely useful.
anyways, so about the trevigon. do you think you will specifically have to take termagaunts to allow the tevigon to be a troop choice? or could one use spine gaunts or any other variation?
1635
Post by: Savnock
Shoot- with the buffs to spinefists, I bet Spinegaunts will be more expensive than fleshborer termagants. I may have to rip up about 6 of the little buggers... or just get some scytal bitz online and go for an all-hormagaunt force.
This shakeup is both exciting and annoying. It is also the best argument I've ever seen that one should MAGNETIZE EVERYTHING. Automatically Appended Next Post: Also, anyone seen whether Genestealers will have any mutable-genus mods, like feeder tentacles etc.? I know the Ymgarl variant is it's own thing- I'm just wondering if it's safe to start building up a bunch before the codex comes out. I want those Chapterhouse heads!
10273
Post by: Chapterhouse
Ermm well you could use our heads for the YMgarl variants
494
Post by: H.B.M.C.
Is anyone really surprised that all their effective units (Dakkafexes, Winged Tyrants w/Devourers) are being made useless?
Really? That surprises people these days?
9345
Post by: Lukus83
I'm not surprised, I'm just not entirely happy. I used to love my dakka...now it's gone.
1635
Post by: Savnock
Lukus83 wrote:I used to love my dakka...now it's gone.
Perfect lyrics for a country song!
19206
Post by: Sneezypanda
well, i would like to think they would keeo the spine fist the cheap alternative. but apparently they are taking the old codex, throwing it out the window and doing whatever they want.
494
Post by: H.B.M.C.
Sneezypanda wrote:well, i would like to think they would keeo the spine fist the cheap alternative. but apparently they are taking the old codex, throwing it out the window and doing whatever they want. Well that's because Arby is writing it. His design methodology is essentially " Change everything, no matter how minor".
1635
Post by: Savnock
H.B.M.C. wrote:Sneezypanda wrote:well, i would like to think they would keeo the spine fist the cheap alternative. but apparently they are taking the old codex, throwing it out the window and doing whatever they want.
Well that's because Arby is writing it. His design methodology is essentially " Change everything, no matter how minor".
Yeah, precedent has little to no impact on what's going to be useful or even existent. (Tangentially, this all just makes me really hope that Phil is still around when the Eldar get a redo. Arby getting his mitts on the spacelves would be a travesty).
So even if a Spinegaunt ends up more expensive- say, 6 points- I wonder if it will be worth it to take spinefists over fleshborers. I mainly use the current ones to tarpit and I just ignore the weaponry... but with S4 18" twin-linked, that could change.
I guess the questions is: would the average one round or so of shooting per game be worth 20 extra points per squad? If they have a special weapon in the brood (the flamer thingy or whatever), that could tip the balance towards investing in shooting too.
Hmmm. Advice needed.
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Post by: warpcrafter
I never thought I would see the day. I can barely tell the difference between the level of knee-jerking and hair-pulling and teeth-gnashing between Dakka and Warseer. I'm tempted to just boycott the fething internet.
14852
Post by: Fateweaver
'Tis strange indeed. Normally I go to 'Seer to relax and calm down after being over here. Now I think after I leave here and go to 'Seer before I catch some zzzzz's I'll be cursing the Interwebs and 40K in general.
The gnashing of teeth over there is worst than it was with the CSM codex, and contrary to a few posters that is hated as much by 'Seer as it is by Dakka.
1963
Post by: Aduro
I think the current Devourers and Dakka `Fexes were much better than anticipated, and would be more surprised if they had not been changed.
118
Post by: Schepp himself
The Hive Tyrant is a good bit harder now with psychic powers and upped stats. If wings were cheaper, that could mean a no-brainer. I prefer a bit overcosted personally.
@Savnock: I think feeder tendrils are out. Except for the Ymgarl-Stealers.
@wyomingfux: Thanks for clearing the regeneration thing up. So apparently nothing has changed. Sadly you cannot up the wounds on a carnifex, so I think regeneration will only see the day on a trygon.
Greets
Schepp himself
5256
Post by: NAVARRO
Im curious, is there any artwork on the codex for the new drop spore? How much do they cost?
4042
Post by: Da Boss
I'll wait to see this army in the field before I make any judgements, but it seems to be one of the most drastic departures from a previous codex ever. It'll be fun watching the scramble to find the best builds. My hope is that a balanced combined force works well, because that is the nicest looking nid force on the table.
21170
Post by: Klawz
Schepp himself wrote:@Savnock: I think feeder tendrils are out. Except for the Ymgarl-Stealers.
I don't think they would get rid of something that's part of the sprue. Unless you have to use the same sprue for ymgarl stealers as well.
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Post by: skrulnik
Klawz wrote:Schepp himself wrote:@Savnock: I think feeder tendrils are out. Except for the Ymgarl-Stealers.
I don't think they would get rid of something that's part of the spruce. Unless you have to use the same spruce for ymgarl stealers as well.
The word is sprue. plural sprues.
21170
Post by: Klawz
skrulnik wrote:Klawz wrote:Schepp himself wrote:@Savnock: I think feeder tendrils are out. Except for the Ymgarl-Stealers.
I don't think they would get rid of something that's part of the spruce. Unless you have to use the same spruce for ymgarl stealers as well.
The word is sprue. plural sprues.
Thank you for the correction.
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Post by: Lukus83
Da Boss wrote:I'll wait to see this army in the field before I make any judgements, but it seems to be one of the most drastic departures from a previous codex ever. It'll be fun watching the scramble to find the best builds.
This.
I'm not angry with the way things are panning out. I'm just worried that the whole overhaul might be a little too far. There wasn't a need for a complete re-do of the 'dex. A few points values adjusted, a few special rules worked through and the codex could have been compatible for 5th.
Of course I'm excited too...it feels like Christmas...oh wait. Well I'm excited about that too. What I really mean to say is that there are a lot of changes that we will have to get used to and I'm feeling a mixture of dread and excitement...does that make any sense?
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Post by: Waaagh_Gonads
181
Post by: gorgon
Sneezypanda wrote:uggghhhhh, well there goes my warrior setup. in some cases i'm sure its better, but i like scattering :(
Note this could easily be wrong given how many contradictions we've had in these rumors. I'm just passing along a different rumor from another place.
Regarding the new approach, I was the one screaming for it to be blown up.  I really wanted to see it return to the "fast and deadly army of predators" concept, but obviously they took more of a "cannon fodder with Toho monsters" approach. Ah, well. I'll deal. Truthfully, it's such a dramatic overhaul that I don't know that any of us will be really qualified to judge it for a while.
There are army concepts I like...namely, spore pods and deep strikers combined with spore mine clusters.  But it's kinda hard to say how that would really play out.
I'm planning to give them a try at a small tourney coming up in late January and a larger one in late February. The first one will probably be a cobbled-together list based on my existing stuff, but I hope to give pods and such a try at the later tourney. I don't really like writing battle reports, but I'll try to post some kind of report on my experiences and findings afterward. I'm sure we can figure out some competitive builds.
8723
Post by: wyomingfox
H.B.M.C. wrote:Is anyone really surprised that all their effective units (Dakkafexes, Winged Tyrants w/Devourers) are being made useless?
Really? That surprises people these days?
Your comment surprises me...do people still use Flyrants?
748
Post by: ForceVoid
I think, instead of the ol' proxy-drop-pods-with-soda-cans routine, we should all use heads of lettuce.
That is all.
207
Post by: Balance
skrulnik wrote:The word is sprue. plural sprues.
Thank you. That misspelling annoys me more than people talking about Blood Angles.
330
Post by: Mahu
H.B.M.C. wrote:Is anyone really surprised that all their effective units (Dakkafexes, Winged Tyrants w/Devourers) are being made useless?
Really? That surprises people these days?
To be fair, it was always a toss up between the CC Tyrant and the Dakka Tyrant. Having gone to Adepticon when Nidzilla dominated the scene, I rarely saw an abundance of one or the other.
And the Dakkafex, was just to good in comparison to the other options.
So you are right, we shouldn't be surprised.
I am actually a fan of Mr. Cruddace. He may make a lot of changes to codexes, but his books have been pretty balanced on unit choices and the army plays like it's supposed to. The IG are sitting on probably the best dex they ever had outside of second edition, and they Tyranids look like they are bringing swarms and close combat monstrous creatures back, the way they where always supposed to be. The new codex also looks to be a converter's wet dream.
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Post by: RustyKnight
ForceVoid wrote:I think, instead of the ol' proxy-drop-pods-with-soda-cans routine, we should all use heads of lettuce.
That is all.
At dinner last night, my father and I debated the usefulness of various plants as spore pods. I championed the "spud pod", whereas he thought an eggplant pod would do better.
7625
Post by: Alex Kolodotschko
Or use these rather amazing things from megabloks!
1
9808
Post by: HoverBoy
How about the carrot of doom?
15020
Post by: Lyracian
Alex Kolodotschko wrote:Or use these rather amazing things from megabloks!
Yes. I have just ordered a couple off EvilBay. When painted they will be great.
9158
Post by: Hollismason
I am kind of curious more and more about the special ability the broodlord gets that lowers leadership as well as what exactly the point cost on genestealers is .
People keep saying oh they are cheaper than greyhunter but greyhunters are 15 points so how much cheaper 12 points?
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Post by: Sneezypanda
Mahu wrote:H.B.M.C. wrote:Is anyone really surprised that all their effective units (Dakkafexes, Winged Tyrants w/Devourers) are being made useless?
Really? That surprises people these days?
To be fair, it was always a toss up between the CC Tyrant and the Dakka Tyrant. Having gone to Adepticon when Nidzilla dominated the scene, I rarely saw an abundance of one or the other.
And the Dakkafex, was just to good in comparison to the other options.
So you are right, we shouldn't be surprised.
I am actually a fan of Mr. Cruddace. He may make a lot of changes to codexes, but his books have been pretty balanced on unit choices and the army plays like it's supposed to. The IG are sitting on probably the best dex they ever had outside of second edition, and they Tyranids look like they are bringing swarms and close combat monstrous creatures back, the way they where always supposed to be. The new codex also looks to be a converter's wet dream.
i'm new to competitive play and tryanids, so i presume tournament players used broodlords instead?
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Post by: Hollismason
They seem to really be pushing the deepstriking tactic with all the special abilities etc..
I completely see a 9 Lictor , 80 man drop podding , Ravener, Mawloc army dominating.
Thats just from what I have read. Automatically Appended Next Post: edit:
Anyone know if they cleared up spore mines giving away victory points?
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Post by: Nurglitch
They'll face the same problems from mechanized, or just plain fast, armies that Space Marine Drop armies face but even worse. At least Space Marines can drop and create fire-zones with the free time afforded them by an army that starts entirely in reserve.
Hollismason:
Yes, they have. If you look around there's a page on Biovores that's been scanned and it mentions that Spore Mines do not give away kill points.
17409
Post by: Sebulba
I am really happy to see swarms coming back. I always used to play at my local shop with as many models I could fit in whatever the point value was. I felt cheated when I didn't fill up every slot in the FOC. Hormagaunts look awesome again. I never used to take them because they'd always outrun my synapse unless I made them really expensive and gave them wings or something. Spine gaunts look like they got a strength boost too, I saw S4 somewhere?
The Trygons look AMAZING! I'll take the Mawlocks and burrow up under some position, eat some folks then bring in the 9 Raveners I've had for a while now. I really like the idea of having TONS of broodlords in genestealer units. I am also glad to see they're making lictors better, they were always my favorite even if they couldn't even enter the game very well... oh, you have to deep strike into terrain but if you hit the wall of a building or something you die...
I guess I'm fortunate that I never got into the Nidzilla scene, because my army is still entirely playable. As with any army, if you make it mostly out of troops insteady of HQ/Heavy/Elite your army won't change much from edition to edition. This book is not overpowered and looks like tons of fun. Hopefully they'll get away from Demon/Space Wolf codexes in the future and gradually bring down the power level of Codexes.
Should be fun when the book comes out
5945
Post by: randyc9999
Lyracian wrote:Alex Kolodotschko wrote:Or use these rather amazing things from megabloks!
Yes. I have just ordered a couple off EvilBay. When painted they will be great.
What are these things from Megabloks called exactly (i.e., what should I be searching for)?
7625
Post by: Alex Kolodotschko
Mega Bloks, Plasma Hatchers.
They each come with an egg like this but the one called Sharka has a slightly more tyranid looking beast inside it.
He/she might be of more use for terrain/conversions than than the others fwiw?
Here's a link to some tyranid terrain that I made using these 'eggs'. It showns how they look painted up......
http://www.dakkadakka.com/dakkaforum/posts/list/259451.page
9808
Post by: HoverBoy
Seeing as im not too great on reading thru the whole thread could someone answer this one question:
Is the venomthrope a tyranid KFF?
8723
Post by: wyomingfox
hollismason wrote:Anyone know if they cleared up spore mines giving away victory points?
