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Made in au
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Versteckt in den Schatten deines Geistes.

I just laugh at how many times Arby can write either of the two following phrases:

"For every X they killed, Y took its place"
... and...
"... ripping into/eating/devouring/meltaing human flesh!"

It's written so terribly, and so much of it is copypasta'd out of older Tyranid Codices with a couple of sentences added at the end. Read 'Tendrils of Kraken' on page 22. Virtually everything there is lifted verbatim from other Tyranid books.

Say what you want about Gav Thorpe and the 'Chaos' Codex, that guy knows how to write interesting and fun fluff. Arby... not so much.

This message was edited 1 time. Last update was at 2010/01/23 00:46:42


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"Say what you want about Gav Thorpe and the 'Chaos' Codex, that guy knows how to write interesting and fun fluff"

I disagree. I found the chaos codex boring and trite. and most of it is copy pasted also

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
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H.B.M.C. wrote:Say what you want about Gav Thorpe and the 'Chaos' Codex, that guy knows how to write interesting and fun fluff. Arby... not so much.


Dude, friggin read Kharn's fluff next to his entry the other night. I came SO CLOSE to starting a CSM zerker army or even a demon army. Tears of nerd joy. Srsly.

For those that haven't read it, it consists of like 5 khorne berzerkers being pinned down by imperials, hanging out for 5 minutes, leaving cover to find that all the imperials are already dead (presumably gutted by Kharn), then all getting brutally eviscerated by the Betrayer, who appears out of nowhere.

On a related note, seems like Dark Eldar don't really have to adjust their army lists to combat the new Nids. Lance spam and agonizers for the MCS, Gunboats and Ravagers w/ disintegrators for hordes. Kinda boring using the same list all the time :-/

 
   
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Kharn does that every codex, the fluff is always the same, hence, The betrayer. If you want to reed some good fluff, read the why should you play chaos in the 3.5. codex

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
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sexiest_hero wrote:Kharn does that every codex, the fluff is always the same, hence, The betrayer. If you want to reed some good fluff, read the why should you play chaos in the 3.5. codex


Oh god, that codex was so imbalanced but so good.


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H.B.M.C. wrote:It's written so terribly, and so much of it is copypasta'd out of older Tyranid Codices with a couple of sentences added at the end. Read 'Tendrils of Kraken' on page 22. Virtually everything there is lifted verbatim from other Tyranid books..


I picked up on that when they referenced Hormagaunts Four razor sharp claws, and Termagaunts walking on four legs.

 
   
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Wow, H likes a codex? Hell must have just frozen over.

I like the Lictors and don't think they are that bad.

Hell, use them to harass a unit that the opposition was dumb enough to isolate. 5 or 6 man Devs. Pick on them. I plan to use my brood of 3 in at least the first dozen games I play. You know, give them a fair chance to show their worth (or lack of). I don't judge units by just reading numbers in a book.

3 Lictors will wreak havoc with most Dev squads. Even if you can't assault you get 6 S6 shots that Rend and now you leave that squad no choice but to sit there and get charged next turn by 3 lictors or shoot at said lictor brood with their heavies. Make sure there is >2" of terrain between you and the devs and your cover save is 3+. If they shoot at the Lictors and don't kill them they will get assaulted, if they opt to assault 3 lictors will mess that squad up. Either way it's a win/win.

Don't deploy your lictors in the open in front of every gun in the opposing army and they should do fine.

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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Fateweaver wrote:Wow, H likes a codex?


I like the Marine Codex. I like the Ork Codex. I like the Tyranid Codex. I think everything in the Space Wolf Codex (except Thunderwolf Cavalry, who are just daft) is very cool.

When one doesn't jump to conclusions and make assumptions all the time, one might learn something about the other person. Try to remember that Fate.

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Gathering the Informations.

Actually, Tyranids are the second Xenos force that has intrigued me.

I love Deathleaper and the Lictors. Noms.
   
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Without even watching the video... Hah! Plasma Hatcher!

 
   
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Kinda sad that there's no more living ammunition...

Curse you GW! GO Learn ENGLISH. Calling it "permissive" is no excuse for Poorly written Logic. 
   