Yes, per the Biovore entry spore mines do not count towrds mission objectives: Can't cotest objectives and no KP. Isn't that grand
19178
Post by: voidfiend
Hold on a second.
I’ve been trying to follow the Codex rumor threads and I think I’m getting a bit lost. Some folks seem to be thinking that the swarm style army is back but considering the plethora of MC’s in every force org section and broods of Carnifexs (sp?) it looks to me like the Nidzilla list is stronger than ever.
Am I missing something here?
19057
Post by: oldone
Nice idae about drop pods was thinging about useing bits from the fex kits i get to make the tryfex thing
i just one question does anyone know how to make good looking wings for that sporing thing ???
am liking the fact fexs are more c&c i have 2 fexs with crushing clws and talons
5440
Post by: thanatos67
voidfiend wrote:
Hold on a second.
I’ve been trying to follow the Codex rumor threads and I think I’m getting a bit lost. Some folks seem to be thinking that the swarm style army is back but considering the plethora of MC’s in every force org section and broods of Carnifexs (sp?) it looks to me like the Nidzilla list is stronger than ever.
Am I missing something here?
No you're pretty much dead on, but simultaneously theyve made swarm good again, with cheap neverending tides of troops and mcs that literally crap them out. I personally think the 'mixed bag' is gonna come back better than ever, which is kinda what i was running in 4th but then it leaned into a nidzilla army. I placed high in a bunch of gts and killed lots of things, and the rest is history...
Now i own 20+ carnifexes from tournament winnings and gifts, and I'll probably never use them this ed. if this 200 pt thing is true. they WERE 85 and just good, now they'll be 170 or whatever and completely nerfbatted back into the closet. Oh well, thats why i invested in 30+ boxes of gaunts over the last 4 years. Just so when it became good to run like 200 hormagaunts or termagaunts, Id be ready.
Now I'm ready
17050
Post by: MilkmanAl
Oldone, could you PLEASE do a little spell checking before tossing out posts? There's a spell checker built into the forum, so you don't even have to do anything other than change the words with squiggly lines under them. Also, please try to spell units' names correctly. If you don't know how to spell them, look them up.
I’ve been trying to follow the Codex rumor threads and I think I’m getting a bit lost. Some folks seem to be thinking that the swarm style army is back but considering the plethora of MC’s in every force org section and broods of Carnifexs (sp?) it looks to me like the Nidzilla list is stronger than ever.
Am I missing something here?
The problem is that monstrous creatures seem to have gotten a gigantic (monstrous, even) price hike. Yeah, you can technically field more of them in a standard FOC, but it's going to run you 4500 points.
4042
Post by: Da Boss
I hope that means we'll see combined lists. Because really those are the coolest looking and the most fun to fight.
8723
Post by: wyomingfox
Nurglitch wrote:They'll face the same problems from mechanized, or just plain fast, armies that Space Marine Drop armies face but even worse. At least Space Marines can drop and create fire-zones with the free time afforded them by an army that starts entirely in reserve.
Good point to consider. We don't know the rules for the Spore Pods yet; maybe they will have an early reserve rule like SM drop pods or C  eamons. If not, then having your forces arriving both at random and late in the game wound not be the best tactic. I personally see the Spore Pods as allowing a nid player to field 1-2 units that can drop in, rather than an all or nothing DS task force. Automatically Appended Next Post: Alex Kolodotschko wrote:Mega Bloks, Plasma Hatchers.
They each come with an egg like this but the one called Sharka has a slightly more tyranid looking beast inside it.
He/she might be of more use for terrain/conversions than than the others fwiw?
Here's a link to some tyranid terrain that I made using these 'eggs'. It showns how they look painted up......
http://www.dakkadakka.com/dakkaforum/posts/list/259451.page
Heah Alex, your avatar rocks and your conversion idea is even better. Thanks for the tip
19206
Post by: Sneezypanda
Hollismason wrote:
Anyone know if they cleared up spore mines giving away victory points?
yes, it specifically states that they are different units, but they do not count toward objective holding or as kill points.
8723
Post by: wyomingfox
HoverBoy wrote:Seeing as im not too great on reading thru the whole thread could someone answer this one question:
Is the venomthrope a tyranid KFF?
According to the rumors yes; in addition to the 5+ cover save for units within 6", it also grants defense grenades. Not sure if the cover save will benefit MC though as they have that pesky 50% rule similar to vehicles.
There is also some mention of enemy units that assault (them?) having to make dangerous terrain tests. In that regards, are they refering to the venomthrope itself or to the nearby nid units that are under its effects?
Finally, when in CC with an enemy unit, venethropes supposedly reduce the enemy unit's Initiative to 1, a great support ability for combi-charges. My question is do they have fleet so that they will be able to get into the action when your first wave hits the gunline?
Automatically Appended Next Post:
Hollismason wrote:Anyone know if they cleared up spore mines giving away victory points?
Nurglitch wrote:Yes, they have. If you look around there's a page on Biovores that's been scanned and it mentions that Spore Mines do not give away kill points.
wyomingfox wrote:Yes, per the Biovore entry spore mines do not count towrds mission objectives: Can't cotest objectives and no KP. Isn't that grand 
Sneezypanda wrote:yes, it specifically states that they are different units, but they do not count toward objective holding or as kill points.
I feel another "Litko Airlite Space Corridors and Industrial Towers" type meme coming on
123
Post by: Alpharius
warpcrafter wrote:I never thought I would see the day. I can barely tell the difference between the level of knee-jerking and hair-pulling and teeth-gnashing between Dakka and Warseer. I'm tempted to just boycott the fething internet.
That is always an option!
Fateweaver wrote:'Tis strange indeed. Normally I go to 'Seer to relax and calm down after being over here. Now I think after I leave here and go to 'Seer before I catch some zzzzz's I'll be cursing the Interwebs and 40K in general.
The gnashing of teeth over there is worst than it was with the CSM codex, and contrary to a few posters that is hated as much by 'Seer as it is by Dakka.
Have to disagree on that one.
Disagree in a large way.
Still, it is all a matter of opinion.
I'm looking forward to learning what the disadvantages are going to be...
8723
Post by: wyomingfox
I agree with Alpharius on this one...so strongly that if they sold a "I agree with Alpharious" shirt, I would buy one.
8016
Post by: ChaosDave
Railguns wrote:I wonder why crushing claws required the I nerf. If they simple add D3 attacks rather than replace the 4 base attacks with d6 like the old ones would have, it would be a better buy immediately. But if a carnifex is already I1 still, then why should it even have a I nerf unless there is some sort of I boost the fex can get somehow.
No I'm pretty sure the crusher claws will be dreadnought cc equivalents. With 2 DN CC you got the S increase + d3 A and the I nerf. There just hasn't been any conformation on the strength portion.
19057
Post by: oldone
First off i am sorry for my spelling i am relly bad at english. i didn't no there was an spell checker thanks for telling me how do you use it
8723
Post by: wyomingfox
I am curious too? I don't see this option.
9808
Post by: HoverBoy
Me neither.
4949
Post by: skipmcne
Spell checking is an option that Google's chrome and Mozilla Firefox support. If you are using another browser; you won't see the red squiggly line telling you the correct word to use.
Note the Chrome / Firefox "dictionary" feature is independent of websites, and has a slight lag to it; so if you are intent on throwing your idea to the winds of the forum without pausing; even if you are using Firefox, chances are the Dictionary feature won't work well for you.
1099
Post by: Railguns
If the fex is strength 9, then it would be silly to have a DCCW upgrade. If he were S6, then it would make more sense, but I would be very sad.
1963
Post by: Aduro
All I know is I want Crushing Claws on my Carnifexes. Not because it would be necessarily effective (i don't know one way or another right now) but because it would be Cool. I'm just trying to decide if I want a Venom Cannon or Barbed Strangler on him now, what with I guess a higher BS and Venom Cannons going to blast weapons as well.
14852
Post by: Fateweaver
Well, CC and Talons would be 8 attacks on the charge rerolling 1's.
Or take 4 Talons, adrenal glands for I4 on the charge with 5 attacks rerolling all.
Or mix shooty and assaulty but to me that's silly.
1615
Post by: Slave
I never got into nidzilla, all my army lists are dominated by gaunts (120 of them) warriors (18 of them), a non flying tyrant and as many genestealers as I could fit. I called it my my space crusade throw back.
I am not hurt by anything but the loss of EW. I did okay with out it, but I excelled with it.
I do have a single carnifex, but I have 3 of the old screamer killers, I never got one of the ugly smiling crab ones.
My Carnifex always has and always will have his set of scythes, and.................. Crushing Claws!!
I love this new book, just more to add. I learned to win by tactics, manuvering and good luck, never ever nidzilla and flyrants.
Good times for me. Damn shame about my warriors though, and my spinegaunts, but them be small bumps. Hell, maybe even use raveners to disrupt again.
270
Post by: winterman
Or mix shooty and assaulty but to me that's silly.
I dunno, the new carnifex is not like the old. You are getting 4 base attacks, BS3 and a 12" ranged plasma cannon bundled. I could see adding a 2nd shooting attack for a spore poding carnifex (depending on cost and efficiency, neither of which is known at this time).
The change to the base attacks of the MCs and how the biomorphs work are pretty big changes. I'm also really digging the idea of rerolling all misses against vehicles (and I seriously hope the wording is not at all like preferred enemy).
19891
Post by: FoolWhip
H.B.M.C. wrote:Is anyone really surprised that all their effective units (Dakkafexes, Winged Tyrants w/Devourers) are being made useless?
Really? That surprises people these days?
I have yet to see how winged Hive Tyrants are being made useless.
Currently I set mine up for around 200 points, but in the new dex the same cost will get me better WS, I and re-rolls on to hit! My biggest problem with the damn thing is I'd go charge into combat and end up with 2 hits, which really killed the capability of him. Also, 2 free psychic powers. I have no problem life leeching and charging units. Then there is the rumored 'ward' save? 5+ i? Now I don't have to spend 40 points on warp field...
9142
Post by: Axyl
I think the 5+ ward save has been debunked as a false rumor, and I believe the cost of wings is going up to about 60 points or so (was stated to be 'the cost of 12 spinefist gaunts' over on warseer). I don't believe the flying tyrant will be an automatic choice, but I'd imagine that it should still have some usability in the new dex, even if nerfed a bit.
I'm holding out to see the dex for myself before I make any assumptions about any units being OP'd or useless.
8723
Post by: wyomingfox
FoolWhip wrote:
I have yet to see how winged Hive Tyrants are being made useless.
This really has nothing to do with a codex but with how 5th edition itself took away a Flying MC ability to hide from incoming fire, you know, the kind of dakka that single, lone Flyrant tends to draw. C  eamons is a bit of a differnce given that you can spam Flying MC between Deamon Princes and Blood Thirsters and that Deamons have a tendency to drop in on you in mass.
But who knows, given rumors of other flying MC and the possibilty of no more limits on Flyrants, you might see them make a come back.
270
Post by: winterman
But who knows, given rumors of other flying MC and the possibilty of no more limits on Flyrants, you might see them make a come back.
Yeah the harpy is an intriguing model and I am curious what rules it will sport. Jetbike? Jumpack? Wonder if the Harpy can get some anti-tank firepower (twin linked or two shot VC upgrade perhaps?)
Seems like a speedy MC army is doable. 2x Flyrants, 2+ trygons and 2+ Harpies depending on points. Fill in rest of points in scoring units of choice as the mop up crew.
13937
Post by: BrassScorpion
If I was going to convert a winged Hive Tyrant starting now, I'd say forget that large metal monstrosity. Even though it looks cool, it's a pain to assemble and keep from harm and it weighs a lot. I'd get some plastic wings and convert a new plastic Trygon to be my winged Hive Tyrant.
8359
Post by: bravelybravesirrobin
I've been pretty happy with the last few codecii and I'm sure that this one will be fine and balanced too but damn, based on these rumours alone the nid ist looks unbelievably scary.
tons of MC's available including troop MC's! poisonous hormies, nasty shooting options, spawning extra troop choices, drop pods that can fight in cc and have decent shooting capability and those psychic powers. Wow!
I keep waiting for the other shoe to drop but I can't figure out what it will be. Presumably it will be pts. If the 200-ish pts for carnies, trygons and tyrannofexes is true and the upgrades for tyrants are all in the 30-60pts range then MC's will be hard as nails but possibly very overcosted. But then guants are much cheaper? If guants are cheap and MC's waaay expensive then it looks like we're returning to armies that need big bugs, little bigs and middling bugs to win. Tat's fine by me as it looks the best on the table and matches the fluff much better.
Yet crucially the option for a nidzilla, stealer shock or mycetic spore army is still there. There's also potential for a very nasty move and shoot army based around middle sized nids (hive guard, warrior troops, carnies/tyrannofexes for heavies) and a tricksy army (ymargl steaers and standard stealers, lictors, trygons helping raveners to enter play). I love that the 5th ed dexes so far have allowed widely divergent builds. They won't all be as powerful obviously but that they exist is good.