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Steelcity

Nelson wrote:

On a related note, seems like Dark Eldar don't really have to adjust their army lists to combat the new Nids. Lance spam and agonizers for the MCS, Gunboats and Ravagers w/ disintegrators for hordes. Kinda boring using the same list all the time :-/


That assumes dark eldar have multiple lists to adjust???? No offense, It just always cracks me up when the dark eldar comment is inserted because theyve had the exact same list for 10 years


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What this Codex did IMHO, is level out nids to compete in the new 5th edition, in in doing so the 1 option under the old codex that worked comparably well (Nidzilla, with some Genestealers) was downgraded. I played 1850 against a Tau gunline and absolutly wasted it. Sure nothing stands alone anymore, they made it so you HAD to take a mixture of units that are better together then the sum of the parts, which is how a nid swarm should be. I especially liked how the special nids are reabsorbed by the hive mind and then respawned where nessacary

 
   
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doubled wrote:I especially liked how the special nids are reabsorbed by the hive mind and then respawned where nessacary


I like this a lot too. Gives the army more character and flavor. The codex also seemed to make them more intelligent, both on and off the table. The old codex basically had the tactic of 'HURR DURR I run across da table and eated you'.

This one gives many more outflanking/deepstriking options, as well as reducing the viability of nidzilla. Making the army both more effective and more tactical.


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Well it gave you the sense that the hive mind was an active part of the Nids, not just some fluff mentioned a few times. It actully learns and brings what is need to where it needs to, like every other race in 40k.

 
   
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doubled wrote:What this Codex did IMHO, is level out nids to compete in the new 5th edition, in in doing so the 1 option under the old codex that worked comparably well (Nidzilla, with some Genestealers) was downgraded. I played 1850 against a Tau gunline and absolutly wasted it. Sure nothing stands alone anymore, they made it so you HAD to take a mixture of units that are better together then the sum of the parts, which is how a nid swarm should be. I especially liked how the special nids are reabsorbed by the hive mind and then respawned where nessacary


What part of stealer shock got downgraded?
   
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Broken Loose wrote:
doubled wrote:What this Codex did IMHO, is level out nids to compete in the new 5th edition, in in doing so the 1 option under the old codex that worked comparably well (Nidzilla, with some Genestealers) was downgraded. I played 1850 against a Tau gunline and absolutly wasted it. Sure nothing stands alone anymore, they made it so you HAD to take a mixture of units that are better together then the sum of the parts, which is how a nid swarm should be. I especially liked how the special nids are reabsorbed by the hive mind and then respawned where nessacary


What part of stealer shock got downgraded?

No extended carapace == many dead genestealers from bolters & flamers (plus more expensive Flyrant support). I've tried it a few times, and it's a lot less effective than it used to be.

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Can take many more stealers though and can pod them + BL is an upgrade (and isn't that bad for his points).

My old stealers ran 28pts each, new ones run 19 each with talons and toxin. I lost 4+ save and frag grenades and preferred enemy (though PE was too cheap in 4th)...a brood of 10 used to cost 280 without BL. Now it costs 236. I lost the ability to strike first against units in cover (unless gone to ground or pinned), gained reroll of any 1's I roll (happens a lot), gained reroll to wounds = more rends and the BL can make squads break easier or shut down pesky fists that might decide to come into BTB with the BL. So I could take 6 broods of 10 for 220pts less (with BL included) than 6 broods of 10 without BL's in the current codex.

Unless assaulting something with counter-assault or lots of base attacks going last isn't the end of the world. 10 tac marines in cover will kill 1 stealer, than the stealers hit back and will have 29 attacks, 20 hits, 7 savable wounds, 3 rends, reroll the 10 that didnt wound giving 4 more wounds and 1 more rend for a total of 4 unsaved and 11 savable. Sure opp can stack the rends to minimize kills but he still loses combat as he'll suffer 8 unsaved wounds losing combat by 7. If he elects to stack in such a way to leave some guys alive it's good for the stealers. Keeps his/her army from shooting them off board and that is a combat the tac squad can't hope to win.

So, against marines that don't get CA or are sternguard or have more than 1 attack base it's no biggie.

So my stealer army can take a possible 150 stealers. Sure that is like 2500 by itself but if I wanted to play 3k non-apoc that leaves room for a Prime and a Trygon and 6 Ymgarl stealers or maybe 3 Hive Guard or 3 Zoans.

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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It's not the 'stealers ability to hit in combat that is the problem. It's *getting* to combat, when they are bolter bait. It's surviving *after* combat, when a flamer can drive over and wipe half the squad, with no save.

The difference between a 4+ and a 5+ save is huge. There's a reason people paid for extended carapace in the last codex - against far too many weapons, it's the difference between getting a chance to save, or not.

Quis Custodiet Ipsos Custodes? 
   
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I use my stealer squads to assassinate things. They arent their to survive, they just run in from a table edge and kill one thing.


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If you run a single brood it won't do much. Run 4 or 5 at 10 strong or more and outflank you will do something.