4003
Post by: Nurglitch
Don't worry about it. Every time a new list comes out people read the rumours and panic that there's some "game-breaking" new thing(s) in it, and every time a new list comes out we see that such panic was unjustified. Don't count chickens before they hatch. So I have to echo the sentiment that the last few (okay, the last five) army lists have been good work and look forward to the latest addition to the new golden era that is 5th edition.
1099
Post by: Railguns
The monstrous creatures won't be any harder than they are now. As a matter of fact, seeing as how their aren't any sort of profile changing biomorphs, the monstrous creatures got more expensive but are easier to kill then ever. Their is also the often corroborated rumor that spinegaunts and termagants have literally changed places, in that spinegaunts are now the nastier, more expensive shooty gaunt and termagants are now the cheaper, weaker variant. It's one of the most blatant examples of "well, everyone used that last edition, and we want to sell more models, so lets change that, screw the veterans" situations I've ever seen.
9158
Post by: Hollismason
The little guys are dirt cheap so you can have lots of them , conversely mid sized guys have a midrange cost , big guys have a big cost.
It balances out. You can have 5 or 6 monstrous creatures and still field 90 little guys.
1099
Post by: Railguns
That doesn't really excuse the fact that we are going to end up paying land raider/monolith points costs for Monstrous creatures that get smoked by plasma weapons on a regular basis.
8371
Post by: sharkticon
But that will be balanced out by lesser points for everything else. Keep in mind that, as many others have pointed out, the new codex has not yet been seen. Remember the lead up to guard and space wolves, we had a good idea of what was in them, but there were still some surprises.
If the Guard codex showed anything it was that Cruddance does indeed understand the 5th edition mechanics better than some of the other game developers at GW. I think that tyranids will not be a game breaker, nor wlll it be bunk. I feel based of what we have heard that like guard it will be different from what we have seen before for that army, but fit within the confines of the game better than what we had seen before.
17050
Post by: MilkmanAl
It doesn't really work that way, unfortunately. If you had a very limited set of models to take, you could get away with the expensive vs. cheap balancing theory. As it is, constructing the codex that way leaves you with some units that are overcosted and some that are undercosted. People will tend to spam the latter and forget the former exist. I'm not going to make a call either way until I see the codex, but it's sounding to me like Tyranid monstrous creatures got seriously shafted. I hope that is not the case.
10193
Post by: Crazy_Carnifex
Looking at the rumours, I would like to offer a few tentative ideas about what the new Tyranid Meta will lookk like.
If the Toxin Sacks=4+ Poison is true, and not particularily expensive, I could see people loading all of their non-monstrous CC units with them.
Thanks to spore podding, I think Nidzilla will see a big shift, more towards Drop troops, Tervigons and Termagants.
The Hive Gaurd will likely show up in a lot of armies. I am not saying Dakka 'Fex awesome, but for 50-60 points, the spray of S8 sot they could provide is... Formidable.
1099
Post by: Railguns
Well, with Hormagaunts losing the fast charge, we likely won't see toxin sacks taken on them. Warriors aren't going to be fast enough to use them unless you pod them. Dammit, it's like they intentionally slowed down the whole army and then dangled spore pods at the end of the book with a gleam in their eye and a snicker on their breath as they say, without words, "you need this". And by god, we need it. We need it SO BAD. Cue 6 years of their not being a spore pod model. Then GW will release a spore pod model halfway through next edition. Everyone will buy half a dozen of them. The next Tyranid book will make them illegal.
8723
Post by: wyomingfox
Well, hopefully there are a few options for fast synapse besides the Flyrant. How does the Alpha Trygon move? Is it a beast? Or have just fleet?
20704
Post by: cptjoeyg
About time they re-did them.
1963
Post by: Aduro
How does removing just Hormagaunt's Fast Charge slow down the whole army, especially when they gave them Quick to replace it?
8359
Post by: bravelybravesirrobin
MilkmanAl wrote:It doesn't really work that way, unfortunately. If you had a very limited set of models to take, you could get away with the expensive vs. cheap balancing theory. As it is, constructing the codex that way leaves you with some units that are overcosted and some that are undercosted. People will tend to spam the latter and forget the former exist. I'm not going to make a call either way until I see the codex, but it's sounding to me like Tyranid monstrous creatures got seriously shafted. I hope that is not the case.
Not necessarily. Great value for pts is one thing and most lists spam the stuff that is great value for pts but you also have to look at the overall tools a list needs to win.
Every list needs anti-tank, anti-infantry, some strategy for assault, some strategy for objectives, etc. If the only option in your list for anti-tank is good but very expensive to the pts of being overcosted you'll still take it because you need good anti-tank i.e. sisters and exorcists, grey knights and land raiders. I can see zoanthropes and tyrannofexes falling into this category.
Similarly stuff that is great for their pts might not get used if they do something that other stuff in the army does better even if its less competitively priced i.e. whirlwinds for marines, bloodclaws for space wolves. I can see biovores, pyrovores, carnifexes and gargoyles falling into this trap.
I do predict hive guard in every list since it solves a problem nids have otherwise, how to stop transports.
Basicaly as I see it, big critters and some middle critters kill enemy infantry - (fexes, stealers, trygon, tyrant, raveners, warriors)
hive guard kill troops at range
big monsters kill heavy tanks
little critters kill big monsters (hormies with poison sacs)
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Post by: Lukus83
Bravelybravesirrobin...I think you are missing a key point. Tyranids have always had trouble breaching armour. The job seems to have been made easier with this codex, but we now have to pay a lot more points, so it may be just as unreliable as ever. Losing immunity to ID also doesn't help with this.
That said we haven't seen the full picture yet so I can't wait to get my hands on the codex and see it without rumours (this saturday or next monday it looks like). It's in our nature to feel uncomfortable about the new releases "this is too expensive", "that's been nerfed to hell", but in reality I just think it's the fact that this codex has been completely re-done to a point where players feel it's unrecognizable. There's always gonna be tension in situations like this.
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Post by: warpcrafter
People are too obsessed with blowing up vehicles with ginormous weapons. Lots of S8 shots against a Land Raider is a bet I'm willing to take, and S7 shots against transports is usually a death sentence, as my CSM termies with reaper autocannons have proven. Lots of attacks with a not-so-great weapon in my experience is more dependable than a single attack with that sexy wonder-gun. That being said, I think that my Warriors will be maxed for close combat and drop in, while my Venomthrope-shrouded Carnifexes will rush forward to smash anything they can. I confidently predict much fun will be had. Now if I could just decide on a color scheme.
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Post by: Lukus83
Yeah I forgot to mention scything talons allowing the re-rolls. Definately a nice perk and less reliance on big guns. I personally prefer charging my fexes into units than sitting at the back taking pot shots at tanks.
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Post by: HoverBoy
Its a more fulffy use of the fex too
181
Post by: gorgon
Railguns wrote:Well, with Hormagaunts losing the fast charge, we likely won't see toxin sacks taken on them.
If you meant the complete opposite of that, I agree with you.
19178
Post by: voidfiend
The fact that warriors are no longer immune to instant death really hurts. I’m also very disappointed in the big points cost increase for Carnifexes.
I know these are just rumors and we haven’t seen the Codex but here are my thoughts on new army lists:
Completely ignore taking Synapses creatures. Yes, you heard me, forget Synapse. All the real tactically important moves will be made by your MC’s such as fexs, Trygon, Hive Guard, etc. The rest of the army will fail LD tests and either shoot at the nearest enemy or charge the nearest enemy asap. All your little critters will be like a wind up toys, point them in the right direction and let ‘em rip. At 6pts a piece, Hormaguants will be an awesome swarm. As they fail LD test, they will immediately push 2d6 towards enemy lines. Coupled with run moves in the shooting phases, they’ll be hitting the enemy on turn two.
Of course this may all change when I finally see the rules…
(Edited for L33T spelling)
5440
Post by: thanatos67
gorgon wrote:Railguns wrote:Well, with Hormagaunts losing the fast charge, we likely won't see toxin sacks taken on them.
If you meant the complete opposite of that, I agree with you.
QFT, hasnt it already been pointed out how good hormies with toxin sacs will be? We're talking plaguebearers on steroids with bargain basement prices here. If I can get hormagaunts with toxin for 7-8 points per model, you better believe I'll have at least 60 of them in my army.
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Post by: winterman
Umm where does it say the IB affects how fall back moves are resolved? As far as we know fall back is still as now for standard morale failures. Also anyone familiar with 3.5 bezerkers knows rage is exploitable by your opponent. Also those non synapse MCs may still be subject to IB. Finally we still don't know if units under IB can still score.
17050
Post by: MilkmanAl
Don't forget you can carry that Plaguebearer analogy one step further by having a Tervigon give everything FNP. The Tervigon is probably the unit I'm most interested in seeing full rules for. If the "heavy losses" drawback turns out to be not so bad, the stuff he spawns will make up for it and leave you with a 150-ish point MC that makes your swarm a serious pain in the butt to kill. A Tyrant giving everything Preferred Enemy might be a nice touch, too.
19178
Post by: voidfiend
winterman wrote:Umm where does it say the IB affects how fall back moves are resolved? As far as we know fall back is still as now for standard morale failures. Also anyone familiar with 3.5 bezerkers knows rage is exploitable by your opponent. Also those non synapse MCs may still be subject to IB. Finally we still don't know if units under IB can still score.
Non MC or Synapse creatures are classified as a hunter or lurker. When IB takes effect, hunters move 2d6 towards the nearest enemy and must assault if possible. Lurkers will move towards nearest cover and shoot nearest enemy.
9808
Post by: HoverBoy
What if hormies are lurkers?
7899
Post by: The Dreadnote
They aren't. That would be silly; they have no guns.
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Post by: gorgon
thanatos67 wrote:QFT, hasnt it already been pointed out how good hormies with toxin sacs will be? We're talking plaguebearers on steroids with bargain basement prices here. If I can get hormagaunts with toxin for 7-8 points per model, you better believe I'll have at least 60 of them in my army.
And slap adrenal glands and toxin sacs on them (granted, that's kinda pricey on a fragile platform) and you'll be rerolling failed wounds vs. T4 on the charge. With a Tyrant nearby, you could be rerolling failed hits and failed wounds.
Not really saying this is the best/only idea for fielding them...just that some of these h2h biomorphs and buffs really start to add up once you stack them. Genestealer with toxin sacs would reroll failed wounds vs. T4 with rending all the time. Nice.
At 2 pts per model, poison might be overkill on hormies at times, though. I wonder if the approach for horde play will be a mix of larger, cheaper units and some smaller "assassin" units with poison, etc. for taking down MCs and other high T targets.
5440
Post by: thanatos67
im not worried about IB because I'll probably have 2 tyrants with 3 guard running up the table. Also still dont know what all gives synapse, what if the zoey or hive guard give it? or the alpha trygon?
you never needed alot of synapse for it to work, and now it just seems like more units than ever will be able to keep the little critters in check
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Post by: warboss
winterman wrote:Umm where does it say the IB affects how fall back moves are resolved? As far as we know fall back is still as now for standard morale failures. Also anyone familiar with 3.5 bezerkers knows rage is exploitable by your opponent. Also those non synapse MCs may still be subject to IB. Finally we still don't know if units under IB can still score.
my understanding from reading the rumors here and at warseer before i stopped checking there (due to the "whoa is me and my hive world" drama) is that IB affects your "normal" movement/behavior. you check for synapse at the begining of your turn and, if you're not in, you follow the rules written for the entry (shoot or move/assault the closest). i didn't hear anything about it affecting fall back. as for the last part, i'd be shocked if they couldn't score just because they're out of synapse. that would be something finally worth complaining about as opposed to all the whining about a relatively balanced codex.
10193
Post by: Crazy_Carnifex
Could be a weak point in the list.
4003
Post by: Nurglitch
On one hand it might explain why there's Synapse available in nearly all slots in the list.
On the other hand, should Tyranid players be taking a turn to gnash their teeth at this latest insult and injury from that most villanous of organizations, Cobr...GW?
19377
Post by: Grundz
gorgon wrote:thanatos67 wrote:At 2 pts per model, poison might be overkill on hormies at times, though. I wonder if the approach for horde play will be a mix of larger, cheaper units and some smaller "assassin" units with poison, etc. for taking down MCs and other high T targets.
That is going to be the way I run at least, you need to choose between the big "gaunt pooper" MC babysitting your little guys or just having a cheaper wall of wounds in front of them in the form of gaunts or unupgraded hormies.
5344
Post by: Shep
I was up late last night with the rumors on my screen and the old codex in my lap.... After looking back and forth to see what upgrades units got, and what cost increases were I was pretty happily surprised to see that the cost increase is almost universally justified. I was also shocked to find that I am already coming up with lists, some of which maintain a surprisingly robust amount of shooting. They are 'zilla lists, and they are just as flush with MCs and even more hurty in CC as the old 4th edition lists.