I too always gave EC to my 'stealers among other things and it soon added up. If I don't take the broodlords I have basically saved myself 400pts between the 5 broods I ran in 4th. One of my opps plays a Vulkan army on occasion with as many HF's as he can take backed up by a HB Dev squad, a twin HF dreadnaught in a pod and a predator destructor. That is way too many AP4 weapons to get around so I eventually stopped taking EC and used the points elsewhere. Even regular flamers that get to reroll wounds makes 'stealers cry.

If a person runs one or 2 min. squads of stealers they won't do much but stealers, like gaunts, should be spammed. 1 HG will maybe kill a couple of light apc's over 6 turns, 3 or 6 or 9 will kill a lot more so you shouldn't just take one HG because that is the minimum.

If I don't take the BL's I could add 10 more Warriors to my army armed with Death Spitters. If I take all 5 broodlords I could then add 17 super hormogaunts to my army or take 3 HG.

Stealers should be a glass cannon and that is what they are. EC worked great for me until my opps started taking as much ap4 as they could (sometimes we pre-arrange, other times we build our lists than randomly determine our opps) because ap4 guns like HF's and autocannons still kill MEQ's as well (not to mention the manticore and it's d3 s10 ap4 pie plates a turn (ick)).

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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I grappled the shoggoth wrote:
sexiest_hero wrote:Kharn does that every codex, the fluff is always the same, hence, The betrayer. If you want to reed some good fluff, read the why should you play chaos in the 3.5. codex


Oh god, that codex was so imbalanced but so good.


yeah i know right? Chaos actually -won- some battles. They were imbalanced as all get out! I mean, they won? really?

good thing Gav saved us and nerfed them into the floor.

You want to know imbalanced? imbalanced is the kid using a Tervigon in a 600 point game.


Automatically Appended Next Post:
I grappled the shoggoth wrote: as well as reducing the viability of nidzilla.


Carnifex. Brood.

This message was edited 1 time. Last update was at 2010/01/30 20:00:55


 
   
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Howlingmoon wrote:Carnifex. Brood.


600. Points.
   
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Howlingmoon wrote:
I grappled the shoggoth wrote:
sexiest_hero wrote:Kharn does that every codex, the fluff is always the same, hence, The betrayer. If you want to reed some good fluff, read the why should you play chaos in the 3.5. codex


Oh god, that codex was so imbalanced but so good.


yeah i know right? Chaos actually -won- some battles. They were imbalanced as all get out! I mean, they won? really?

good thing Gav saved us and nerfed them into the floor.

You want to know imbalanced? imbalanced is the kid using a Tervigon in a 600 point game.


Automatically Appended Next Post:
I grappled the shoggoth wrote: as well as reducing the viability of nidzilla.


Carnifex. Brood.


That codex nerfed my WE's army into the floor. 2nd ed my zerkers kicked ass, 3rd ed they kicked ass, 3.5 ed they chased LS around the board because of their stupid rules, new codex they are now one of the scariest units in the game not to mention my Havoc squads with 4 specials, my terminators with 4 attacks base and my chosen with 5 meltaguns with MoK kick all ass and take names.

Thank Khorne that the atrocity of 3.5 is gone.

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
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Broken Loose wrote:
Howlingmoon wrote:Carnifex. Brood.


600. Points.


600 points of how many wounds at what toughness?

I think he might have you there...
   
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Alpharius wrote:
Broken Loose wrote:
Howlingmoon wrote:Carnifex. Brood.


600. Points.


600 points of how many wounds at what toughness?

I think he might have you there...

I don't agree. Nidzilla relied on 113 pt Carnifexes, not these 200+ pt monstrosities. Since the point was simply "reducing the viability of Nidzilla," the ability to fit more Carnifexes into the Org Chart is pretty moot; you can no longer bring 6 Carnifexes & 2 Tyrants in an 1850 pt list.

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Tyrannofex is by far my favorite unit in the codex.

Ded 'ard, and Rupture Cannon is a S10 autocannon.
   
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No but you can easily bring the equivalent number of wounds. One of my 2k lists has 2 Carnies(400), 2 Tervigons (390), 2 Mawlocs (340), and a Hive Tyrant (225) in it. Which is 36 wounds which is 9 of the old big bugs. Granted I might have to drop a single model at 1850 which means only have 32 T6 Wounds. And you'll still be more effective than the old Nidzilla codex was.

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But Hulksmash, with the removal of eternal warrior to the Tyranid MC's, your opponent can remove 6 of those 36 wounds in one shot, whether it is from Skulltaker, a force weapon, Jaws, etc...
   
 
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