Something like this... I call this the 'no need to freak out about fex cost' army.
hive tyrant venom cannon 160ish
2x tyrant guard 120ish
3x hive guard 150ish
3x hive guard 150ish
3x zoanthropes 180ish
10x termagants 50ish
10x termagants 50ish
tervigon with FNP 140ish
tervigon with FNP 140ish
9 spore mines 90ish
carnifex with venom cannon 180ish
carnifex with venom cannon 180ish
carnifex with venom cannon 180ish
Guys... that is a 1750ish army... four strength 9 small blasts, three 12" plasma cannons, three strength 10 shots (or 6/3 blasts), and twelve strength 8 BS4 shots. It starts with 4 scoring units, but will almost certainly create 3 or 4 more. In objective games the termagants can get FNP, or the hive guard/zoanthropes or any of the MCs can get it as well.
6 MCs. Look like a familiar number? So what is different? Well, the carnifex have re-roll 1s, 5 attacks, and a plasma cannon, the hive tyrant has an ability that reduces many units BS and WS to 1, and more attacks and he reduces enemy initiative to 1. The termagants have 18" range strength 4 guns, the 9 spore mines land in the enemy deployment zone before they even get to deploy, jacking up their deployment strategy, you have a ridiculous amount of anti-transport that you didn't even have before...
After totalling up all of the new things the fex gets... plasma cannon, +2 initiative, +2 attacks, starts with re-rolls to all misses, I'm just not seeing this massive overcost. If you want the old cheap fex, take the tervigon, and if you want a hybrid god-fex sniper-fex, well, for around 180 points you can have it.
I mean I came up with this list in 5 minutes after really taking a look at rumors and remembering what the metagame is like... if this list looks hard... its probably because it is... and its zilla with carnifex.
I've got so many more thoughts on other units and ideas for mawloc/trygon/ravener based lists that i think are easily as hard as this example list, but I've got to get back to work. I am really really excited about this book.
8021
Post by: JD21290
Im liking the looks of the list shep
and from what ive read on here so far, seems like it could be a pretty damn effective build.
But i have a goal, and that goal is to make a nid army without a single MC  (i may buy a try to paint up, but not use)
Just like the way that they can get back into swarms again.
The alpha warrior choice should be interesting as a HQ, guards and thropes take elites.
Gaunts en mass with some stealers and warriors (possibly 4/1/1 or even 3/1/2)
I may take a unit of gargs, simply for the new kit. (would be a shame not to take them i guess)
However, ravs and winged warriors take priority here.
Heavy: nothing lol, not much to pick from here
Just want to make a mid sized critter heavy army.
So a wave of gaunts with elte troops blended in to make use of cover.
I know this limits me on tank killing, but the lance from the thropes should offer a nice punch.
Will have to keep them out the way though, rather not lose them early on due to ID.
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Post by: Shep
I think you could be ok with something super shooty...
alpha warrior with barbed strangler
3x hive guard
3x hive guard
3x zoanthropes
6x warriors with 4x deathspitters and 2x barbed stranglers
6x warriors with 4x deathspitters and 2x barbed stranglers
30x poisoned hormagaunts
30x poisoned hormagaunts
9x spore mines
3x biovores
3x biovores
Full mech will give you a problem, but this is WAY better than anything in the 4th ed dex that was "MC free"
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Post by: wyomingfox
warpcrafter wrote:People are too obsessed with blowing up vehicles with ginormous weapons. Lots of S8 shots against a Land Raider is a bet I'm willing to take
Well, to be faire, that is a bet you are going to lose. But and it is a big BUT, the meta game that has hurt nids in 5th isn't 250 point AV 14 LR, rolling up our flanks. It is the overabundance of undercosted transports that typically are in the AV 11- AV 12 range and can take the kind of punishement (thanks to new cover rules and damage tables) that would have killed a lang raider in 4rth. This is why Hive Guard are a potential God Send, because of thier numerous moderately high strength shots that ingnore cover and can thus put the odds more in a nids favor of wrecking transports. Automatically Appended Next Post: Shep, I think you are trying too hard with the Zoes. I would exchange them for the venom thrope that grants cover.
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Post by: JD21290
That looks like a decent enough build shep, but im not really sold on the spores.
Just seems like something else could take on that role.
Aslong as the bio's havent changed from the pic earlier then i dont see a problem with them.
I am wondering though if its worth breaking apart the homs.
Rather than taking 2x30, is it work taking 4x15?
That way i can break apart and leave my self more option in assault, rather than having my units tied up in 2 assaults.
Also, if i go with 3x15 the points left over could be used for either upgrading the warriors unit size, or mixed with the points from the spores i could grab a unit of either ravs or winged warriors, simply to add a little more speed to the army.
Also, it would be nice to have a unit to support the horms against anything that may cause problems. Automatically Appended Next Post: Wyoming: I can see where shep is going with the thropes.
The high strength of thier shot is good enough, but with the lance rule it will make tank huting against armies like guard alot easier.
When they can lay down as many russ's as possible i want to take a unit that should in theory be popping 1-2 per turn. (doesent sound like much, but its better than they were before)
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Post by: Shep
wyomingfox wrote:Shep, I think you are trying too hard with the Zoes. I would exchange them for the venom thrope that grants cover.
As much as I like cover... it isn't just the strength 10 lance, which is pretty fantastic, I like the ap3 small blast as well, but easily looked and more important to me is another source of shadow in the warp.
With just 1 hive tyrant, the fex list is just too vulnerable to JOTWW without them.
The venomthrope would be a lot cooler in the non- MC list I put up, but weakening that lists anti-tank for more survivability could be devastating.
And of course... its way too early to be making list tweaks
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Post by: winterman
I was up late last night with the rumors on my screen and the old codex in my lap.... After looking back and forth to see what upgrades units got, and what cost increases were I was pretty happily surprised to see that the cost increase is almost universally justified.
I have to agree, the costs were done to curb min maxing but include boosts to help make the increase more palatable. I am not too happy with the costing of the termagaunt (gained 6" range and a bit better IB but lost fleet and move through cover and remained overocsted compared to other horde models) but I think the tervigon makes up for that.
hive tyrant venom cannon 160ish
2x tyrant guard 120ish
3x hive guard 150ish
3x hive guard 150ish
3x zoanthropes 180ish
10x termagants 50ish
10x termagants 50ish
tervigon with FNP 140ish
tervigon with FNP 140ish
9 spore mines 90ish
carnifex with venom cannon 180ish
carnifex with venom cannon 180ish
carnifex with venom cannon 180ish
Nice list. Came up with something similar as well, although I am wanting to get some more synergy with FnP and tyrant special rules via stealers or hormies.
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Post by: JD21290
Shep, i guess its a choice of the lesser of 2 evils mate.
Either:
A: Keep the anti-tank support from the guards and thropes.
Or
B: Take away a small part of that anti-tank to add in some portable cover.
I think it would be best to keep the list as it is for now, until i get a copy of the new dex in my hand i shouldnt really be picking into lists to any extent lol.
But all in all, i like where its gone with the new book.
Seems like the list building options are fun to play, yet remain varied and competative.
Also, the extra unit types / options should help out alot
So for now im going with a small - medium critter army (1,500 - 2,000)
After that i might go on to make a nidzilla army of the same points.
This allows me some nice options, and a good enough reason to start an apoc army at the same time lol.
Funny thing is, i just managed to dig out an old test model i painted up.
With a few bits of shading and highlighting it will work fine for me.
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Post by: HoverBoy
The Dreadnote wrote:They aren't. That would be silly; they have no guns.
And silly has stopped GW since when...?
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Post by: Shep
If you just want to go aggro CC, hope to not fight land raiders or mobile mech.... this could be really aggressive and fun.
(I really need to know if ravs are strength 5 or not before I call this viable)
trygon alpha 250ish
10x stealers with broodlord 180ish
10x stealers with broodlord 180ish
5x stealers 75ish
5x stealers 75ish
4x raveners 160ish
4x raveners 160ish
3x raveners 120ish
trygon 200ish
mawloc 170ish
mawloc 170ish
I can't imagine this army would deploy on the table ever... its really just a demon army with nid models. But it could be effective. If those ravs are strength 5 with double scytals, they will destroy transports like crazy. If they are strength 4, then transport based armies will probably dismantle this list.
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Post by: voidfiend
gorgon wrote:thanatos67 wrote:QFT, hasnt it already been pointed out how good hormies with toxin sacs will be? We're talking plaguebearers on steroids with bargain basement prices here. If I can get hormagaunts with toxin for 7-8 points per model, you better believe I'll have at least 60 of them in my army.
And slap adrenal glands and toxin sacs on them (granted, that's kinda pricey on a fragile platform) and you'll be rerolling failed wounds vs. T4 on the charge. With a Tyrant nearby, you could be rerolling failed hits and failed wounds.
Not really saying this is the best/only idea for fielding them...just that some of these h2h biomorphs and buffs really start to add up once you stack them. Genestealer with toxin sacs would reroll failed wounds vs. T4 with rending all the time. Nice.
At 2 pts per model, poison might be overkill on hormies at times, though. I wonder if the approach for horde play will be a mix of larger, cheaper units and some smaller "assassin" units with poison, etc. for taking down MCs and other high T targets.
I think a key upgrade for hormies is +1 strength if it’s in the new codex. That would allow them to bust vehicles. With an extra 2d6 move on failed LD tests, running and re-rolling failed hits, SM’s players won’t be laughing when they see 15 horms clambering on top of their Predators.
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Post by: winterman
If they are strength 4, then transport based armies will probably dismantle this list.
Ravs are S4 based on rumors (several posters say same states as warriors pretty much across the board), but they could be S5 via furious charge.
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Post by: gorgon
To me, Tervigons put a lot of pressure on other org chart categories just because they suck up so many Troops slots. And what's in those slots (Termagants or Tervigons) isn't particularly killy. They probably would work best in some kind of shooty army build.
@Shep -- FYI, I *think* Trygon Alphas aren't HQ, just synapse. Could be wrong, but I think that's the case.
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Post by: Hollismason
Has anyone seen a confirmation or a denial of Lictors getting to assault when placed?
Kind of taking away a major ability of that unit kind of blows.
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Post by: gorgon
My only explanation for Lictors' ineptitude for the past 11 years is that one of them must have slashed Tom Kirby's tires.
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Post by: Oldoneeye
The new army looks like a huge divergence from the last edition. I can't wait to start playing the new rules for zoanthropes. 3+ invulnerable s10 hit. Yeehaw!!!
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Post by: Hollismason
Yeah the lictor hasn't really been any good since 2nd edition.
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Post by: winterman
Lictors can't assault, but they are rumored to have a 2 shot S6 gun. Too bad it is rumored to be AP-, otherwise popping AV10 rear armor would be handy.
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Post by: Hollismason
I think that Deathstalker whatever he is called Lictor can assault the turn it appears i don't know what its cost is though or anything else about it.
Seen it on Warseer but then they went and deleted all info for some reason.
So I guess you could take 1 of those and some Ymgarri Genestealers.
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Post by: Shep
gorgon wrote:To me, Tervigons put a lot of pressure on other org chart categories just because they suck up so many Troops slots. And what's in those slots (Termagants or Tervigons) isn't particularly killy. They probably would work best in some kind of shooty army build.
@Shep -- FYI, I *think* Trygon Alphas aren't HQ, just synapse. Could be wrong, but I think that's the case.
Good points Gorgon... I see it the same way. Tervigon is for "nidzilla 2010" If you are going more aggressive, then you'll want MCs that don't fight like girls, and hormagaunts and stealers.
As to the alpha, if thats the case then one of those mawlocs probably has to upgrade to trygon... but the good news is that the army could take a drop podding hive tyrant with the 'outflank' power, and one of those genestealer units could become an outflanking hormagaunt unit.... and a +1 to reserves.
Hollismason wrote:Has anyone seen a confirmation or a denial of Lictors getting to assault when placed?
Kind of taking away a major ability of that unit kind of blows.
They can not assault, as per rumors. Doesn't look like they saved the lictor. It got cheaper and got more toys, but I dont see how its competitive with hive guard, zoanthropes and venomthropes.
winterman wrote:If they are strength 4, then transport based armies will probably dismantle this list.
Ravs are S4 based on rumors (several posters say same states as warriors pretty much across the board), but they could be S5 via furious charge.
Ah yes, they'd have those adrenal glands wouldn't they. that makes them amazingly awesome, but probably puts them a bit more expensive than I was guessing. Man raveners really are devastating, while being so freakishly fragile. tough unit to balance. You'll really have to pressure your opponents strength 8+ weapons if you want them to live. I guess its good that they synergize with trygons then heh.
But 5 strength 5 re-rollable attacks off of a 18+ D6" charge per model just says "good bye" to chimeras. (reaches for meltagun)
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Post by: torgoch
Question: if a unit that Hunts falls forward due to instinctive behaviour is it still able to make its fleet move? If so then there really is very little loss of speed, you just have to be a little more canny.
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Post by: Schepp himself
Because it was asked and I don't know if it's basic rumor knowledge: Genestealers are 14 points per model.
Greets
Schepp himself
2035
Post by: Khornatedemon
I think the thing that excites me most is bio plasma becoming a ranged attack. every time i read a fluff piece on a carnifex spitting on a tank and messing it up i cried inside.
Can anyone confirm or deny that boneswords ignore armor saves? I've seen it mentioned in some rumors but not others and depending on cost could make warriors much more killy than they are.
@ shep - the problem is though once they charge in and pop that chimera they are going to get smoked by the vet squad that piles out bristling with melta's.
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Post by: warpcrafter
wyomingfox wrote:warpcrafter wrote:People are too obsessed with blowing up vehicles with ginormous weapons. Lots of S8 shots against a Land Raider is a bet I'm willing to take
Well, to be faire, that is a bet you are going to lose. But and it is a big BUT, the meta game that has hurt nids in 5th isn't 250 point AV 14 LR, rolling up our flanks. It is the overabundance of undercosted transports that typically are in the AV 11- AV 12 range and can take the kind of punishement (thanks to new cover rules and damage tables) that would have killed a lang raider in 4rth. This is why Hive Guard are a potential God Send, because of thier numerous moderately high strength shots that ingnore cover and can thus put the odds more in a nids favor of wrecking transports.
Automatically Appended Next Post:
Shep, I think you are trying too hard with the Zoes. I would exchange them for the venom thrope that grants cover.
It seems to work pretty well for my Deffkoptas armed with twin-linked rokkit launchers. They once killed a wraithlord and half a wraithguard unit in two turns.
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Post by: wyomingfox
But wraithlords aren't AV 14 vehicles  .
Again, don't get me wrong, I like Hive Guard, I was just saying don't expect them to take LR on.
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Post by: JohnHwangDD
Khornatedemon wrote:I think the thing that excites me most is bio plasma becoming a ranged attack. every time i read a fluff piece on a carnifex spitting on a tank and messing it up i cried inside.
Of course, Carnifexes are *supposed* to have bioplasma as their ranged attacks.
The newer "heavy" bio-guns are an abomination, IMO.
Bioplasma all the way!
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Post by: wyomingfox
JD21290 wrote:I am wondering though if its worth breaking apart the homs.
Rather than taking 2x30, is it work taking 4x15?
That way i can break apart and leave my self more option in assault, rather than having my units tied up in 2 assaults.
Well, I guess the question I would ask myself is how are 15 model hormies squads with the strength upgrade doing currently (when they are used that is  ). At T3 and 6+ save, they usually lose 3-5 models with any kind of decent round of shooting (cover save or not). Then when they reach combat they usually lost due to twin fatalities of low T and 6+ armour. This results in more fearless wounds, which results in small hormie squads disapearing doubly quick, rather than tarpitting in 3rd and 4rth.
Granted in this new codex you are picking up 8% more hits thanks to rerolling 1's (assuming enemy is WS 4) but that isn't going to carry too much weight due to your smaller (and depleted) squad size. The venom upgrade will be a wash compared to the strength upgrade in a majority of cases (most unts in the game are T3-4). Initiative 5 is a boon but they still don't have frags, which means that there is a decent likelyhood you will be going last (at least 25% seeing as that is how much cover is on the table). Dropping to WS 3 means that your opponent will be hitting you back more which is pretty bad all around given hormies T3 and 6+ armour. So I feel ( IMO) that small guant swarms are going to die just as fast with this codex as they would in our current codex.
BUT, now hormies are 1/2 the cost, (not under costed mind you LOL...not when you got 8 pt wolves, 15 pt GH, 16 pt Blood Letters, 40 pt SS/ TH termies) you can buy 2X as many and double your squad size. This will increase the odds that a critical mass of hormies make it into CC and increase the odds that the squad wins the combat and thus avoids losing CC and thus avoids fearless wounds.
Now you would rightly suggest that you could just combi-assault 2 small units...but large squads also protect you from being assaulted as well. Most CC units probably wouldn't think twice about rushing a 15 model squad of hormies...they would think twice about charging a 30 man squad though.
Just some thoughts *shrugs*
JD21290 wrote:Wyoming: I can see where shep is going with the thropes. The high strength of thier shot is good enough, but with the lance rule it will make tank huting against armies like guard alot easier.
When they can lay down as many russ's as possible i want to take a unit that should in theory be popping 1-2 per turn. (doesent sound like much, but its better than they were before)
Well, I don't think the lance ability will be that good (unless you are talking about running 9 Zoes). For one your poor range means at the least you should lose 1-2 round of shooting (and if you spore pod them you are still likely looking at losing 1-2 rounds  ). Then you face the odds.
You got 4 chances out of 36 of failing your psychic test. 50% of failing your shooting test. 33% chance of failing to penetrate. 66% of failing to destroy...or roughly a 10% per Zoe per round of popping that LR or Leman Russ. So at 3 Zoes you statistically, and on average, will be popping 1 AV 14 tank in ever 3 rounds of shooting. This assumes that they can't find/create cover. If I factor in cover, you are spotting a 1 in every 6 rounds...bad odds. And unless you use weighted dice, odds will eventually win  .
I think the best way to take AV 14 out will be to face beat them with fast MC. Not my preferred method of attack in 5th but you do what you need to do.
So IMO don't take them for popping AV 14, take them for something else. Shep is taking them for the plasma cannon hybrid plus shadow in the warp (they get shadow in the warp too?). Can't say I would pay 60+ points for a plasma cannon, and with alot of psychers having ungodly high leadership 10, I don't know how powerfull Shadow in the Warp is for stopping powers like JOTWW (assuming that it is similar to current but with diminished range). But together, maybe I would...like in 2012 to herald the end of the world  ? Automatically Appended Next Post: winterman wrote:Lictors can't assault, but they are rumored to have a 2 shot S6 gun. Too bad it is rumored to be AP-, otherwise popping AV10 rear armor would be handy.
Yeah, it really seams that they did thier homework with this codex in the play testing stage and made sure that there was as few rules one could exploit as possible. That's probably a good thing, just too bad they didn't start doing it sooner. Maybe the book will be free from the usual editing errors...I can dream right!
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Post by: MilkmanAl
Shadow in the Warp that causes perils tests -as the new version is rumored to - is quite a lot more useful than it used to be. It pushes even LD 10 psykers to failing their powers on an average roll and increases the chance of taking a wound from 1/18 to around 1/7. That's a nice improvement, especially if you're up against Rune Priest spam.
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Post by: wyomingfox
Shep wrote:As much as I like cover... it isn't just the strength 10 lance, which is pretty fantastic, I like the ap3 small blast as well, but easily looked and more important to me is another source of shadow in the warp.
With just 1 hive tyrant, the fex list is just too vulnerable to JOTWW without them.
The venomthrope would be a lot cooler in the non-MC list I put up, but weakening that lists anti-tank for more survivability could be devastating.
Well, I guess my first question would be: will the venthropes cover buble effect MC? If it does, I think that could be huge. How do you currently create cover for MC? By building a shield wall with guard, warriors, or other MC. But to do so, they need to be B2B to inhibbit LOS, and quite often adjacent to the MC. This makes your wall vulnerable to blast templates (unlike vehicles where a blast can only really hurt one target at a time due to the center hole deal). Quite possibly with a venomthrope, you can have cover without risking a vulnerable shield wall.
I guess we disagree on the Zoes being "anti-tank". Stastistically they are not (even with lance), but maybe Tzech favors you  . The plasma cannon and the shadow in the warp is something to consider.
Automatically Appended Next Post:
MilkmanAl wrote:Shadow in the Warp that causes perils tests -as the new version is rumored to - is quite a lot more useful than it used to be. It pushes even LD 10 psykers to failing their powers on an average roll and increases the chance of taking a wound from 1/18 to around 1/7. That's a nice improvement, especially if you're up against Rune Priest spam.
.
Oh, that is something different
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Post by: he-who-has-no-name
Khornatedemon wrote:
Can anyone confirm or deny that boneswords ignore armor saves? I've seen it mentioned in some rumors but not others and depending on cost could make warriors much more killy than they are.
from what i've heard boneswords are now force weapons and if you take 2 something else happens as well. ALso for those who have'nt heard, apparantly canifexes can now be taken in broods of 3!!! Robin Cruddace really knows how to make codexes not broken at all. (there was so much sarcasm intended in that last sentence i cried for about 10 minutes)
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Post by: JD21290
from what i've heard boneswords are now force weapons and if you take 2 something else happens as well. ALso for those who have'nt heard, apparantly canifexes can now be taken in broods of 3!!! Robin Cruddace really knows how to make codexes not broken at all. (there was so much sarcasm intended in that last sentence i cried for about 10 minutes)
From what i know they do function as force weapons, and a pair will give additional effects, but thats all i know from what ive seen about
True, 3 fex's in a brood seem overkill, but dont be a gakker all your life
Base cost of 170 points each now, not immune to ID.
Less upgrades to help it survive (goodbye 2+ save)
Its actually balanced them fine, if anything, made them worse.
Oh, and to add to that, you cant take them as elite anymore
19610
Post by: he-who-has-no-name
from what i've heard bone swords are now force weapons. And for those who don't know carnifexes can now be taken in broods of 3!!! Robin Cruddace really knows how to make codexes not broken at all. (There was so much sarcasm intended in that last sentnce that i cried for about 10 minutes.)
Sorry just saw the above post. i havnt got the hang of how to use quote on dakka yet
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Post by: MilkmanAl
I'm not following you on the brokenness of 3 MC's for 600 points thing...Also, from what I understand, boneswords require your enemy to fail a leadership test, not for you to pass one. That's significantly less impressive than force weapons.
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Post by: winterman
Rumored 12" range on shadow in the warp makes it situational. Though it seems to be standard ability for all synapse creatures, which is nice both in the increased coverage and that it doesn't take up (a now more valuable) psychic power slot. I like it also, since that gives our Tyrant (and any multiwounders in range) a chance to stop a force weapon attempt. Key now that EW is gone.
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Post by: JD21290
Sorry just saw the above post. i havnt got the hang of how to use quote on dakka yet
No probs mate, easy way of doing it is click on the "post reply" button on the bottom left.
Copy and paste the text into the box, highlight it and click on the quote box above the text box.
Its just a case of adding in the tags, which that does for you.
Give it time and you wont even need to use that, you just learn the tags.
Milkman: I say its even more impressive.
Use death to drop thier LD, then use the sword on characters while having a reduced LD.
I actually like this more, as you can scare the gak out of expensive models then ID them with ease.
Hey, im saying the 3 fex's per HS aint broken
I think it adds to the list.
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Post by: MilkmanAl
Oh, interesting point. Still, you'd have to get the force sword guy down to LD3 or 4 to equate with LD 10 or 9, respectively, using a force weapon. The close combat penalties definitely make boneswords better than I was thinking, though.
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Post by: JD21290
Nope, that would mean having to work
2 boneswords make them take that test on 3D6.
Average roll there would be 10 ( AV. on 2 dice = 7, 3 = 10)
So, against a LD 10 model your allready there with average rolls.
If you add into that deaths rules you can then make them fail on average.
Also, not all characters are LD10
So, all in all, i think a flyrant with a pair of lash whips (make enemy strike at I1) and twin boneswords will make a great character hunter.
Failing that, you use him to hunt down MC's or anything tough.
So yea, i love boneswords
And from what i know, they are available to warriors too (not sure on double though)
So nids will now become ID specialists
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Post by: wyomingfox
winterman wrote:Rumored 12" range on shadow in the warp makes it situational. Though it seems to be standard ability for all synapse creatures, which is nice both in the increased coverage and that it doesn't take up (a now more valuable) psychic power slot. I like it also, since that gives our Tyrant (and any multiwounders in range) a chance to stop a force weapon attempt. Key now that EW is gone.
.
If it is standard on all synapse, wouldn't that mean Zoes wouldn't get Shadow in the Warp? Or do Zoes come with synapse?
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Post by: MilkmanAl
Wow, I can see a bright future in Ork and Tau hunting for the bugs. I missed that 3D6 part, and that is awesome. However, I think you'd probably be better off getting your Warriors rending claws if they were going to be combat specialists.
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Post by: JD21290
Depends really mate.
If your going against another nid army i'd be tempted to kit out a unit of warriors with swords and wings and send them hunting.
Also, bikernobz will get stung like feth by this, so its a win-win situation.
Im just glad they brought them back, rather than nerfed them with a fething psychic power lol.
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Post by: wyomingfox
Hmmm...the rumor page at Warseer is back up. It says that the GW has officialy announced that if the Trygon lands on a unit it counts as assaulting said unit. Maybe we might see lictors afterall?
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Post by: Shep
wyomingfox wrote:Well, I guess my first question would be: will the venthropes cover buble effect MC? If it does, I think that could be huge. How do you currently create cover for MC? By building a shield wall with guard, warriors, or other MC. But to do so, they need to be B2B to inhibbit LOS, and quite often adjacent to the MC. This makes your wall vulnerable to blast templates (unlike vehicles where a blast can only really hurt one target at a time due to the center hole deal). Quite possibly with a venomthrope, you can have cover without risking a vulnerable shield wall.
I guess we disagree on the Zoes being "anti-tank". Stastistically they are not (even with lance), but maybe Tzech favors you  . The plasma cannon and the shadow in the warp is something to consider.
.
The whole package is what i like about the zoeys. If you are so close to a librarian/rune priest that he is hooding your powers, then you have shadow in the warp on him most likely. I know the odds of making a 'one shot, one kill' with a warp lance, but i'm not necessarily looking for that. I'll take a crew stunned to set up a fex charge, I'll sure as hell take an immobilized. I've got three models shooting at it, and if an opportunity presents itself I'll take the lance shot. In my first list, I wouldn't consider them my primary 'anti-land raider'. That would be the three carnifex. I would consider it a land raider option, and I would certainly enjoy the one-two combo of hive guard pop rhino, zoeys lob 3 warp blasts inside wreck.
I am absolutely certain that I'd take 3 zoeys over 7, 8 and 9 hive guard. Thats just too focused. As for venomthrope. I'm doing my best to remember that this guy isn't a KFF mek. He isn't an IC, he is solo, and he is T4. He may or may not have warp field, a single vendetta scouts around a carnifex screen and launches 3 lascannons into him and he's dead. Not that this invalidates his point cost, but rather that this elite slot is VERY competitive. A KFF field without the protection of a battlewagon or 30 fearless boys. I like the idea of the model, but he is a little 'techy' for me right now. With nids the first order of business is to shut down gunships and transports, have some good CC to remove enemy models off the table, and then add utility, Zoanthrope utility (anti-tank, anti-marine, anti-psyker) is too attractive to me. Especially if I already have 6 hive guard and 4 heavy venom cannons (theoreticallt of course).
Now, an equivalent points second tyrant with venom cannon and lash whip/bonesword could take my eye off the zoeys. He's got everything but the anti-land raider.
wyomingfox wrote:If it is standard on all synapse, wouldn't that mean Zoes wouldn't get Shadow in the Warp? Or do Zoes come with synapse?
warpshadow's rumor summary has them with it. That's all I'm operating under. The discussion changes if they have something else or none of the above, likewise the discussion changes if warp lance and warp blast are not psychic powers or they pass automatically.
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Post by: wyomingfox
Hmmm, good eye on the venomthrope Shep. I didn't see the toughness 4. That would make him pretty easy to pop, cover save or no cover.
Guess we will have to wait for Schep Himself to get another glance at the codex again in regards to Zoes and if they have Shadow in the Warp.
I am not sure I would recommend maxing 3 hive guard units, then again, maybe you shouldn't max the elites at all. Your elite slots are in just as much competition with troops, heavies, HQ, and fast attack as they are with themselves, when it comes to points that is. So in that sense, I am waiting to see how Trygons, Harpies, Ravenors, Warriors, ect pan out.
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Post by: Lukus83
Going back to warriors...they make a nice deterrant for others joining assaults. Think about it, we all know 5th edition is about multiple combats. Would 5 cc termies join the fight if there were a few dual wielded boneswords in there with a load of hormagaunts? Would Ghaz trundle over to help his boys out? I think not. Puts cc back in our favour in a big way.
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Post by: Schepp himself
wyomingfox wrote:Guess we will have to wait for Shep Himself to get another glance at the codex again.
Tomorrow maybe. What were the most important questions, though?
Greets
Schepp himself
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Post by: Lukus83
Oops, thinking about it Ghaz probably has EW, so bad example there...but you get the picture.
8723
Post by: wyomingfox
Schepp himself wrote:wyomingfox wrote:Guess we will have to wait for Shep Himself to get another glance at the codex again.
Tomorrow maybe. What were the most important questions, though?
Greets
Schepp himself
You set yourself up there  . It would be nice to know if the Trygon has fleet? If twin scytails grant rerolls against vehicles? Do Zoes get Shadow in the Warp and what is thier point costs?
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Post by: warboss
JD21290 wrote:from what i've heard boneswords are now force weapons and if you take 2 something else happens as well. ALso for those who have'nt heard, apparantly canifexes can now be taken in broods of 3!!! Robin Cruddace really knows how to make codexes not broken at all. (there was so much sarcasm intended in that last sentence i cried for about 10 minutes)
From what i know they do function as force weapons, and a pair will give additional effects, but thats all i know from what ive seen about
True, 3 fex's in a brood seem overkill, but dont be a gakker all your life
Base cost of 170 points each now, not immune to ID.
Less upgrades to help it survive (goodbye 2+ save)
Its actually balanced them fine, if anything, made them worse.
Oh, and to add to that, you cant take them as elite anymore 
outside of grey knight grand master force weapons, there isn't much that is likely to ID your fex before your fex kills the bearer.
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Post by: kirsanth
Force weapons.
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Post by: warboss
kirsanth wrote:Force weapons.
crap, ninja'ed by less than 10 seconds!
1635
Post by: Savnock
Schepp himself wrote:wyomingfox wrote:Guess we will have to wait for Shep Himself to get another glance at the codex again.
Tomorrow maybe. What were the most important questions, though?
Greets
Schepp himself
Points costs, points costs, and more points costs!
Thank you, by the way, from all of us who may be building figs for January tourneys.
5873
Post by: kirsanth
warboss wrote:outside of grey knight grand master force weapons, there isn't much that is likely to ID your fex before your fex kills the bearer.
For those, EW does not help. It is the rest of the force weapons that cause ID.
1099
Post by: Railguns
It should be noted that boneswords are rumoured to be like Direswords, not force weapons. That is, for your wounded target to ID, he has to fail a leadership test rather than you passing one. It isn't as good as it sounds unless you take the pair to force the test on 3d6.
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Post by: Oldgrue
Platuan4th wrote:Oldgrue wrote:Wher are my strangleweb rules? I have a brood of 32 of the buggers and want my 32 flame templates!!
Or at least confirmation that 'gaunts can't get them in 32 strong blocks....
Rumours point to 1 per every 10 Gaunts.
Great. Now I gotta go buy another 100 gaunts. *grumblegrumblegrumble*
14852
Post by: Fateweaver
It's probably one test PER unsaved wound. Lots of characters have 3+ wounds so if you cause 2 unsaved wounds that equates to 2 more chances to fail Ld. Also, some ability the Tyrant can access lowers Ld by 1.
If true 9 or lower on 2d6 multiple times has good odds of doing something.
I'm planning to run with Crushing claws, bone sword and lash whip on my Tyrant. Lower I to 1 so I can either strike first with bonesword or get +d3 attacks and strike simultaneous.
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Post by: Omega_Warlord
Here's what I MIGHT do if I where Schep... I MIGHT take pics with a camera phone in focus of all relevant necessary pages... I MIGHT put all those pics in a pdf file... I MIGHT upload that pdf file onto the interwebz and I MIGHT provide a hidden link for all my dakka friends on my genestealer icon to that pdf file for download... Please note, I am NOT telling anyone to do this, I'm just saying that I MIGHT do this if I was in a position to relay information.... I might... that's all.... just.... maybe (P.S. I haven't done this, clicking my nid icon is futile)
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Post by: warpcrafter
Omega_Warlord wrote:Here's what I MIGHT do if I where Schep...
I MIGHT take pics with a camera phone in focus of all relevant necessary pages...
I MIGHT put all those pics in a pdf file...
I MIGHT upload that pdf file onto the interwebz
and I MIGHT provide a hidden link for all my dakka friends on my genestealer icon to that pdf file for download...
Please note, I am NOT telling anyone to do this, I'm just saying that I MIGHT do this if I was in a position to relay information....
I might... that's all....
just....
maybe
(P.S. I haven't done this, clicking my nid icon is futile)
And we just might wear out our mouse-clicking fingers trying to get our next fix of rumor-crack. Thanks for the false hope, buddy.
17543
Post by: acreedon
Omega_Warlord wrote:Here's what I MIGHT do if I where Schep...
I MIGHT take pics with a camera phone in focus of all relevant necessary pages...
I MIGHT put all those pics in a pdf file...
I MIGHT upload that pdf file onto the interwebz
and I MIGHT provide a hidden link for all my dakka friends on my genestealer icon to that pdf file for download...
Please note, I am NOT telling anyone to do this, I'm just saying that I MIGHT do this if I was in a position to relay information....
I might... that's all....
just....
maybe
(P.S. I haven't done this, clicking my nid icon is futile)
+1
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Post by: Lukus83
Schepp himself if you are out there and listening what I would really like to know are the stats for the most common guns...deathspitters and devourers actually, since that's what my warriors are mostly armed with and I need to decide whether or not to remove them.
If the translations aren't up to scratch don't worry about it...just trying to stay ahead of the rest is all.
Cheers for all the info you have brought us so far...very much appreciated.
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Post by: Morehammer
Lukus83 wrote:Schepp himself if you are out there and listening what I would really like to know are the stats for the most common guns...deathspitters and devourers actually, since that's what my warriors are mostly armed with and I need to decide whether or not to remove them.
If the translations aren't up to scratch don't worry about it...just trying to stay ahead of the rest is all.
Cheers for all the info you have brought us so far...very much appreciated.
And to add to that, squad size for the Warriors, what weapon options do the Warriors have, are dual-weapons really out? Do the Warriors all really need to be armed the same, which Biomorps can they get? I have 30 of them and I am eager to start converting if I need to. Thankyouthankyothankyou.
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Post by: wyomingfox
Yeah confirmation that warriors can/can not have different weapons in a squad would be nice. My legions of different armed DS combo warriors are fearing the scapel again.
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Post by: Sneezypanda
TREVIGON! please for the love of god! i wanna hear about the trevigon!
8617
Post by: Hulksmash
I would also like to know the point cost (roughly or in relation to) of the Lictors. I'm thinking that a unit of 3, if it's cheap enough, will be great for getting rid of those annoying rear area holding units in 2 objective scenarios.
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Post by: saryrn
I would be interested to know if toxin sacs (the poison biomorph) gives poison to shooting weapons as well.
15020
Post by: Lyracian
Schepp himself wrote:Tomorrow maybe. What were the most important questions, though?
For me it is Tyrant upgrade cost - Guns, Toxic Miasma, Acid Blood and Preferred Enemy rule.
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Post by: Lukus83
Sorry Schepp...seem to have started a landslide effect here. Apologies.
12914
Post by: FoxPhoenix135
I want to know what a Warrior Alpha looks like... I used to run Stealer Shock (thanks to the 3rd edition of Space hulk having 22 of the buggers and a broodlord) so I now have to find a new HQ unit to replace my broodlord. I have warriors, so what kind of converting do I need to do to make one into an Alpha?
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Post by: he-who-has-no-name
probably just give it a bigger head to indicate it's phychic powerfulness. and mabe paint it to look more important and distinctive.
9345
Post by: Lukus83
I think the kit comes with an alternative head.
12914
Post by: FoxPhoenix135
I heard something about making one by combining ravener sprues with the warrior sprues. Why do you think you would need to do that?
I am also interested in what variety of weapons are available to said Alpha warriors, as I will probably need to change its loadout. Currently I have a pair of talons and a deathspitter on my warriors, but should I take off the spitter in favor of another set of talons, or ditch the talons in favor of something else?
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Post by: Lukus83
I'm personally thinking of making an alpha variant by just using bits and pieces to make the thing more spikey. As to changing arms...I'm in favour of deathspitters with scything talons as cheap troops for a brood or 2 and maybe a third brood with the alpha variant as my cc "go to" brood. If we still get to abuse wound allocation I'm thinking of mixing the brood up with rending claws, scything talons, lashwhips and boneswords.
By podding enough into the opposing army heavy weapons are going to be hard pressed to insta-kill my warriors and knock out the MC's.
12914
Post by: FoxPhoenix135
Yeah... if the conversion is too complicated or I plain just don't like the stat-line, I guess I'll have to break down and buy a Hive Tyrant. I am kinda perplexed as to why they would remove the Broodlord from the HQ force-org, and just make him an upgrade. Can't we get a named Broodlord or something to go in the HQ slot, so we don't have to ditch our Stealer Shock lists? I like the fluffiness of an all-stealer list.
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Post by: Lukus83
Ha, I broke down and bought 3...though it looks as though my dakka tyrant will need his arms replaced.
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Post by: FoxPhoenix135
I'm selling a unit of PAGK for 25 bucks. I don't suppose anybody has a New on sprue/in box tyrant they are willing to let go for that much? I just need a stinking tyrant now!
Apparently I am going to have to buy more gaunts now too. I had only a single box of them before, so I had 8 gaunts and 8 hormies, but apparently now I need 2 more of each. New codexes are going to break my bank (since IG already drained me pretty good).
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Post by: Lukus83
Probably will have more luck in the trading channels. Good luck with it.
9988
Post by: Budzerker
Omega_Warlord wrote:Here's what I MIGHT do if I where Schep...
I MIGHT take pics with a camera phone in focus of all relevant necessary pages...
I MIGHT put all those pics in a pdf file...
I MIGHT upload that pdf file onto the interwebz
and I MIGHT provide a hidden link for all my dakka friends on my genestealer icon to that pdf file for download...
Please note, I am NOT telling anyone to do this, I'm just saying that I MIGHT do this if I was in a position to relay information....
I might... that's all....
just....
maybe
(P.S. I haven't done this, clicking my nid icon is futile)
+2! ¡ ! ¡ ! ¡ ! ¡ !
Edited for emphasis ;-p
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Post by: Schepp himself
Yeah...I might could do that but it's, as said, in german.
The Codex is printed out and given to the store manager who I am not friends with, an employee gave it to me to glance through it. So no camera pics and/or scans from me directly. I'm a bit surprised that no one else has seen the codex with his/her own eyes.
Zoanthropes are 65 points per model and lictors are 65 as well (or was it 60 for the lictors)?
The Zoanthropes come with the Warp lightning and another power I can't remember.
There are weapon options warriors can only have one of and weapon options that can only be changed broodwise. Don't know which ones exactly.
Greets
Schepp himself
P.s. Haven't glanced in it today, but questions until now registered. The rumor dapartment is seriously lacking in the point department, so I will probably focus on that.
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Post by: NAVARRO
Could you please give more infos about spore transport? Let me know if there's a pic or illustration of one in the codex.
Many thanks bug candies for ya
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Post by: Razerous
I read a rumour. It was about Lictors.
"Deploy like Marbo, cept in area terrain only"
Win
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Post by: Lukus83
I should be able to purchase the black box copy of the codex either early next week or late this week if that helps. Local store manager is a very nice guy.
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Post by: ubermosher
@ Schepp Himself: Curious as to the point cost for Toxin Sacs, especially for gaunts.
463
Post by: CaptKaruthors
Is the zoey Lance AP1 or AP2? People are confirming both on different forums. One says AP1 the other says AP2. Not that it matters much, because I think zoeys are still average. The Warp Lightning looks to be a better power IMHO.
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Post by: Schepp himself
CaptKaruthors wrote:Is the zoey Lance AP1 or AP2? People are confirming both on different forums. One says AP1 the other says AP2. Not that it matters much, because I think zoeys are still average. The Warp Lightning looks to be a better power IMHO.
I'm 99% sure that it was Ap1. I frequently use Zoanthropes and looked at their stats rather closely. It's 18" S10 AP1 Assault 1, lance.
Greets
Schepp himself
270
Post by: winterman
More rumors on The Tyranid Hive from tgaunt who has seen the book. Answers a few things asked above:
ok guys, I had a read trough the "rules excerpt" of my local GW.
I'm not typing down all the stuff but some things that appear important to me. if you want specifics... ask but dont ask for profies AND point costs.
so lets start with the good ones:
zoantrope is cheaper than current one with synapse and warpblast. warpfield now is a 3+ invul and can only be taken by the zoantrope (both hierophants and malantropes now laugh their ass off because they have it in their stats ).
warp blast is like the old one but needs a psychic test (whose idea was that? s5 ap3 small blast THAT powerfull? whatever...)
the focused one is s10 ap1 lance
trope has bs4!
allmost all tyranids which do not deepstrike by themselfes can be given biological droppods which work exactly like SM ones (but dont have half of them come in turn 1) for only a bit more than SM ones cost.
dakka is not gone. devourer is a s4 assoult 3 gun on small bugs but s6 assoult 6 on tyrants and carnifex (by an ammonition upgrade which comes automatically on big bugs). you can take two sets. both dakktyrant and dakkafex will end at about 200 points per!
sniper is gone because you can only take one set of 'heavy' weapon per big bug.
boneswords are power weapons and can be taken on all warrior-strain creatures (warrior, winged warrior, tyrant guard, tyrant). they can cause instant death. a pair of them costs only 10points on warriors.
for each tyrant you can buy a unit of 1-3 guards as a free-hq (60pts each). tyrants can join tyrant guard as if they were IC.
tyrants start at 170 points with either twin scytings or scytings and bonesword/lashwhip. they have 2 out of 4 pwoers for free (each of them would be easily worth the 2*25=50 points he costs more now if you could choose if you want them. as a forced buy they make the tyrant somewhat expensive).
powers are as mentioned above. the 4th power is automatically one unit in 18" sets bs&ws to 1 until the start of the next tyranid player's turn.
tyrants can buy as many as they choose of the following abilities:
+1 to reserve as long as the tyrant is alive
prefered enemy to every brood with models witihn 6"
didnt remember thirt
you can byu either wings, 2+ save or a potent shooting weapon as a carapax biomorph.
mixed stuff:
toxotroph is t4 w2 5+ armor, comes in broods of 1-3.
his cloud gives every unit with models within 6" 5+ cover (inculding himself), defensive grenades and everyone assoulting them has to test for DANGEROUS terrain.
would have been a blessing for old nidzilla sniper fexes but now is quite useless.
bad stuff:
pyrovore is useless. t4 2w 4+ armor, a heavy flamer with no hellhound range. possibly of use as a brood of 3 in a droppod but frail (I'd rather have 4 bonesword warriors than 3 heavy flamers...).
hiveguard has a 4+ save. he looks like a hiveguard but apprently the heavy chitin armor is only decoy
synapse doesnt help against instant death.
there is a bug in fast assoult. mosntrous creature 160points 4w t5 4+ armor which can fly (big gargoyle)... lets chorus: "catch the heavy bolter shell!"
they come basic with a pair of talons and a devourer (and bs3 for the matter. alpha warrior convers his WS6 and BS4 to a unit he joins as an IC) but can freely change the devourer for rending claws or a 2nd set of talons.
so for 30 points you are getting a complete warrior, ready to go. the only downside of warriors is that they can be instakilled now but once you have absorbed it the 3rd wound compensates for that to some degree. also deathspitters are really hosed now cause they are only 18" s5 ap5 assoult 3 and cost 5 points premium.
Hi, thanks for all that info tgaunt! May i ask some bits?
Can warriors have poison? More expensive than an gaunt?
every unit you want in cc can ahve the poison. more expensive yes but tbh both poison and furious cahrge are costed fair.
Can genestealers (normal) have poison? More expensive than an gaunt? dont remember, but I think yes. afaik all but tropes and artillery bugs can buy it.
What can you tell us about broodlords? Power weapon? Attacks? Wounds? IC? Granades?
in short: he is now more a magus than a broodlord. no power weapon, profile like now but without upgrades. he is a searge-like modell and doesnt have grenades. he does however can buy 2 psychic pwoers: a) old psychic scream with a psytest toa ctivate and 12" range. b) roll of lds+1d6 against one enemy modell. if the lord at least draws the modell cannot make any attacks (very nice!)
Can raveners have frag grenades? And genestealers? and warriors? xD
no. frags are extremely rare (a monstrous siced carapax upgrade afaik). I could have overread some hidden way (like the ravener haveing acess to that carapax weapon) though.
Do the ripper swarm score?
they have no rule to negate their "swarm" basic rule
Do the poison applies also to the ranged weapons?
no
fleshborer are 12" range or 18", and S3 or S4?
they are exactly like today on a termagaunt without upgrades but living ammo is gone.
I dont think dakka now is twin linked anymore... xD
that is bull, or wishlisting depending on what exactly you mean...
no its 2 twin linked devs @ 6 shots each for the mosnters
and yes, warriors can either buy bonesword pairs (easier to instakill) or one bonesword and a lashwhip (more expensive but enemies have I1).
so if you are just worried for the casualties you mgiht take, bonsword & lashwhip are to use (either all or non in brood. actually the venomcanon/barbed is the only thing you can/may only equip one).
I personally would not worry for striking last. most of our things are even in the cheapest form so brutal in melee that you will rip trough allmost anything even if you loos ~3 gaunts or a warrior before striking. and stuff like berserkers can be shot up beforehand
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Post by: wyomingfox
Schepp himself wrote:CaptKaruthors wrote:Is the zoey Lance AP1 or AP2? People are confirming both on different forums. One says AP1 the other says AP2. Not that it matters much, because I think zoeys are still average. The Warp Lightning looks to be a better power IMHO.
I'm 99% sure that it was Ap1. I frequently use Zoanthropes and looked at their stats rather closely. It's 18" S10 AP1 Assault 1, lance.
Greets
Schepp himself
Well, that AP 1 is quite an improvement and if the BS 4 is correct, then I must humbly bow before Shep's prophetic wisdom. 3 Zoes will be able to bust AV 14 tanks at 58% rate (assuming no cover). Equivalent rate as 3 melta speeders or 3 melta attack bikes.
Thanks for the insight "Schepp Himself"
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Post by: Shep
ooh BS4!
I willed that into being after already assembling and converting three zoeys!
8723
Post by: wyomingfox
I figured you had a hand in that
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Post by: winterman
Yeah BS4 zoey's make me happy. Then again no gunfexes make me sad. Well only kinda, I prolly woulda retooled them anyways due to point costs but still, I like my gunfex modeling work.
I was glad to see venomthropes could be taken in broods and were pretty cheap, then sad to see they didn't get 3 wounds. I still may go with one unit of them once I convert up some tervigons. The number of special rules you can drop on a unit using those two is nice.
Also, there's a rumor that barbed stranglers gained rending in exchange for the loss of pinning and -2S. Can anyone confirm this? I wouldn't be as hasty to paint up more scytals for my carnifexes if true.
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Post by: Lyracian
winterman wrote:Also, there's a rumor that barbed stranglers gained rending in exchange for the loss of pinning and -2S. Can anyone confirm this? I wouldn't be as hasty to paint up more scytals for my carnifexes if true.
I heard the same rumour, but no one else has confirmed it. It appears Carnifex can only have one big gun though.
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Post by: Fateweaver
Hmm, devourer is a lot better on small bugs.
I'm tempted to mutilate my Spingegaunts and replace them with Devs, though I imagine that's quite pricy.
2 Dakkafexes on Carnies sounds impressive. Even without living ammo (and assume they aren't twin-linked) it's 12 shots per 'fex, up from 8. Assuming reroll that makes it pretty nice weapon. 'Tis why walking dakkarants are popular.
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Post by: JohnHwangDD
winterman wrote:Yeah BS4 zoey's make me happy. Then again no gunfexes make me sad.
Did anybody NOT see gunfexes being nuked?
Or Zoey's being better?
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Post by: winterman
Did anybody NOT see gunfexes being nuked?
Never said I was surprised. I said I was sad (and only really a little bit). I figured more likely they'd be made much less viable or ideal, but not illegal. Not a big thing imo though. I think most gunfex owners were resigned a long time ago toward refitting them.
Or Zoey's being better?
Previous rumors already had them cheaper and with a stronger set of attacks. So they were already better as rumored. BS4 just makes them waaay better (hence being happy and maybe even a bit surprised).
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Post by: CaptKaruthors
While the zoey's gun is better, I think they are still fragile. I think they are an okay unit. Range is a problem and getting shut down by hoods can be a problem still. The increased BS is a marked improvement though...at least they have a better chance to hit now. Looks like people will be putting their units in pods now for the alpha strike.
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Post by: Shep
Fateweaver wrote:Hmm, devourer is a lot better on small bugs.
I'm tempted to mutilate my Spingegaunts and replace them with Devs, though I imagine that's quite pricy.
2 Dakkafexes on Carnies sounds impressive. Even without living ammo (and assume they aren't twin-linked) it's 12 shots per 'fex, up from 8. Assuming reroll that makes it pretty nice weapon. 'Tis why walking dakkarants are popular.
Fexes are interesting, because of free plasma cannon. I doesn't seem economical to me to put anything more than one set of guns on him, and when you get close enough, unload with the plasma cannon and whatever gun set you choose (big devourer, big deathspitter, big barbed strangler, big venom cannon). This way you can either keep the free 1's re-roll, or plump for crushing claws.
I might be wrong. Having gun options might make them even more flexible in a shooty/counter cc role.
I realize I might be alone in this, but i like the 'forced' CC buff we get on our fexes. Now your dakka fex is more expensive, but... it shoots better, has the equivalent of 8 arms instead of 4, has a plasma cannon, and can get to I3 on the charge. Plump for furious charge, and he can cut through thunderwolves and dreadnoughts with ease.
As for the termagant thing... no offense to the people going out and digging up rumors, but there isn't two rumors on termagants that match up.... so far we have
5 points gets a fleshborer
fleshborer has been rumored to be....
12" S3 ap- assault 2
12" S4 ap5 assault 1
18" S4 ap5 assault 1
I'd like to think its the third one, but every site has a different version of the gun.
Spinefists fortunately have a consensus, although i am not 100% positive of the reports.
18" S4 ap5 assault X, twin-linked
And the devourers have been reported as multiple gun profiles as well. And have been rumored to be the same cost as fleshborers, or more expensive than fleshborers...
12" S5 ap- assault 1
?? S5 ap?? assault 3
As I am painting up nids for a tale of many gamers style campaign, what I have been wanting more than anything is a complete picture statline on the basic troop choices. i know what their base cost is for each troop. Other than for the hormagaunt, i don't know what that base cost entails. For the hormagaunt, how much is poison? How much is furious charge? For the termagant, what do the guns actually do? and what do each of the gun upgrades actually cost? And for genestealers, what upgrades can they actually buy, and at what cost?
I'm behind on painting and building, and I'm dying to get going with confidence.
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Post by: winterman
As I am painting up nids for a tale of many gamers style campaign, what I have been wanting more than anything is a complete picture statline on the basic troop choices.
Agreed. I have spinegaunts or termagaunts to paint for ConquestNW in January and I want to know which ones are worth taking in the new dex. The weapon stats for them have been all over the fricken map.
8021
Post by: JD21290
Funnily enough, i just got a test mini finished for my winter themed nids
Only a horm, but it will do for now.
also dug out what was left of my last army:
3 metal ravs (claws instead of talons)
30 horms
15 terms
3 lictors
1 broken thrope
I think it will be a case of fix em up and paint em if i need em.
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Post by: warboss
it was said that carnies have to all take the same loadouts in broods but is the same true of other multiwound creatures like zoanthropes and warriors? i'm just hoping GW learned their lesson from nob bikers in regards to that stupid and useless rule.
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Post by: JohnHwangDD
OK, thanks, winterman.
Personally, I was expecting Fexes to lose access to the uber guns entirely (Venom Cannon, in particular).
IMO, Zos should have gone BS4 as soon as they became Eldar-linked in the Fluff.
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Post by: Fateweaver
It appears that 'Nid assault has gotten better overall. Warriors are rumored at 30 pts with talons and devourer, a 3rd wound and an improved save. Sure they are S8 magnets but I am sort of happy to see EW tapering off. Seems as if every army out there going back to the current CSM codex has it. Would have been a bonus to see the Tyrant get it but Tyrant has gotten better IMO.
The people bemoaning melta-spam IG. If they are close enough to fire off 2-4 melta gun shots than they will be assaulted (or the chimera they are in). Not to mention cover from the stuff in front. If you want to ensure melta is not going to auto-kill (and it won't as BS4 still misses on 1 and 2 and a 1 is possilbe on the to wound roll) put some gaunts in front. If a vet squad is going to shoot 4 melta guns at your warriors and then of course be forced to shoot it's lasguns at them which is a waste the gaunt squad in front will make those vets pay and with 4 melta guns being fired you will lose on average 2 warriors. A nearly 200 pt squad killing 60pts in warriors and then getting eaten by 100pts of gaunts (or less as I bet even 10 horms could eat 10 IG vets) seems like a fair trade off.
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Post by: ChaosDave
Hey can someone point me to some more info on the Tervigon? What weapons does it have? Scything talons? any sort of bio plasma etc?
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Post by: FoxPhoenix135
Do you think that part of the stuff that went into this codex was intentionally meant to influence the metagame, to balance it out? Right now, the supreme special and heavy weapons being meltas, lascannons, etc, do you think this codex was meant to influence a shift to make plasma and heavy bolters useful choices again? It just seems too nerfed in some things.
I didn't like how the rumors of the barbed strangler were looking, so I just decided to put another pair of talons on both my fexes I have. I almost put a venom cannon on instead, but I thought the shift to CC would be a better bet.
5344
Post by: Shep
FoxPhoenix135 wrote:Do you think that part of the stuff that went into this codex was intentionally meant to influence the metagame, to balance it out? Right now, the supreme special and heavy weapons being meltas, lascannons, etc, do you think this codex was meant to influence a shift to make plasma and heavy bolters useful choices again? It just seems too nerfed in some things.
I didn't like how the rumors of the barbed strangler were looking, so I just decided to put another pair of talons on both my fexes I have. I almost put a venom cannon on instead, but I thought the shift to CC would be a better bet.
I was actually expecting more of a shift to be honest.
i was looking for warriors and raveners to get T5, which would, in essence make the entire army melta immune. I thought that this would definitely boost the plasma gun and further marginalize the meltagun. But with three wound T4 models, there is a strong case for continued melta usage.
In all truth, I think it is probably much wiser to have included melta vulnerable models in the nid book. If you make some armies only beatable by taking mass melta (land raider spam) and then have popular armies in the metagame that completely laugh off meltas, then you create rock paper scissors matchups. It isn't healthy game design.
As it stands I think I hate meltaguns enough to design my new nid lists as melta immune anyway. If i skip raveners and warriors, and stick to the rumored T5 hive guard, and T6 MCs, then everyone will be aching for more plasma when they vs. me.
On your fex. I think the naked dual scytal fex seems pretty interesting. But keep in mind that for pure CC options in heavy support, its hard to beat a mawloc, which is rumored to be a mere 15 points more than a naked fex. Its way too early for me to be preaching anything. But it looks to me like the fex is what you want, when you want shooty options abound, with excellent CC. If you just want to get into CC on turn 3 with something. Its hard to make an entrance more spectacular than the mawloc "Excuse me gentleman, can you hold this pie plate and then move out of the way? Also, I'm going to charge you next turn"
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Post by: JohnHwangDD
FoxPhoenix135 wrote:Do you think that part of the stuff that went into this codex was intentionally meant to influence the metagame, to balance it out?
Unquestionably, but probably not exactly the way that you're phrasing it. As I see it, GW is refining how Nids look and play to give them a much stronger visual, CC presence. GW is aware of the metagame, in the sense that they've been tweaking Orks, SM, and Guard play. But I'm doubtful that GW is going at the metagame itself in a scientific way, nor specifically to "balance" anything out per se. I just don't see GW being that focused and deliberate. I see GW's designers saying that Fexes are cool models, but players are taking them with too many big guns on the models, and not fighty enough, so they'll take some of those options away and recost the rest to strongly encourage players to take things that are more "correct". ____ Shep wrote:I was actually expecting more of a shift to be honest. I think the naked dual scytal fex seems pretty interesting. But keep in mind that for pure CC options in heavy support, its hard to beat a mawloc, which is rumored to be a mere 15 points more than a naked fex.
I think GW may have learned that swinging the pendulum too hard causes too much angst, so they take a half step to where they want to go. Probably the next Nid Codex completes the swing to CC, just as the next Rulebook will complete the KP/Objectives shift. The new Trygon and Pods are fantastic solutions to the Nid mobilty / presence issue. I think it's awesome and game-changing.
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Post by: FoxPhoenix135
Hm. That makes more sense, the whole bit about taking half a step. And I agree that Pods help balance out the metagame in the sense that not every nid has to be fast or fleet to get into combat without dying.
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Post by: JohnHwangDD
Thematically, ALL Nids could be Fleet, and it wouldn't hurt the army one bit.
The problem is that, even being 100% Fleet, that won't solve the mobility / presence issue compared to cheapo Transports and Drop Pods.
That is why the Trygon and Spore Pod are so awesome. The make things happen *now*, rather than giving them free turns of shooting. Which is also why Nids are losing the long guns, specifically to discourage Nids from trying to get into any sort of shooting match.
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Post by: wyomingfox
JohnHwangDD wrote:Did anybody NOT see Zoey's being better?
To be fair, they had precedence
In regards to the gunfexes, I understand Winterman's pain as he had some awesome conversions that are beautifully painted. So far, I have lucked out. My two painted carnies, as well as my painted HT, have scytails and 1 heavy gun (which is the reason I made removeable gun toting mutants in the first place). Automatically Appended Next Post: Shep wrote:If you just want to get into CC on turn 3 with something. Its hard to make an entrance more spectacular than the mawloc "Excuse me gentleman, can you hold this pie plate and then move out of the way? Also, I'm going to charge you next turn"
Or (if rumors hold up) the Trygon which at 15 points more than a Mawloc can assault the unit it deep strikes onto, rather than suffering a deepstrike misshap. Turn 2 belly flop onto a IG Leman Russ/Bascalisk/Collosus squad anyone.
1963
Post by: Aduro
Oooo! Oooo! Can Alpha Warriors get Wings?
9808
Post by: HoverBoy
That would be delicious
19377
Post by: Grundz
I am greatly looking forward to the greater-daemon shredding squads of hormies with poison sacs.
very greatly
19610
Post by: he-who-has-no-name
Shep wrote:
trygon 200ish
mawloc 170ish
mawloc 170ish
Shep wrote:
He-who-has-no-name
you are bang on. my friend got his Jan WD early and i had a good look at it. mawloc= 170pts and when it DSs you place large blast and everything touch take a S6 AP2 hit
Trygon=200pts
theres also a new biomorph that gargoyles have standard thats called blinding venom which means if you role a 6 to hit in cc you auto wound. and scyting talons mean you can re-role 1s to hit in cc.
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Post by: warpcrafter
So, they just had to get rid of WON and EW for Tyranids. This has triggered by pessimism gene again. These are the things that in my mind made them a distinct army. Between that and tripling the cost of Carnifexes, it seems that the monkeys have been attacking the typewriters again. I just might go Space Wolves after all.
181
Post by: gorgon
After some initial shock, I think these rumors are getting gradually better as we learn more and start to get an idea of the potential synergies.
I think it's interesting how Cruddace approached buffing Tyranid CC. Instead of just boosting attacks or S across the board (spamming attacks being the way most armies approach things), Tyranids get poison, high initiatives and lots of rerolls. It's different, but still works within the existing system.
Regarding models, I really feel like I'm getting off easy compared to some. My fexes are magnetized, and I have a (un-?)healthy amount of Gaunts and Hormagaunts from my many years with the army. I even have a Trygon already.  I'm probably picking up a plastic Trygon to be an Alpha or a conversion to another species. And of course I'm gonna be picking up 6 Hive Guards, LOL. Things could change as we learn more, but 2x3 Hive Guards and 1X3 Zoeys is SO looking like the default Elites build no matter what the rest of your army looks like...
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Post by: wyomingfox
Or you could play both like I do
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Post by: Hollismason
What happened to all the rumours they keep getting deleted its annoying.
I still havent found a confirmation on the Deathstalker it looks like it is the "assault" after placed Lictor with the genestealers that will definitely be 2 choice units to take in Drop Podding army along with the Trigon or Mawloc.
Does anyone know if they do get the Raveners get to assault out of the tunnel thing?
12914
Post by: FoxPhoenix135
I don't think the raveners would get to, but it is possible.
I still am waiting to find out what is the cosmetic differences between warriors and alphas, so I can make myself one!
4884
Post by: Therion
Did I understand it correctly that Carnifexes can still buy two sets of TL Devourers, and that now they would have 12 twin-linked shots at S6? That's absolutely mental, but I guess if the cost is now 200 points per model then basically the power of the gun has nearly doubled and the price of the model has also nearly doubled, meaning since the wounds and other survivability didn't get any better the whole thing can still be considered nerfed.
It's still a nice gun to fire when you deep strike. You hit that AV11 or AV12 vehicle 9 times afterall and get a couple glancing/penetrating hits. Too bad one can get only three deep striking Carnifexes and that would mean no Trygons/Mawlocs at all. Additionally, if three Deep Striking Carnifexes cost 600 points and their Mycetic Spores something like 120 points altogether, it's easy to question their viability.
To me it sounds odd that a Carnifex costs that much without them being given 5 wounds and a 2+ save as standard.
The Devourers might be worth considering for walking Hive Tyrants, since the Venom Cannons etc. didn't seem all that impressive.
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Post by: Lukus83
I'm personally thinking of a nice combo of trygon and mawloc accompanied by 2 broods of 15 hormagaunts in pods as well as a brood of cc warriors with alpha variant podding in also. If rumours are reasonably accurate this should be do-able in 1k. Not a bad little list.
I'm actually considering skipping carnifexes in all but the largest of battles, or until I can find a use for them. They seem to be religated to a heavy support gun slinger, which I don't actually like. Far more fluffy (and possibly more competitive) to have a load of stabby stuff than guns in a nid list.
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Post by: MilkmanAl
Trygons sound like a serious PITA in smaller games. Being able to magically appear in combat with something and wipe it out is pretty devastating when that thing is probably 1/5 your army. I think there are definitely some really fun things to be done with that ability plus the tunnel it leaves.
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